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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.

Players are encouraged to design and propose—or copy "inspiration" from elsewhere, adjust, and propose—their own feats, spells, classes, and magic items. See Custom Content for details.

(For a full overview see the Table of Contents.)

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.

(New) Characters

As detailed in Characters:

  • All characters start as Aran.
  • Ability ratings are purchased, with 15 points (Standard Fantasy).

Note that Retraining is possible, so it is not necessary to lock in a complex levelling plan (it is not prohibited either, but know that new classes might become available during play.)

Races

Playable races:

Classes

Base classes:

There are no Class that have Type Base Class in Rules

Skills

All skills, and their uses:

Feats

All feats:

There are no Feat in Rules

Design Guidelines

Players are encouraged to design and propose—or copy "inspiration" from elsewhere, adjust, and propose—their own feats, spells, classes, and magic items.

The Custom Content contains some per-source book notes on conversions, and links to design guidelines that have been written out to assist both when adjusting existing content or designing new things.

Other Rules

Meta Rules — Some rules about the rules. Mostly common sense, but useful to have written down somewhere so we can refer to them.