Basic Character Creation
Character creation is where your character's story on Parhelion will begin. Although this can be daunting, remember that the staff on the Discord are happy to help with any rules that might confuse or befuddle. The basics of Pathfinder character creation apply, although please note there are quite a few amendments to the basic Pathfinder 1e system here and we've quite a few things on our Banned List.
Basics of Parhelion: The setting of Parhelion is the Void, a section of the Maelstrom from which there is not easy escape. The Void keeps what it takes.
To find out more you can read our Articles on the Void, including the Immutable Laws that it operates under. You may also want to check out our Beginner's Guide to Parhelion for more detail on the setting, which includes a Frequently Asked Question section which may already answer some of your questions!
If you would like to consider being a Games Master and running your own stories then please do feel free to also check out our Games Mastering at Parhelion guide.
And if you would like a hand sorting out your sheet then we have a handy Character Sheet Creation Guide to give you some aid - you can even visit Brian the Template, our example character!
Starting Level: We start at third level, with a total of 5000 exp points.
As we are a Living World, please take note: If you are in more than one quest at once you cannot level up until all of the current quests are complete. If this takes time you may ask a GM for permission to level to your current XP total, but they are under no obligation to allow it - jumping from level 3 to level 7 while the rest of the party is lower is a big strain, after all.
While we do also offer the chance to gain experience from Downtime activities until you are level 10, you cannot level from them.
Starting Gold: You start with 3000gp. This includes the alterations from Automatic Bonus Progression mentioned below, and can not be increased beyond it by trait bonuses. Background and Occupations and Class starting money are also ignored - everyone starts with a flat 3000 gp. If you do not spend all of it during character creation, don't worry, this rolls over to the start of play.
In addition, you get one starting outfit worth 10gp or less, and are in fact required to do so.
Attribute Generation: As fun as rolling dice is, please use a 25 Point Buy, as described here. We recommend using the Bath Omet Ability Score Calculator or Pittsburgh Pathfinder Society Calculator to help with generating your attributes.
Classes: All Core Classes, Base Classes, Hybrid Classes, Unchained Classes, Occult Classes, Alternate Classes, including the Omdura and Vampire Hunter. No third-party or homebrew classes are available at this time.
Gestalt: The server uses the Gestalt ruleset. Players are allowed to use both Variant Multiclassing with these additional VMC options and regular multiclassing rules, but may not have levels or abilities from/in more than 5 classes. Please ignore the 4x at 1st level in the document for skills, as that is for 3.5 only.
To clarify: abilities granted from classes on one track do not allow you to qualify for prestige classes and such. As an example, a Wizard/Fighter gestalt could not become an Eldritch Knight unless he qualifies on a single track.
Feats taken affect both tracks of your Gestalt. Variant Multiclass is also separate to the two standard tracks and only affects your character feats as a whole. You do not qualify as the class for feats and prestige classes unless the VMC says you count as such or you have the specific ability required.
In addition, please do note that abilities that allow you to add an attribute, such as Charisma, to something like a skill, to hit, damage, saves or armour class can only be added once permanently, such as Scaled Fist Monk adding Charisma to AC, and once temporarily, such as Paladin's Smite adding Charisma to AC. Only a class or archetype that adds something twice within that class, such as Water Dancer Monk adding Charisma to AC twice, can go over this limit. It does not matter if the attribute replaces another for that purpose, such as replacing Dexterity to add to AC, or if it's added in addition, you cannot add the same attribute modifier more than this.
Sneak Attack: While many things in Gestalt add together, it should be noted taking two classes with full sneak attack, such as the Vivisectionist Alchemist with a Rogue, will not stack. You cannot permanently gain more than 1d6 of sneak attack per two character levels. It also doesn't stack with the Vigilante's Hidden Strike, and you cannot use both.
Traits: You must select three Traits, following the rules allowing one per category only as normal. You may also select Exemplar Traits and the Additional Traits feat. Campaign traits are an acceptable choice. Consider these carefully, traits can only be changed one at a time with a custom quest with staff involvement.
You may take Finding your Kin/Finding Haleen trait. You must select an NPC or a PC you do not control to be that kin.
Drawbacks: You must select one Drawback - this does not earn an additional trait. You may take more than one drawback, but it does not add additional traits to your character. Please note that with both these and Major Drawbacks, if taken, may not be accepted if you attempt to choose one that will not affect your character at all. In addition to the normal drawbacks, you can also select from our extra Minor Drawbacks. Consider these carefully, drawbacks can only be changed one at a time with a custom quest with staff involvement.
Major Drawbacks you may not take: Spell Vulnerability: Abjuration, Slow Runner.
