Pathfinder 2e

Second Edition RPG

Table of Contents

Introduction

Ability Score Variants

Gradual Ability Boosts (Gamemastery Guide pg 182)

This will be in play (basically 1 of the 4 ability boosts per level instead of all at once every 5 levels).

Alternative Score (Gamemastery Guide pg 183)

(If this ever gets implemented in Fantasy Grounds, or I run a live game, otherwise it is far too much work for little gain)
This will be in play for PCs/important NPCs (basically Brawn replaces Con & Str, Dex is broken into Dex & Agl, and Cha is used for Will Saves)

Alignment (Gamemastery Guide pg 184)

Only Outsiders, some Fey & characters with Divine features project a strong enough alignment to matter (Cleric, Champion, Druid, Monk); most normal people and animals are considered Neutral or unaligned for spell purposes. Most detect alignment type spells/abilities will detect corruption/evil/hostile intent and the like, or give a substantial bonus to Perception rolls to sense motive (in addition to functioning on appropriate Aligned characters/creatures). Characters may spend an Interest to gain an alignment representing True Faith in a higher power. Often appropriate to take a related Lore skill as well.

Leveling Up

Ancestries & Backgrounds

Ancestry

Bugbear (N/A atm)

No rules for them atm.
The top tier achievement of the Hobgoblin eugenics programs, and the Bugbears know it! Typically of "trans-humans", they are arrogant and sure of their superiority.

Catfolk (n/a)

Too rare, this is not an appropriate race for the region of this campaign

Dragonblooded

Elemental dragon heritage of the First & Second Age. Best represented as a Sorcerer blood-line, pure or archetypal. Theren (any), Zakharan (fire (VR)), Khinasai (fire (VR)), Basarji (fire), Andu (air), Mastetian (water), Iblis (earth), and Shivasti (wood). Can also represent the Genesai, elemental/fae breeds. They do not look like dragon-men however, just normal humans (with maybe some elemental traces).

Dwarf (C)

Male only (breed with fey/outsiders); Clanhold, Holdless, Exile (Barbarian).
Ancient-blooded, Death Warden, Forge, Rock Dwarf, Strong-blooded .

Elf (C)

Arctic (UC), Cavern (Drow?), Seer (High?), Whisper, Woodland (VC)

Gnome (C)

Chameleon, Fey-touched, Sensate, Umbral (Svirfneblin), Wellspring

Goblin (UC)

Offshoot hobgoblin race bred by them in ages past as saboteurs, spies, and infiltrators. An experiment gone so, so terribly wrong….
Charhide, Irongut, Razortooth, Snow (R), Unbreakable

Goliath (N/A atm)

Half-elf (C)

Can be any one of: child of elf/human, manifesting fey blood from ancestor's dalliance generations ago, or a true-breeding race (Dawn Tribes, Dhosuney, Aerenwe)

Halfling

Gutsy, Hillock, Nomadic, Twilight, Wildwood

Hobgoblin (R)

Original race of goblinoids summoned to this world by the Iblis in ancient times to be their shock troops and disposable warriors. Hobgoblins have a penchant for eugenics and breeding programs, having created the goblin, bugbear, and orc sub-races. Some among them can still speak Maglubiyet, an alien tongue from another world, but it has been corrupted over time into Goblin and Orcish, two related languages incorporating many words from Iblic and other languages (including Abyssal & Infernal).

Human (VC)

Half-Elf, (no Half-Orc), Aasamir (perhaps via Sorc bloodline or champion, class or archetype), Tiefling (perhaps via Sorc bloodline or champion, class or archetype), Dhamphir (perhaps via Sorc bloodline, class or archetype), Shadar-kai (perhaps via Sorc bloodline, class or archetype), Skilled, Versatile.

