Allowed Rules, Errata & Variant Rules in Elmaloris | World Anvil

Allowed Rules, Errata & Variant Rules

List of legal Material

  • PFRPG Core
  • Bestiaries 1-6(plus Bonus Bestiary)
  • GameMastery Guide
  • Advanced Player's Guide
  • Ultimate Magic
  • Ultimate Combat
  • Advanced Race Guide
  • Ultimate Equipment
  • NPC Codex
  • Ultimate Campaign
  • Advanced Class Guide
  • Pathfinder Unchained
  • Occult Adventures
  • Ultimate Intrigue
  • Horror Adventures
  • Villain Codex
  • Adventurer's Guide
  • Book of the Damned
  • Ultimate Wilderness
  • Planar Adventures
  3rd Party
Adamant Entertainment
  • Tome of Secrets
  Ascension Games
  • Paths of Magic
  • Path of the Wilds
  • Path of Iron
  • Path of Shadows
  • Spheres of Power*
  • Spheres of Might*
  • Champions of the Spheres*
  • Spheres of Origin*
  * = Though legal as player options, it should be presumed that the world will not house many encounters catered to the system specifically.  

"I like what you've done here, but..."

Much of the core Pathfinder rules apply, except as follow:
  • Piecemeal Armor: You aren't as likely to find a whole suit of armor out in the wilds.
  • Called Shots: Target specific parts of a creature at a penalty proportionate to the difficulty.
  • Madness and Sanity: When dealing with eldritch and aberrant horrors, it's bound to be a struggle to maintain your wits.
  • Dawnforged Crafting System: Custom Crafting system proposed by Dawnforged Cast, utilizing umbrella-termed materials and the occasional specialized component for higher end gear and creations.
    No Published supplement exists
    Metal/Minerals: can be obtained by breaking down- 'smelting'- weapons (3 items = 1 unit), armor (2 items = 1 unit), or by mining nodes throughout a world.
      Wood/Lumber: obtained by cutting down trees or saplings. Used to build weapons, boats, houses, walls.
    Basic: Just general wood, nothing too special about it.
    Darkwood: Unnaturally/magically darkened wood. Some view the darkness as a corruption in the fibers.
    Living Wood: Exceptionally flexible wood pulled from living trees, treants, or even some fey.
    Ebony: Naturally darkened wood.
      Cloth: Picked up either in the wilds or by tearing apart and repurposing light armor pieces for your uses. Used to create sails, clothing, paper, tapestries.
    Reed: Pulled from humanoids and monstrous humanoids of CR 1-3
    Wool: Pulled from humanoids and monstrous humanoids of CR 4-6
    Flax(linen): Pulled from humanoids and monstrous humanoids of CR 7-9
    Silk: Pulled from humanoids and monstrous humanoids of CR 10-12
    Satin: Pulled from humanoids and monstrous humanoids of CR 13-15
    Mystweave: Pulled from humanoids and monstrous humanoids of CR 16-20
    Mythweave: Pulled from humanoids and monstrous humanoids of CR 21+
      Leather/Furs: Can be used for creating most medium armors, backpacks, boots, etc.
    Soft Leather: Gathered typically from smaller beasts/animals.
    Leather: Pulled from medium-large sized beasts/animals.
    Hard Leather: Thick hide drawn from extraordinarily tough beasts/animals.
    Mystic Leather: Strangely enchanted hide pulled from magical beasts.
    Scale/Snakeskin: Carved from snakes, basilisks, naga, anything that has scales.
    Primal Leather: Typically pulled from dinosaurs, smilodons, anything that would be counted as primal.
    Dragonic Scale: Plucked from the hide of a dragon, these scales often imbue the magical capabilities of their former owners to the wearer.
    Dragonic Hide: Drawn wholesale from a section of dragon.
    Aberrant Flesh: Harvested from Aberrations, just holding this stuff feels wrong.
      Herbs: Used for remedy and potion creation(alchemy). Can be used to create potions, oils, powders, salves, etc.
      Magic Essence: Used for magic item creation. +1 is known as a minor enchantment, +2 a moderate, +3 major, +4 masterful, +5 magnificent, and anything above that is referred to as resplendent. Gathering magical essence usually requires specialized tools, most especially the focus and the extraction device. Extract from ley lines, magical convergence points(nexuses, mage towers, etc), or siphon the raw magical essence from an unwanted magical item, though beware, this destroys the item in the process and the resulting stored enchantment will only be half as powerful(reduces necessary essence totals by half). Creates magic weapons and armor, wondrous items, rings, wands, staffs, etc. Application: allows one to improve upon a treasured item(tribe's holy sword, father's shield, ancestor's cloak) without needing to break down and reconstitute the original item.
    Magic Essence
        Many materials have a chance of being lumped in with other rewards, be they end of dungeon or just loot tables. The gold cost of crafting can be utilized while in big cities/metropolises.
    Potion Brewing takes about around 12 hours, modified by a Craft check. This same check may as well increase yields or improve quality if it succeeds by a high enough margin.
    Some examples of what this crafting system would be like include a club costing 1 unit of wood, battle axe needing '2 metal and 1 wood', a longboat needing '10 wood and 2 cloth', and a small house needing '15 wood, 1 cloth, 1 metal'
    Time to craft is dependent on item level- simple takes 2 hours, martial 4, and both exotic and masterwork needing 24 hours to complete.
Apologies for link issues, I'm aware that they aren't working, and there doesn't appear to be much I can do for it. For the time-being, you might have to copy-paste these into your browser.
  To avoid confusion, the Wraith class ( ) has become known as a Kazirite.
  Spontaneous casters can swap out a number of their known spells- up to their casting modifier per spell level- as if preparing them, as part of their 8 hours rest, as long as they meet the requirements of said spell.