Special Note: Traits and Drawbacks can only be retrained under special circumstances, usually a quest or when a server-wise rule change affects that trait.
Backgrounds: The server uses both the Background and Occupation rules and the Background Skills rules. With Background and Occupations, please note that choosing a Background that doubles up on a feat you already have does not allow you to choose another feat in its place. This includes feats that have been removed by Elephant in the Room. Backgrounds cannot be retrained.
A back story is also required, usually in a section on the last page. It doesn't need to be an epic, a few sentences is fine.
Races: All Core Races, Standard Races and Advanced Races with a RP point value of less than 17 are also accepted, and other races are allowed on a case by case basis. The following races have been accepted for play;
Fetchling, Wayangs, Rougarou, Changeling, Kitsune, Nagaji, Samsaran*, Duskwalker, Rabbitfolk, Strix*, Wyvaran*, Gillman, Insectini, Tengu Variants (Crane, Rooster, Seagull), Aphorite*, Vine Leshy*, Kuru, Merfolk, and Naiad.
Caligini are allowed but do not gain See in Darkness. Instead, they gain Darkvision to 60ft at character creation, Darkvision to 90ft at 5th level, and See in Darkness at 9th level.
Sin-Galemren are allowed, and count as Half-Elves for all purposes.
Galemren are allowed, and count as Elves for all purposes.
Grachukk are allowed, and count as Orcs for all purposes.
Lizardfolk gain the Hold Breath special quality.
*Races that begin with a fly speed instead are treated as having Permanent Featherfall until 6th level, then they gain their fly speed as per normal from their race. Bat shape via werebat skinwalker is included.
The Storyweaver Werekin are a playable option.
Androids cannot have nanite surge, but instead gain repairing nanites. They may also select the Magitech third-party racial trait.
Samsaran cannot take the Mystic Past Life alternate racial trait.
Aphorite cannot take the Eternal Smith or Shared Knowledge alternate traits.
Naiad Inspiration ability is granted to a single character on a quest and is non-functional outside of a quest.
Kasatha are allowed, but lose the Greater Defensive Training ability.
Oread, Sylph, Ifrit, Undine, and Suli's Mostly Human, Aasimar's Scion of Humanity, Tiefling's Pass for Human, and Shabti's Facsimile can be used for heritage and passing for any humanoid race.
Any race that gains a racial poison can use their poison for Alchemist Discoveries, this includes things such as Grippli's Toxic Skin.
Kuru, Wyvaran, Gathlain and Androids may be without a gender. If so taken, they are not affected by effects that rely on gender, positive or negative. All other species are sexed and so must have it listed on their sheet. Genders not associated with a sex must have the sex also listed (for example: Agender Female or Masculine Non-Binary).
Centaurs are a playable race, but only gain +2 str and +2 Wis, do not count as large except in space taken, if affected by Enlarge Person gain the benefits of reach and extra damage with the usual penalties, and cannot be used as a mount.
Special Note: All characters must be at least 18 years old, as well as whatever the minimum age to be considered an adult in their race. We do not allow non-adult characters to be played. They cannot appear younger than 18 except for temporary disguises.
Any race that has an alternative trait that would allow them to count as Human may now count as any other humanoid race instead of human.
Hit Points: Characters and animal companions, eidolons, phantoms and such all take max at each level. Familiars take half their master's HP as usual.
Companion Sheets: Animal companions, familiars, eidolons, phantoms, intelligent items or any other sentient creature that is part of your items or abilities must have its own sheet to be used in combat or skill encounters. They will not exist mechanically at all without one, so Witches and other classes that rely on their Familiars won’t be able to prepare spells without a sheet for their familiar.
Hero Points and Major Drawbacks: We use the Hero Points and Major Drawback rules. Either Anti Hero or a single Major Drawback can be taken for a single bonus feat. You can select both, or multiple major drawbacks, but you will only gain a single bonus feat. In addition to the usual Major Drawbacks, you can also select from our own list.
Major Drawbacks you may not take: Spell Vulnerability: Abjuration, Land Legs, Slow Runner. In addition, if an item or ability is acquired that negates a drawback then any benefit that it offers is also permanently negated.
Elephant in the Room: Parhelion uses the Feat Tax Rules, but just the feat alterations on the main page, not the full PDF of alterations. As an amendment, all characters gain Agile Maneuvers as part of the EitR feats.
If your class has a feat, not an ability that acts like a feat, that is removed with EitR you may replace it with another feat of the same type, such as a combat feat for a combat feat or a general feat for a general one.
Automatic Bonus Progression: We are using a modified set of the Automatic Progression Rule found here with the following adjustments and amendments, to make things more balanced, fair, and streamlined for the players at large.