Anuirean (VC), Brecht (VC), Ivanian (VC), Iblis (R), Khinasai (UC), Theren (R), Zakharan (R), Mastetian (UC), Eastronese(C), Basarji (UC), Vos (VC), Mahajastian (VR), Rokuganese (VR), Crowded Islander (VR),

Kobold (n/a)

I have reskinned kobolds as Skaven in my world, which aren't a great PC race. Also kobolds as adversaries just seem like a different version of goblins and there are not "little dragon-men" in Arcallis.

Lizardfolk (UC)

Cliffscale (VR), Frilled (UC) (mixed with other types), Sandstrider (C) (from the Blight/Sea of Ash), Unseen (VR), Wetlander (C) (most common in Kanday, from Mistmarsh area)

Orc (UC)

Orcs do not cross-breed (except with goblinoids). Orcs are an offshoot hobgoblin race bred by them in ages past as elite troops, now a proud, independent race. Orcs (as a culture) are part of the proud heritage still existing in the Sea of Ash, Sea of Stars, and Demon Wastes; half-orcs (as a culture) are part of the scattered tribes existing within or on the outskirts of other civilizations. These are merely a cultural differences, they are the same "race" (species?).

Half-Orc (just a clan-less orc, not a crossbreed, though more familiar with human culture, hence all the get-along-nice feats)

Clan Orc (think Klingon society) - Badlands Orc (Scorcher Tribes), Deep Orc, Hold-scarred Orc (Scorcher Tribes & others), Rainfall Orc (not many orcs in the tropics, but ignore that part and the disease and skill bonuses work ok), Forge (Sea of Stars region) (dwarf background), Death Warden (Demon Wastes region) (dwarf background)

Ratfolk (Nezumi) (n/a)

Again, like with the catfolk, these would be too rare in this region and it would lead to too much attention and potential weirdness. Ratfolk are the base stock from which skaven arise, uncorrupted by the warpstone the they so prize.

Shoney (n/a)

Just, no

Tengu (n/a)

Again, like with many of the "beast" races, these would be too rare in this region and it would lead to too much attention and potential weirdness

Backgrounds

Deep backgrounds (Gamemastery Guide pg 186)

Totally allowed, even encouraged; feel free to reroll or pick as appropriate to your character concept.

Interests (<-please pay attention to this!)

Characters receive 4 + bonus languages (INT mod) "interests" instead of any free languages for high INT. Characters from outside the campaign area, or with a racial language, must purchase this with their interests, as only the campaign area language is assumed free.

An interest can be a language, a lore, or an alignment (assuming your class does not mandate one). Lores should be appropriate for your background or ancestry, languages as well. You may only ever have one alignment interest, but it may change over time. It represents true faith in whatever higher power you worship, or at least their belief in you.

Some suggestions:

  • Lore in a game - Dragonchess (elite), 3-Dragon Ante (commoners), gambling-in-general, others
  • Lore in area grown up in - whether specific to a city or a region (smaller area gives more specific knowledge)
  • Racial Lore - history, genealogies, legends, celebrities,
  • Lore for a specific profession you practice or were exposed to as a youth
  • Lore in a hobby
  • Language you were exposed to as a youth or chose to learn
  • Faith in a higher power (an alignment) and the Lore skill for your religion

Languages

There is no world-wide "Common" tongue. The campaign area will determine the shared "common" language (which is Anuirean for Kanday), which all character get for free. Characters do not receive free languages for high Int nor any racial tongue. Instead they receive Interests. An Interest can be spent on a language, however.

Common Campaign

  • Anuirean – Seven Kingdoms <—campaign area common human language; Auran roots, incorporates many elven & Theren words
  • Ivanian – Ivania (common trade-tongue along the coasts as the Ivanians get around)
  • Korvish - Vos
  • Elven – Sylvan & Draconic origins mixed with mortal language
  • Gnomish – elven/Sylvan origins
  • Goblin – corrupted Maglubiyet, spoken by Hobgoblins, goblins & many clanless orcs
  • Orcish – Goblin roots, language of the Clan Orcs
  • Jotun – corrupted Draconic
  • Sylvan – wood elemental, eastern fae
  • Dwarven (Khuzdul) – corrupted Iblic
  • Eastronese – Brecht & Sea of Tears; polygot language descended from ancient Rivespeak, now mixed with all the connecting languages of the region.

