Table of Contents
This campaign uses Pathfinder 1e, as defined by Core Rulebook, as the base game system.
In general, no setting or "filling" (classes, feats, spells, etc.) are used from source books. Converted content will be placed on the Rules wiki. In summary, the followings source books are relevant:
- Core Rulebook: only for the base mechanics of the game system, excluding alignment.
- Occult Adventures: for the types of feats, psychic magic, and possession mechanics.
- Mythic Adventures: for the mechanics of mythic characters, and the types of feats mechanics.
Note that mechanics listed with the relevant source books might be removed from this list to be placed on the Rules wiki, especially if said mechanics have been revised to better match the campaign. This is especially likely for mythic progression, mythic paths, and the base mythic abilities based on the way the campaign unfolds.
Approved Books
There is no set of 'approved' books with regards to feats or spells, as we follow the Single Source of Truth meta rule.
However, most spells and feats from the Core Rulebook and Occult Adventures are good inspiration; but spells and feats from other source material are not outright rejected.
Have a look at Custom Content for details on how to adjust and propose things from any source book.
Relevant Books
Some of the content on the wiki might refer to other source books (such as the bestiary, in case of summoning spells). Such a reference only refers to the minimum required, and always excludes any alignment usage.
Core Rulebook
This campaign only uses the mechanics of the Core Rulebook, excluding alignment. This means that races, classes, skills, feats, equipment, spells, magic items, or any other "filling" is only available if listed on the Rules wiki. Note that most other content from the Core rulebook can easily be converted if needed, see Custom Content for details.
The specific mechanics this campaign cares about are those in Chapter 1, Chapter 3 (character advancement), Chapter 4, Chapter 5 (prerequisites and types of feats), Chapter 6 (usage of weapons and armors, not the specific statistics), Chapter 7 (vital statistics, movement, exploration), Chapter 8, Chapter 9 (casting spells, how to read spell descriptions), Chapter 13 (dungeons, traps, sample traps, wilderness, urban adventures, weather, environmental rules), Appendix 1, Appendix 2.
Occult Adventures
This campaign uses the base mechanics of the Occult Adventures book, excluding any alignment usage. Again, this means that races, classes, skills, etc. are only available if listed on the Rules wiki. The mechanics this campaign cares about are those in Chapter 3 (types of feats), Chapter 4 (psychic magic), Chapter 5 (possession).
Mythic Adventures
This campaign uses the base mechanics of the Mythic Adventures book, excluding any alignment usage. Once again, this means that any actual content such as mythic paths, path abilities, universal mythic abilities, feats, spells, magic items, etc. are only available if listed on the Rules wiki. The mechanics this campaign cares about are those in Introduction, Chapter 1 (creating a mythic character, base mythic abilities), Chapter 2 (types of feats).