As with standard ABP, items that solely and permanently add to a character's natural armor, deflection bonus, saves and enhancement bonuses to attributes are no longer buyable, craftable or exist at all. These items have instead been replaced by automatic bonuses at set levels.
Items that granted these bonuses but also had other effects can still be purchased, with their price reduced to reflect the loss of the bonus granted. An example of an item that one would modify is the Lesser Belt of Mighty Hurling, which in addition to its function to allow strength-based throwing adds a +2 Enhancement Bonus to Strength. As this part of the belt no longer functions the cost is reduced by 4000 gp, from 14,000 gp to 10,000 gp - the same cost as a +2 Belt of Giant Strength.
Weapons, armor and shields function as normal and do not get any (enhancement) bonuses from Automatic Bonus Progression.
Any bonuses can be split between the character and any (Class given) pets (mount, animal companion, eidolon, etc) they happen to have, in any way the player wishes - if they wish to give the entirety of their bonus to their pets this way, they may, although this is rarely advisable.
At 6th level, 11th level and 15th level the character may choose if they wish to gain the mental prowess or the physical prowess bonus. The other is taken at the next level.
Enhancement bonuses from other sources, such as spells or class features, now stack with the bonuses gained from ABP. They do not further stack with each other.
Special Note:Templates and other methods of becoming a monster fall under a special rule:
Gaining a template, or otherwise becoming a monster (via Create Undead, lycanthropy, etc) is considered grounds for the retirement of the character and becoming an NPC. You may request a special quest to remove your template (for example: if you were unwillingly turned into a vampire) instead of retirement (such as if the NPC was family, an employee, etc)
We have modified or clarified several of the rules for Pathfinder. We have found that, sometimes, Pathfinder 1e requires a little love and attention to work better, and occasionally it needs The Hammer of Correction.
If there is anything you would like to see changed, please swing by the suggestion discussion channel on the Discord to discuss it before putting it in a formal suggestion. Formal suggestions are reviewed and voted on be staff. Please do not attempt to repeatedly submit the same thing with slightly different re-wording; this will not be accepted, and the suggestion deleted out of hand. Please wait at least three months before proposing a change again. And please, please make sure that what you are suggesting is not already allowed, as if the vote is a no it will be removed. Double checking in questions and answers is never a bad idea, or reading the Frequently Asked Questions.
If you decide you enjoy your character, but are less than fond of the build you have created, you have the option to retire the character and restart them at level 3. This does include losing there items, although you may be able to take a quest to get some of it back.
Weapons
A thrown weapon can be used as an enchanted like a ranged weapon with the following exception. Any special qualities, abilities or effects that would apply to a ranged weapon only apply when the weapon is being used to make a ranged attack. All thrown weapons have a maximum range increment of 5 instead of the normal 10 that other ranged weapons get.
Clarify for Special Weapon Enchantments;
Enchantments for Ranged Weapons and Melee Weapons only work with their respective attacks, Ranged Attack and Melee Attack.
Firearms are also ranged weapons.
Firearms no longer hit touch AC by default, except when using an ability, spell, weapon augment or deed that allows it to.
Advanced Firearms are allowed, but Modern Firearms are not.
For firearms: The Carbine Repeater and the Spring Magazine Rifle items.
Carbine Repeater retains the Revolver damage but gains Rifle range and an 8-round capacity. In exchange for this boost, it is 25% more expensive and misfires on a 1-3.
Spring Magazine Rifle has a six-round magazine capacity instead of the usual 1 round capacity for rifles. This also is compensated by a 25% price increase and 1-3 misfire.
When using the Conductive special quality of a magic weapon, special qualities such as Flaming are overwritten.
Using Weapon Cords is a swift or move action.
Kitsune tails cannot support Kobold Tailblades.
Sliversheen and Sunsilver do not take a -1 to damage but still count as Alchemical Silver for all purposes.
Handwraps are allowed for both feet and hands, however, only one slot can get the bonus from them.
Consecrated weapons can be charged by any class with channel energy.
Bo Staff counts as Quarterstaff for feats and abilities that require one.
Mundane Items
Tea of Transference can only be used a number of times equal to the character's Contstitution modifier.
Quarterstaffs can be made from Metal Special Materials.
Tower Shields can be made of metallic special materials well as wooden ones.
Please use the same weight and price reduction for Armour for Unusual Creatures for all items such as clothes, utensils and other such adventuring gear.
Ratfolk Tailblades and Kobold Tail Attachments are part of the Fighter Close Weapon Group.
All weapons within the Fighter's Polearm weapon group are now considered a reach weapon.
You can buy any item from NPCs in downtime for market price. Scrolls with costly material components add their cost to the scroll cost.