Uncommon Campaign

  • Draconic (Common for arcane casters) – High Theren, original singular elemental tongue, step-down language of Celestial for elementals, giants and others
  • Undercommon – corrupted elven
  • Aquan – water elemental, western fae; descended from Draconic
  • Auran – Air elemental, northern fae; descended from Draconic
  • Gnoll – alien tongue from another world/realm, spoken by gnolls & gnoll subraces
  • Ignan – fire elemental, southern fae; descended from Draconic
  • Iblic – earth elemental; descended from Draconic; spoken by the Iblis
  • Infernal – language of Hell, corrupted and very pedantic Celestial
  • Kinasi – Midani corrupted by Aquan (Mastetian) & Eastronese
  • Midani – Zakharan; Ignan roots
  • Maglubiyet – ancient language of the Hobgoblins, spoken by their priests and lore-keepers, alien tongue from another realm/world
  • Theren – Low Azlant, related to Draconic and elemental languages

Rare Campaign

  • Abyssal – corrupted celestial spoken by Third Circle demons and now the default language of the Abyss
  • Aklo – corrupted celestial by the deep fae
  • Celestial – step-down language of spirits from primordial
  • High Azlant - ancient (dead) language of the Five Tribes, descended from Draconic; split into the 5 elemental tongues and Low Azlant (Theren)
  • Necril – pidgeon tongue of the underworld mixing languages from across the Ages; spoken only by undead from the Underworld or some Shadowlands.

Secret

  • Druidic – Draconic/Sylvan influences
  • Primordial – Words of Power to most mortals, can be learned to understand, but spoken only by Primordials or powerful spirits.

Classes

Barbarian

This can be considered a civilized berserker character who just fights with rage, rather then a class & a culture (though watch the rage origins). Dwarf characters who become barbarians (or start as) have typically dishonored themselves, their their clan, suffered some great loss or setback, and seek honorable death to redeem themselves. If done after level 1 consider a barbarian archetype or retraining as a Barbarian. Some few survive and thrive and constantly seek out larger foes to fight in the hopes of an epic, expunging, death.

Cleric

See Spell section for changes in casting heightened spells and spell memorization.
Cleric of the Light – classic cleric/priest archetype
Cleric of the Old Ways – a "praise-singer" of their specific god. They seek to honor them through deeds, travel, and emulation. They do not proselytize but instead extol the virtues of their god through action, attracting followers who feel a kindred recognition.
Cleric of the Celestial Host – typical D&D fantasy god priest/cleric (from the far south)

Bard

See Spell section for changes in casting heightened spells.
Messengers of the Old Ways

Druid

See Spell section for changes in casting heightened spells and spell memorization.
Priests of the Old Ways – like the praise-singers, but more like the established clergy. Typically stay in one place and mediate, enlighten, and teach.
The Keepers of the Gate – sect of druids that work to destroy aberrations and undead, as well as protect from planar invasions/incursions, especially from the Far Realm.

Sorcerer

See Spell section for changes in casting heightened spells.
Typically, a crossbreed mortal with a spirit (Fey, Fiend, Undead, Celestial) or elemental (Elemental, Fey, Dragon) with manifest powers, though it could represent some, few, other things as well.

Witch

See Spell section for changes in casting heightened spells and spell memorization.
Might also be called Warlock, Occultist, Sha'air, Demonologist, Voodon, Witchdoctor, Shaman…anything where the power is granted or bargained for, rather than earned or natural.

Wizard

See Spell section for changes in casting heightened spells and spell memorization.
Wizards store their spells in astral constructs built of their own patterns/spirits called matrices. They use these to shield themselves from attracting the attentions of astral predators.

