Table of Contents
This is the Rules wiki of the Maalum campaign. Here you'll find approved races, classes, feats, spells, domains, and other rules-related things. This rules wiki is the single source of truth. If it's not on here, its not in the game.
(New) Characters
- All characters start as Aran, except with express permission from the GM.
- Ability ratings are purchased as per Core, p.16; with 15 points (Standard Fantasy).
- Hit points for levels beyond the first are determined by 'take half, round up'
The characters in the initial transfer (Ilfreann PCs and accompanying cohorts) start out with a single Aran racial hit die: 1d8 (5hp), 3/4 bab (+0), high fortitude save (+2), low other saves (+0); no class skills, "temporary ranks" in heal (1) and survival (1); no bonus feat.
Basics
This campaign uses Pathfinder 1e, as defined by Core Rulebook, as the base game system.
- Source Books—The Core Rulebook, Occult Adventures, and Mythic Adventures rulebooks are used for their base mechanics. In general, no setting or "filling" (classes, feats, spells, etc.) are used from source books.
- Homebrew Content—Players are encouraged to design and propose—or copy "inspiration" from elsewhere, adjust, and propose—their own feats, spells, classes, and magic items. Since the setting strongly diverges from the 'default' Pathfinder setting, feel free to consult with your GM on the availability and setting-appropriateness of concepts.
Skills
There
are no Skill
Other Rules
- Meta Rules—Some rules about the rules. Mostly common sense, but useful to have written down somewhere.