Items can be sold to NPCs for half market price outside of quests or crafting price. Post sales in #downtime channel. Please make sure to include the item sold and the amount gained. Please note that locked items cannot be sold or traded.
In the same vein, items can be bought from NPC's at full price.
Please consult with your GM before attempting to buy or sell during a quest.
Hemp rope weighs 1 lb per 50 ft.
Magic Items
You can only have one Fleshwarped Scorpion Tail grafted; any additional Tails will not function. Magic Consumables such as potions, scrolls, wands and items that act in a similar fashion can only be purchased when the item level is no more than +5 about the character level.
Consumable items cannot be bought modified by Metamagic feats.
Runestones of Power, Pearls of Power, Pages of Spell Knowledge, Boro Beads and Shards of Psychic Power all now have a caster level of 8 plus the level of spell/extract affected, meaning a level one item would have a caster level of 9 and a ninth level item would have a caster level of 17.
Pearls of Power, Preserving Flasks, Runestone of Power, Boro Beads, Runestones of Power and other items that adds spells per day are limited to four per spell level.
Pages of Spell Knowledge, Shards of Power, Spell Latices and other items that add Spells Known are limited to the caster's casting modifier per spell level.
If a character is unable to cast a level of spells due to not being a caster or a caster that does get that level of spells they may still take these items, accessing these spell levels when there character level is twice the spell level they wish to use - so a 6th level character could take items up to 3rd spell level. They may take only half the number a true caster could, using there highest mental stat.
Magic Staves may be created using the standard rules. They require a level 1 spell to recharge.
They must be approved by Staff.
Missive Stones now reach across an entire island in the Void, or three miles within the Void itself.
Rings of Wizadry, Rings of Myticism and Rings of Divine Expanse require a 24 hour attunement period.
The Training Magic Weapon Special Ability is limited to two at once. More weapons can be owned, but only two can be active regardless of the number of hands or weapons currently wielded.
The Wild Armour special ability can be used with any 'Form' or 'Shape' abilities in a similar vein.
Animal Companions may now wear barding crafted from specific magic armours.
Celestial Plate Armour may now be crafted and purchased.
It is possible to get Magic Items using the Inscribe Magic Tattoo feat. The crafter must have any feats or abilities needed to craft the item normally, and it takes up a magic item slot as if it were the magic item. You cannot have two items, one a tattoo, in the same slot.
Rings of Eloquence can be crafted with any four languages.The creation of undead, constructs and other such creations need to be supervised by a full GM or Staff member.
We allow the Prosthetics rules and items found here.
Special Note: If an item would remove a major drawback or other penalty acquired, then any benefit - such as a bonus feat - is also removed. Even if this item can be removed and the penalty returned, the benefit is still lost.
Cyclops Helm Requires a 24-hour attunement period.
Magic items sets and the Collector’s Boon feat line are not allowed.
When implanting ioun stone you can only implant 2 stones per existing magic item slot, they must be of the same type.
The Shadow Shooting enchantment is treated as an Illusion effect for saves.
Swarmbane Clasp also affects Troops as if they were Swarms if they have the Distractible ability.
Players can make or buy rods of the Logical Spell and Intuitive Spell metamagics for the same price as Rods of Still/Silent Spell.
Bane Items are now a thing for walls, doors and other GM-approved items. (This also works for inquisitor bane).
Magic Items automatically resize as the wielder desires.
Blessed Books are not limited to just Wizards, all classes that prepare from spellbooks or formulae books may purchase and make use of them.
A phylactery of faithfulness is now a slotless item.
Ghost touch allows incorporeal creatures to be grappled.
Elemental Abilities on weapons such as Flaming or Corrosive are only active one at a time.
Unique Items
The Ring of Divine Expanse functions exactly as a Ring of Wizadry, with the same cost, for Divine spellcasters.
You can buy and craft the...Bag of Everlasting Dung...
Blue Granite Ioun Stone: When Initiative is rolled a theme song of your choice is played. Costs: 1000gp.
Savage Dentures Cost 5000gp Weight -
Damage 1d3 (small), 1d4 (medium) or Natural attack damage, see text Critical x2 Type Piercing
Category light Proficiency exotic
Created by the savage rangers of some parts of Parhelion, these Dentures can be implanted in place of removed teeth.
These sharp metal fangs allow the wearer to make a bite attack as a secondary natural attack if they do not already have a bite attack. If they are being used with a regular bite attack, they do damage according to that attack instead of what is listed above.
They can be enchanted but have a maximum total enchantment limit of +5 for combined enchantments and special abilities.
These can be implanted with a successful dc 20 heal check.
Size-Changing Outfit Cost: 50gp Caster Level: 1 This enchantment can only go on mundane clothes. And the clothing can no longer be enchanted in any other way.