Skills

Variant Rules

Skill Points (Gamemastery Guide pg 199)

in use

Proficiency Without Level (Gamemastery Guide pg 198)

In use, but creates some oddities, especially with Assurance and some of the DCs. I think the correction for this is to use the DCs as listed, but add the entire Skill Total instead of just the "proficiency" (which included level). We will have to playtest this a bit and see.

Skill Descriptions

Intimidation

Demoralize

Targets are never immune but the second attempt within 10 minutes is at -5, and third, and subsequent attempts, are at -10 within 10 minutes. The GM is free to apply modifiers as well.

Feats

Variant Rules

Dual-classed PCs (Gamemastery Guide pg 192)

If only 1-2 players, otherwise complicated and overlapping roles

Free Archetype (Gamemastery Guide pg 194)

maybe (definitely if playing a campaign with a mandatory archetype) (this is NOT such a campaign ATM, however)

General Feats

Diehard

The character may reduce the cost of staying conscious by 1, both when at zero HP and when above (so free at injured 3 or lower when at zero HP and when above zero HP at injured 4 or lower). Reduces effective dying level by 1 when checking for death (as normal)

Encouraging Words (Gamemastery Guide pg 201) Feat 2

Trained in Intimidation or Performance also qualifies.

Fast Recovery

This reduces bed rest requirements from the Mortal Wounds Table as well.

Steel Your Resolve (Gamemastery Guide pg 201) Feat 3

This is an action anyone can take with Inspiration, this feat is not required nor used.

Equipment

Drastic changes to gear costs, expected wealth, upkeep, retainers and hirelings.

Price List download

Bulk

For RPG purposes, Bulk acts to define difficulty in a character carry a given item and its effect on the character's ability to act well.
Consider Bulk to be 8-14lbs (average 10), but a strangely shaped item (long or unbalanced) could be higher Bulk than its weight indicates
Light items are up to ~1lb, but this varies a lot
up to 5+STR - unencumbered
up to 10+STR - encumbered
up to 20+STR - encumbered & slowed 1 (heavily encumbered)
above 20+STR - pure lift only (Athletics roll)

Bulk of Creatures

Tiny: L up to 2
Small: 3 to 5
Medium: 6 to 14
Large:

Animal/Vehicle Movement & Encumbrance

Animals will typically refuse to move at heavily encumbered, but they can be driven with a roll as long as the character making the roll spends the extra action that gets no action (since the mount is slowed 1) (3 actions to get 2 out of the animal, or 2 actions to get 1). A new roll is required if the animal does not receive commands consecutively, round to round.

Animal Normal Move Reduced Move Normal Load Encumbered Load

Gear

Retainers

2+ CHA Henchmen/Retainers/Animal Companions/Familiars max (AC & familiars might not count as they have a cost)

Cost of Living

Society has expectations of its members to express a given level of social status. This is done through wealth. Failing to meet that obligation for characters reduces (or increases for overspending) their earned XP.

Standard of Living Monthly Cost Expectations
Subsistence* 1gp beggars, primitives (*may be done free with Survival or Society skills)
Poor/Meager 3gp serfs, peasants, unskilled laborers
Adequate 12gp Skilled laborers, journeymen crafters, 1st & 2nd level adventurers
Comfortable 40gp Master craftsmen, yeomen farmers (~85 acres), 3rd & 4rth level adventurers
Prosperous 100gp Master professionals, landed patricians (~200 acres), 5th - 7th level adventurers
Affluent 450gp Barons, wealthy patricians, 8th - 11th level adventurers
Sumptuous 2,000gp Marquis, counts, 12th -14th level adventurers
Luxury 12,000gp Dukes, princes, 15th - 18th level adventurers
Opulent 80,000gp Kings, emperors, 19th & 20th level adventurers

Spells

Heightening Spells

Any caster may use the new free metamagic action Heighten Spell (1 action, metamagic, spellcaster) to cast a spell using a higher slot (but never less than the spell's level).