The wearer of these clothes finds they shrink or grow to fit the wearer regardless of size.
Specific Class Modifications
Kineticists can now take the following Utility Wild Talent Elemental Limb
Element(s) universal; Type utility (Sp Level 1; Burn —
You can augment your limbs with elemental power. If you are missing one or more limbs, you create one or more permanent replacements out of an element; this limb functions in all ways as though it was a natural part of your body, although the limb is still treated as though it is made out of its element for how it is affected by spells and other abilities. You can accept 1 point of burn to gain a +2 bonus to Strength when determining lifting/carrying capacity and for attacks and damage with weapons wielded by the elemental arm (the bonus does not apply to weapons wielded by the other arm, except for two-handed weapons), as well as for grappling. Taking this utility talent negates the wearer’s penalties for losing an arm at the shoulder or elbow and nullifies any drawbacks (and by extension, traits and/or feats) from missing any limbs. This bonus lasts until the next time your burn is removed. If the limb is severed in any way, it reforms within 24 hours, or immediately if you take 1 point of burn.
If you would gain a basic utility wild talent, you can choose to gain this wild talent instead.
Wizard's may now take the Scroll Savant archetype.
Classes with access to Gunslinger's Deeds add the following deed as a third level deed;
Gunslinger's Fury: The gunslinger learns to punch through armour, targeting weak points and joints to devastating effect.
As a free action, before they declare an attack, the gunslinger may spend one point of grit to have one firearm hit touch AC within its first range increment until the start of your next round, or two points to have two firearms hit touch AC within its first range increment until the start of your next round.
This cost cannot be reduced by any means, including Signature Deed.
It is not available to the Bolt Ace archetype.
The Puppetmaster Magus gains 4+ Intelligence Modifier in skill points a level.
The Daggermark Poisoner Prestige Class Toxic Manufactory ability is re-worked to work as follow;
Toxic Manufactory (Ex): At 3rd level, when creating poisons or antitoxins a Daggermark poisoner can create a number of doses equal to twice their Intelligence modifier at one time (minimum 1). These additional doses do not increase the time required, but do increase the raw material cost accordingly. In addition, she halves the time it takes to create poisons with Craft (alchemy) checks.
If the Daggermark poisoner has the Master Alchemist feat, she may create a number of doses of poison or antitoxin at one time equal to three times her Intelligence modifier and halves the time to create poisons with Craft (alchemy) checks again. The Gun Chemist Alchemist's Fast Ordnance ability works with double-barreled weapons.
Luring Cavalier's ranged challenge ability also functions with challenge abilities that specify a melee attack.
The Samurai's Determination ability may now be used as a standard action even when the condition they are using it to remove would not normally allow a standard action to be taken.
Gun Training now applies to a category of firearms - One-Handed Early Firearms, One-Handed Advanced Firearms, Two-Handed Early Firearms or Two-Handed Advanced Firearms - instead of a single weapon.
The Child Scent Hex has been banned.
The Pageantry Psychic Discipline replaces overwhelming presence at 8th level with Overwhelming Grief.
The Gloomblade Fighter gains the Shadow Weapon Weapon Group for the purposes of all feats and abilities.
The Cyclone Infusion does not damage the Kineticist.
Druidic Herbalism still requires downtime to be spent after seven days.
Emissary Cavaliers now replace the Master Tactician ability with Erratic Charge rather than Supreme Charge.
Ironbound Sword Samurai count their levels as Fighter only for prerequisites, and does not grant the class features it would not otherwise get.
The witch archetype Feytouched Hexer is now a legal option for play, replacing the 6th level Hex.
The Lingering Leitmotif Bardic Masterpiece now inspires more confidence by functioning as the Inspire Competence Bardic Performance.
A Metamorph Alchemist counts as having the Preserve Organs Discovery.
A Living Grimoire Inquisitor's Grimoire counts as a Light Mace for the purposes of feats, class abilities and all other functions.
Chosen One Paladins can select the Fey-Touched familiar if they worship a Eldest, or a Pseudodragon if they worship a draconic deity.
Archaeologist Bards gain Disable Device as a class skill.
Crossblooded Sorcerers may select Wildblooded bloodlines when choosing there bloodline.
The Unchained Rogue's Finesse Training ability now applies to a weapon group each time it is selected, rather than a single weapon.
Filcher Rogues are now available to all races.
Antipaladins are now able to use their Touch of Corruption ability as a swift action to heal themselves, assuming they are healed by negative energy.
The Rageshaper Shifter's Devastating Form now functions thusly;
Devastating Form: Size increases affect ability scores in reverse of this table
(Large would give +4 str, -2 dex, +2 con. Huge would give +8 str,-4 dex,+4 con, and Gargantuan would give +12 str, -4 dex, +6 con)
Normal modifications to attack, CMB, CMD, reach, fly and stealth skill, and damage dice would still apply.
Invulnerable Defenses: Scales at the levels Defensive Instinct does. (+1 to Natural armor bonus and DR at 4,8,12,16,and 20)
Kobold Alchemists may now apply their Favoured Class Bonus to the Alchemical Ordnance of the Gun Chemist archetype.
Investigator and Alchemist qualify for Brew Potion without meeting the prerequisites.
Any spell on the Oracle's Spell List, which specifically calls out a need for Wisdom, such as Spiritual Weapon, can instead use Charisma when being cast.
The Court Poet Skald's Insightful Contemplation counts as Inspired Rage use of abilities and feats.
The Cleric's Oceon Sub-Domain ability Surge has a range of 30ft.
The Serendipity Shaman no longer require a racial feature or feat with luck in the title to take the archetype. Guess we're all lucky now.
Vexing Daredevil be allowed to target mindless creatures with their hypnotic stare for the purpose of benefiting from that feat, but they do not take any penalties or other effects of the stare.
The Brawler's Flurry ability now counts as Flurry of Blows for the purposes of feats and Prestige Classes.
An eighth-level Shadowdancer’s Shadow companion advances to a Greater Shadow, with the same modifications to statistics and restrictions as previously.]
The witch's Slumber hex affects only creatures with hit dice equal to the character's witch level plus their relevant casting stat mod. While this does put some things (Like Great Old Ones and Kaiju) outside of the normally effective range.
The Combat Hypnosis hex has been modified to bring it into line with our new Slumber hex. Remove the rolling of 2d4 to determine random HD affected, and instead allow it to affect up to witch level plus relevant casting stat mod (as per the Slumber hex alteration). This removes the use of standard action to 'check and see'.
Ninja gains access to the Unchained Rogue’s Finesse training class feature as if they were a rogue of their level.
Ninjas can take rogue archetypes they qualify for, and rogues can take ninja archetypes they qualify for, due to a ruling by the designers from this thread.
Clerics with the Healing domain can take positive energy channelling regardless of alignment of deity or character.
Swashbuckler weapon training counts as a Fighter’s weapon training and can be used for feats and magic items that affect weapon training.
Cavalier can receive a challenge’s bonus to damage with gun attacks.
Dune Drifter’s challenge allows him to deal extra damage whenever he makes attacks with firearms against the target of his challenge. His challenge ability doesn’t allow him to deal extra damage with weapons that are not firearms.
Alchemists may learn the spell knowledge discovery from prepared Arcane Casters as the discovery teaches the Alchemist an arcane spell which is prepared like a Wizard.
Divine Characters who require a god to function, such as Paladins and Clerics, must worship one of the Pathfinder Deities to gain their power. Oracles, having been cursed, do not need to worship a deity or the same deity that 'granted' them their abilities.
Unchained Monks may take normal Monk Archetypes by replacing ki powers around the levels of the replaced class features for normal monks. So, like Lifting Hand Monk - instead of replacing abundant step, it would replace the 12th level ki power because Un. Monk doesn't get abundant step.
The Dinosaur Druid archetype can take colossal size dinosaurs as their wildshape option when they reach the level to take elemental shape due to losing the elemental shape class feature in the archetype.
Druids get Beast Shape and Plant Shape as spells on their list.
Omdura count as their own ally when taking their deity’s 1st-level evocation and 11th-level class abilities.
Arcanists are allowed to use mnemonic vestments.
Ex-anti paladins are allowed to become Vindictive Bastards (the paladin archetype) the same way paladins are allowed.
Touch Of Cruelty: Beginning at 3rd level, a Fearmonger Antipaladin surrounds his hand with an aura of pure fear, wracking waking nightmares to those he touches. Each day he can use this ability a number of times equal to 1/2 his anti-paladin level + his Charisma modifier. As a melee touch attack, a Fearmonger Antipaladin can inflict a Cruelty of his choice onto a single target. Using this ability is a standard action that does not provoke attacks of opportunity. This ability is modified by any feat, spell, or effect that specifically works with the lay-on hands paladin class feature. For example, the Extra Lay On Hands feat grants a Fearmonger Antipaladin 2 additional uses of the touch of cruelty class feature.
This Ability replaces Channel Negative Energy.
Divine Champion warpriest choose which obedience feat they get for their bonus feat 3rd level.
Ex-paladins are allowed to immediately retrain any favored class bonuses upon taking the Vindictive Bastard or Grey Paladin archetypes.
The Crossbow Expert feature from the Crossbowman Fighter archetype qualifies as Weapon Training for the sake of prerequisites.