Preparation casters – just fill your slots with known spells and power them with slots (may fill slots with higher level spell versions to avoid having to heighten them (and lose the opportunity to use other metamagic on them)), but by taking the extra time to heighten, you get the higher level spell for free.

Spontaneous casters – may use Heighten Spell action as a metamagic on any known spell, though, as with preparation casters, they might want to learn a higher version to avoid having to spend an action to heighten.

Memorizing Spells

For preparation casters, casting a spell does not remove it from memory. The spell may be cast over and over as long as a spell slot of its level or better is spent. Spending a higher spell slot does not automatically heighten the spell however, the action is required for that.

The Campaign World

Religion

The Old Ways

Worshipers of the Old Ways revere terrestrial (primal) spirits, elementals, and the occult over the celestial spirits of most other established religions. Druids, bards, and ollaves ("clerics") are the three parts of the religious hierarchy.

Druids act as mediators, teachers and leaders of religious ceremonies for communities. Bards act as messengers, intermediaries, heralds, and story-tellers to the faithful and their communities. Ollaves (cleric) are representatives of individual gods/spirits and have a personal calling to that being which they share with others through deeds, actions, and performance. The doctrine of an ollave depends on their god, cloistered clerics and warpriests being of varying commonality depending on the aggressiveness of the god, but examples of either can be found among any given deity.

Faith (other names) Alignment (Followers) Favored Weapon Doctrine* Domains
The Old Ways

The Light

After the failure of the Prophesy of the Phoenix, while civilization lay cramped in the living stone of the earth to protect itself from the influx of horrors or tried to shield itself with the ancient magicks of Azlant, a new divine spark was lit. Scholars theorize that worship of the Light calls on the very font of Creation, the source of life, itself….but, given that Existence sprang from Chaos, and Creation was formed through the fixing of Existence, what does that even mean? Still, it has great powers against the horrors and other beings hostile to life.

The Anuirean worship of the Light is organized into three Orders informally known as the Enlighteners, the Illuminators, and the Inquisitors. The Bringers of Truth (Enlighteners) are typical priests and clerics who found churches, gather worshipers, and protect communities they live in. The Students of Truth (Illuminators) gather and protect knowledge important to the religion. The Seekers of Truth (Inquisitors) function to root out corruption and evil, and confront foes of the church proactively. A fourth Order, The Knights of the Realm, consists of the most powerful and trusted clerics & paladins of Light who forswear allegiance to any nation in order to drive back the Dark wherever it may be found.

In Anuire, worship of the Light would be considered a Faith, with only some clergy representing the saints and servitors of the Light specifically (which functions like a deity effectively).

Faith (other names) Alignment (Followers) Favored Weapon Doctrine* Domains
The Light
St. Onterous
St. Larani
St. Cuthbert
St. Keltahs
St. Larani
St. Pelor
St. Peoni
St. Savnor
St. Fharlanghn
St. Gideon
St. Ionna
St. Meir
St. Petronella
St. Stephen
St. Theodric
St. Uriah
some Empyreal Lords

The Northern Gods

Furyundy has a unique religion that is a mash-up of the Old Ways, The Light and The Celestial Host. They inserted Sigmar from a hero-god of the Old Ways into part of the Light by writing him as reborn through Alec of Ambercand (not impossible as there was a twin-tailed comet in the sky during the time of the Unification Wars). As well, the lands were overrun by the Ivanians, Brecht and Vos when the Anuireans returned to take back the lands and their religions were incorporated into the zeitgeist. Ivanians worship many of the same gods as the Furyundians, but have never included Sigmar or the Light. Many of the gods of the Old Ways are primal spirits, but they do include a smattering of more traditional deities who could be loosely tied to the Celestial Host but are typically worshiped under different names.

Faith (other names) Alignment (Followers) Favored Weapon Doctrine* Domains
The Old World

The Celestial Host

Worship of the Twelve Celestial Rulers and their servants/facets. Most common in the Sea of Tears region. Many of the gods are worshiped in different religions under different names or slightly with different domains. This is supposition by most, save scholars, however. The doctrine of a given cleric depends on their god; cloistered clerics and warpriests being of varying commonality depending on the aggressiveness of the god. Player characters may, of course, do as they please.

Worship of the Light has infiltrated many of the Eastronese countries along the Black Coast of the Sea of Tears & Inner Sea. Reconciling the two faiths has proven explosive in several countries, but, for the most part, the Eastronese people are very accepting of foreign faiths and are able to integrate them with ease.

Faith (other names) Alignment (Followers) Favored Weapon Doctrine* Ruler of Domains
Desna (F) CG (NG, CG, CN) starknife CC Travel/Dreams Dreams, Luck, Moon, Star, Travel, Void
Abadar LN (LG, LN, LE) crossbow CC/WP Wealth Cities, Duty, Earth, Travel, Wealth
Nesirie (F) N (NG, LN, N, CN, NE) trident CC Nature Air, Cold, Lightning, Nature, Travel, Water
Sarenae (F) NG (LG, NG, CG) scimitar WP/CC Nurture/Love Fire, Healing, Repose, Sun, Truth
Ares CN (CN, CE) greatsword WP Glory/War Confidence, Destruction, Might, Zeal
Moradin LG (LG, LN) warhammer WP/CC Invention/Crafting Creation, Duty, Earth, Family, Protection
Ishtar (F) LG (LG, NG) longsword (CC/WP) Wisdom/War Confidence, Duty, Might, Truth, Zeal
Shelyn (F) NG (LG, NG, CG) glaive CC Desire/Beauty Creation, Family, Passion, Protection, Repose
Nethys (Thoth) N (NG, LN, N, CN, NE) staff CC Knowledge Destruction, Glyph, Knowledge, Magic, Protection
Erastil LG (LG, NG, LN) longbow CC Hearth Duty, Earth, Family, Nature, Wealth
Pharasma (Isis, Raven Queen) (F) N (NG, LN, N) dagger CC Fate/Death Death, Fate, Healing, Knowledge, Soul, Time, Vigil
Irori LN (LG, LN, LE) fist CC/WP Enlightenment Change, Knowledge, Might, Perfection, Truth, Vigil

(*) Doctrines represents the most common associated with worship of that deity (90%+). They are listed in order of commonality if both are present (~75/25) and if enclosed in parenthesis they are about equal. PCs, of course, can do as they please.

  • CC - Cloistered Cleric
  • WP - Warpriest

Sidhelien (elven) Spirituality

The elves can call upon the forces inherent in wood and water, field and air (druidic divine powers), but have never worshiped deities (though they can, and do, revere them). To the elves, spiritual development is the responsibility of the individual. The path that an elf takes is a decision that only he or she can make. So strong is this belief that if an elf chooses to worship one of the human gods, so be it. The only restriction placed upon such rare individuals is that they not discuss their religious ideologies within elven realms.

Elves are typically part of the Old Ways, and, as such, are Druids, Bards, or Clerics (of druidic spirits).

Playing the Game

Hit Points, Healing & Dying

Hit points are a measure of a character’s ability to survive in combat. Hit points are not a direct representation of the character’s capacity to receive physical injury. Wound/Dying levels are representative of that, and when taking damage outside of the normal combat model, direct points of wound/dying can and will be assigned (especially to lethal endeavors such as falls and walking in lava).

Knocked Out & Dying

Creatures killed outright if they take massive damage (> x2 base HP in one blow), otherwise they may stay conscious with an action (2 actions if Wounded/Dying 4). Most NPCs are not as driven as PCs, however, and will give up once out of HP, either going unconscious, fleeing or cowering. The character may not take any attack actions with its remaining actions, nor other strenuous activity as determined by the GM (including non-attack spell casting), but they can move around.

Initiative is not changed for characters who choose to stay conscious. Characters may spend a reaction to not fall prone or drop their items when reduced to zero HP. Now would be a good time to get to safety or flee!