Any character with gunsmith feat can craft metal cartridges for "advanced firearms" at half price. As described by being optionally allowed in the feat.
Metamorph Alchemist modification: Instead of Brew Potion feat, the alchemist gains Endurance and Diehard feats.
Sylvan trickster rogue uses the following DC for hexes: 10 + 1/2 the rogue's level + rogue's Intelligence modifier.
General Class Modifications
The Oracle Curse Legalistic now can only be applied to d20 rolls.
It is possible to Retrain base class levels for prestige class levels so long as you retain enough base class levels to qualify for the prestige class. You cannot qualify for a prestige class with a level from the same prestige class, no matter what.
Variant Multiclassing can now be retrained out of at the same cost as retraining the number of feats it has replaced.
Hirelings begin at level 5 rather than class level -5.
Variant Multiclassing reduces the total number of feats the character has. They gain secondary class features but not feats at those levels. (Feats a 1, 5, 9, etc and Secondary Class Skills at 3, 7, 11, etc).
Archetypes that change the basic ability score scaling of a class (such as Mysterious Stranger Gunslinger) now modify all abilities of that class.
Get confirmation from the person approving your sheet if the archetype you choose follows this rule.Ninja tricks use Cha in place of other stats for Rogue talents.
Mysterious Stranger Gunslinger uses Charisma instead of Wisdom.
Champion Of The Faith Warpriest uses Charisma instead of Wisdom.
The Mnemostiller Alchemist now uses Charisma for all abilities the standard Alchemist would use intelligence for.
Dragonblood Shifters use Wisdom rather than Charisma for their Breath Weapon DC.
The Jinyiwei Investigator use Wisdom for all abilities.
The Sleuth Investigator uses charisma for all abilities.
Firebrand Gunslingers use Charisma for their Max Grit.
Havoker Witches use Inteligence rather than Con for DC's and damage.
If the class skills on different archetypes that are changed are different, stacking archetypes is allowed. That is, if one replaces Diplomacy with Bluff, and the other replaces Perception and Sense Motive, and this was the only place the archetypes clashed, then they are considered compatible.
Animal Companions, Familiars and Other Companions
Animal Companions with an Int of more than 3 do not need to learn tricks.
Phantoms can now take the following feats; Improved Natural Armour, Improved Natural Attack and Sow Terror.
Those with a Phantom companion can take the following feat;
Resilient Phantom
Prerequisites: Eidolon class feature.
Benefit: If you are knocked unconscious, fall asleep, or are killed, your Phantom remains for a number of rounds equal to your summoner level before it is banished. If you are brought back to consciousness before this duration expires, your eidolon is not banished. If the duration expires before you are brought back to consciousness, your eidolon is banished normally.
Normal: A Phantom is immediately banished when its summoner is unconscious, asleep, or killed.
Those with a Phantom companion can take the following feat;
Extra Bonded Manifestation
Prerequisite: Bonded Manifestation class feature.
Benefit: You can Bonded Manifestation for 6 additional rounds per day.
Special: You can gain Extra Bonded Manifestation multiple times. Its effects stack.
Animal Companions may take the following feats; Ability Focus, Awesome Blow, Blood Feast, Consume Essence, Draconic Defender, Engulf Revulsion, Flyby Attack, Horrific Gorging, Hover, Impaling Charge, Latching Horror, Minotaur’s Charge, Nightstalker, Noxious Bite, Scent of Fear, Snatch, Sow Terror, Toxic Stench, Wingover.
These feats are not available for player characters unless otherwise specified in this document.
Any Class or Archetype that grants a Drake Familiar uses the Changes listed Here, with the ammendment that the Drake's Size begins at Tiny and increase by one category every 4 levels.
Animal Companions and Familiars gain Survival as a class skill.
Small characters may select medium-sized animal companions, and Medium characters may select small-sized animal companions.
A Parrot familiar can now speak a language in the same manner as the Raven and Thrush familiars.
Improved familiars can take Familiar Archetypes, such as Valet.
The Snark familiar is treated as a bird for item slot purposes for both the larger and smaller variants.
Animal Companions may make use of the Smart Kitty rules found here.
Animal companions can take Aspect of the Beast as if they’re a Ranger with Natural Weapons fighting style.
If a Familiar, Phantom or Animal companion has a favored class through a feature, they get a FCB also, Like a spirit binder wizard's familiar.
Animal companion archetypes are available to plant, vermin, and magic beast companions.
Animal companions that qualify(3+ int, bite attack) can take Blood Feast feat.
Corset of dire witchcraft works with witch archetypes that replace their familiars.
When a PC gains Undersized Mount feat or similar ability, they can select the mount choices that would be available for the same character if they were small-sized.