Recovery checks

Creatures can choose to go unconscious and reduce the base recovery check to 8+Dying (Wound) Value.

Conditions Related to Death & Dying

Dying Levels

  • Light (dying/wounded 1) - if at zero HP, may remain conscious as an action
  • Moderate (dying/wounded 2) - if at zero HP, may remain conscious as an action
  • Serious (dying/wounded 3) - must always spend an action to remain conscious
  • Critical (dying/wounded 4) - if at zero HP, may remain conscious as 2 actions, and if at 1+ HP must spend an action to remain conscious
  • Mortal (dying/wounded 5) - a mortally wounded character is unconscious and stops checking for recovery. They are in limbo as to their actual living/dying state until checked. Once checked roll on the Mortal Wounds Table. Characters self-check after 24 hours pass. The Mortal Wounds Table takes modifiers for time since they reached dying 5, Medical training of the checker, level of healing magic used as part of checking them, and the patient's CON & HD size.
  • Fatal (dead) - characters who receive massive damage (> x2 HP) are fatally injured and rendered dead.

Unconscious

Wounded

Wound level can be decreased with Treat Wounds or Heals spells, but is not reduced to zero automatically at full HP.

Doomed

Heroic Recovery

You can spend one (1) Hero Point, not all of your remaining Hero Points, at the start of your turn or when your dying value would increase in order to return to 1 Hit Point, no matter how close to death you are. You lose the dying condition and become conscious. You do gain the wounded condition (or increase its value) when you perform a heroic recovery, but only your current value, not the value from any increases due to damage or failed recovery check you are potentially spending to avoid.

Hero Points (Fate Points/Inspiration)

Known as Fate Points or Fate Chips (or even Inspiration) to differentiate HP from HP (see it?). Characters are normally limited to a maximum of 3. An Inspiration will be awarded for every 5 "points" earned in game. Points are given by the GM and other players for RP, rules savvy, appropriate jokes, rule of cool, and helping the party.

When/if a character is brought back from the dead (real dead, not mortally wounded) it is only possible because the Fates are willing to re-write destiny to accommodate this due to the character's (assumed) glorious destiny. The cost, however, is a reduction of the max Inspiration pool by 1 each time. If this cannot be paid, the Fates recognize that your actual fate has overcome your destiny, and you are not coming back.

  • Spend 1 Inspiration to reroll a check, you may keep the better result (different then Core)
  • Spend 1 Inspiration for a Heroic Recovery (as above)
  • Spend 1 Inspiration for limited dramatic control
  • Spend 1 Inspiration as an action in combat to Steel Your Resolve (Gamemastery Guide) to recover 1/4 your HP (not a feat, just an action)
  • Spend 1 Inspiration to Take A Breather (Gamemastery Guide) after a 10 minute rest in exploration mode to recover 1/2 HP
  • Spend 1 Inspiration after a Rally (Gamemastery Guide) action in exploration mode to recover 1/2 HP (potentially only a 1 minute action on a critical success)

Game Mastering

Rewards

Inspiration

Inspiration will be awarded every 5 "points" earned during play. The maximum is normally 3 Inspiration, but this can be reduced. Points are given by the GM and other players for RP, rules savvy, appropriate jokes, rule of cool, and helping the party.

Experience Points

Characters will receive XP for defeating adversaries, hazards, sessions played, roleplay and XP for treasure (not wages and the like). XP is the growing legend a character has, their mystique, their actual experience doing things, and the perception of others. I do not use the PF2e leveling every 1k rules.

Immediate XP Awards

Adversity
Points

Points are given by the GM and other players for RP, rules savvy, appropriate jokes, rule of cool, and helping the party. All "points" earned are also XP. Each point is .1% of the required XP to level.

Quests

Minor, Moderate, Major (1%/3%/8%)

Session

XP will be awarded to characters who are present for each hour of session play. This makes sure to award XP just for getting together. Not every session needs to be about overcoming adversaries, traps, and hazards nor hauling treasure back to civilization. Sometimes the roleplay takes over, and this award makes sure to reward that significantly as well as "points". Each hour of play is 1% of the required XP to level.

Delayed XP awards

Treasure

XP is earned 1:1 for treasure returned to civilization, magic items sold, and items sold. The actual market value is received in XP, not the actual cash received, so it is possible to just dump items for whatever cash can be gotten, but still receive full value in XP. Lost cash can go towards bank. Wages are not loot.

Bonus XP Awards

Cost of Living

Those that live above/below their means earn a +/-5% exp bonus per level above/below their baseline CoL for their level on all XP earned.

XP Bank

Characters that expend money for no in-game gain (though they can certainly have an in-character gain/effect) (such as fancy clothes, fancy parties, feasts & celebrations, memorials to fallen comrades/henchmen, donations, dumping goods, dumping magic items, charities or other frivolous expenditures) may count this "wasted" amount as an XP bank should they die and create a new character. This bank cannot exceed 90% of the XP required to advance to the character's current level. Advanced cost of living expenditures are not frivolous as they have an in-game benefit, though overspending on cost of living (but not into the next) does count. This bank determines the starting XP of a replacement character should you die. Zero banked XP is a lvl 1 character; <—this is important, pay attention!

Crafting & Treasure

Automatic Bonus Progression (Gamemastery Guide pg 196)

This will be in effect, but magic runes/items/superior items are still in play. They don't stack, but can be used to access bonuses before the automatic progression kicks in, for magical attacks, number of non-fundamental runes, and other effects present.

Materials

Non-ferrous Options

Fae (and elves & gnomes (but not halflings)) cannot stand cold iron, which is Creation's strongest manifestation of its banality, so they use other options for their crafting. Bronze, jade, laen (glass-like) (throne-glass?), mithral, silver, or wood/bone are the most common.

Adamantine (Black Iron; Meteoric Iron)

Always treated as cold iron, in addition to its other properties.

Bronze

Cold Iron

Low-grade cold iron is just non-steel iron. It is very common, and one reason fae/demons aren't more common; all gear made of metal can be assumed to be low-grade cold iron if it isn't steel (standard-grade cold iron) for the standard prices.

Higher grade cold iron does not exist because it is steel, and loses the cold iron material property, though it gets the increased Hardness and HP.

Standard grade "cold iron" (steel) loses the cold iron property and gains the Hardness/HP. It can be assumed to be the default for dwarves and nations with a more advanced technology than primitive smithing, for the standard gear prices (like any of the Shattered Kingdoms of man). Outside these areas steel-making might be a bit more rare and an "advanced" technique (Vos, Ivanian, Goblinoids, barbarian tribes, nomads, etc). Elven nations do not use cold iron or steel (since you have to use cold iron to make steel).

High-grade cold iron (steel) is very advanced metallurgy or like Damascus or some other folding technique, known to the dwarves and many master smiths of the races that have steel-making capability. This would be "fine" steel, harder and more HP.

Gold

Jade

Jade comes in five colors, each associated with one of the elements, and is considered one of the magical materials:

  • Blue (Air) - cold/electricity
  • White (Earth) - acid/sonic
  • Red (Fire) - fire/postive
  • Black (Water) - acid/cold
  • Green (Wood) - poison/positive

Most jade-crafting is done by the Therens ,some elves, and in Rokugan. Very few human other nations or the dwarves produce this.

Laen

Enchanted glass

Mithral (Titanium)

no changes (very difficult to work and requires great skill, though the elves and dwarves do it routinely)

Orichalcum

This is one of the magical metals, and appears as molten copper or gold, not as a dull coppery metal. The art of making it is generally only known and practiced by Thera. It certainly does not have "time" properties, but all the effects stand (self-healing, extra rune)

Silver

A weapon like this is assumed to be solid silver, making it super valuable, however weapons can also be given a silver coating.

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