Sage familiar gains its master;s level x Int mod instead of creature HD x Int mod skill points.
The Beast Rider can now be taken by Gnolls, Lizardfolk, Grippli and Hobgoblins in addition to Orcs.
Those with the Drunken Brawler feat may choose to take the benefit and penalties when they take a drink, they are not required to.
Point-Blank Shot can be taken as a combat feat. It stil follows the EitR changes and does not act as a prerequisite for any feats.
The Master Alchemist now works as follows;
Prerequisite: Craft (alchemy) 5 ranks.
Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making alchemical items and poisons, you can create a batch up to twice your Intelligence modifier at a time. These additional items do not increase the time required, but they do increase the raw material cost.
In addition, whenever you make alchemical items or poisons using Craft (alchemy), halve the time it takes to craft them.
Alchemists count their class level as their character level as their Caster Level for the purposes of Infuse Poison.
The Ooze Whisperer feat is allowed for player use.
The Monstrous feats Awesome Blow, Improved Awesome Blow, Awesome Throw and Improved Awesome Throw are all allowed.
The Deft Maneuvers EitR feat now allows you to use Bluff to Feint just like Improved Feint would have.
A Kitsune with the Fox Shape feat qualifies as having Wild Shape for the purposes of the Natural Spell feat.
Two-Weapon Fighting and the EitR Greater Two-Weapon Fighting, which folds Improved Two-Weapon Fighting into it, can now be qualified for with a strength score equal to the usual dex requirement.
The Well-Prepared feat can be taken by any race, not just Halflings.
Angel-Blooded (Angelkin) variant for Aasimar does not need the Angelic Blood feat in order to take Angel Wings, Metallic Wings and Angelic Flesh feats.
Any character that gains the constrict ability qualifies for the Final Embrace, Final Embrace Horror and Final Embrace Master feat lines.
The Grenade Expert has been modified as follows;
Instead, you select how many rounds later the grenade explodes (minimum 1 round, maximum 3 rounds), make it you select how many rounds later the grenade explodes (minimum 0 rounds or upon impact, maximum 3 rounds). Allowing you to cause the alchemical grenade you throw to explode the same round that you throw it, similar to how other splash weapons like the Alchemist's Bombs and Alchemist's Firework.
Ability Focus may be taken by players for abilities such as a Witch’s hex, but must be taken per ability (such as once per hex).
Characters with Spell-Like Abilities can take the Extended Spell monster feat.
The Extra Summons feat applies to archetypes that gain summons via a Spell-Like Ability when replacing Summoner class. However, if you’re evil you must summon an evil type of that creature. Good and Neutral have the same clause here. You may template most neutral creatures to make them evil.
Hirelings above 5th lvl are not available. Leadership is not available.
Cohort Feat: With Leadership banned, we have replaced it with the Cohort Feat, allowing a Cohort but not followers. The cohort must follow all standard character creation rules, including being at least 2 levels lower than the player. The cohort consumes a character slot available to the player unless the cohort is gained in place of Leadership via a class feature. The cohort does not gain experience when the character gains experience as normal, and must level as an independent character.
Cohorts gained via class features do not consume a character slot. The only exception to this is if a player brings a cohort on a quest with them.
Feral Combat Training applies to all natural weapons, not just a single natural weapon.
Spirited Charge functions as vital strike, in that it only applies to damage dice.
Recruits are allowed, but only for 12th-level characters and above. Only 1 downtime pool, and still consumes 1 character slot.
The Raging Blood Feat counts as having Bloodrage for feat requirements.
Animal Companion levels don't stack across Gestalt, however, Boon Companion applies to both sides.
Oozemorph Fluidic body counts as wild shape for intents of taking wild shape feats prerequisites.
Diehard and endurance feats are paired, taking one grants the other.
Improvised Weapon Proficiency combines Catch-Off Guard and Throw Anything. We are using the following rules alterations:
Improvised Weapons
An improvised weapon includes both making an attack with an item not originally intended for use as a weapon, as well as using a weapon in a way it was not meant for (for instance, using a bow or arrow to make a melee attack, or throwing a longsword at an enemy). A character not proficient with improvised weapons suffers a -4 penalty when making an attack in this fashion.
Improvised weapons have a base range increment of 10 ft. when thrown, and when throwing any melee weapon, the weapon deals its normal damage on a successful hit. When using ranged weapons as melee weapons, darts, pistols, and shuriken deal 1d4 damage (1d3 Small), while bows, larger firearms, and light crossbows deal 1d6 damage (1d4 Small), and heavy crossbows deal 1d8 (1d6 Small).
A creature may use an improvised weapon two sizes smaller than they are as a light weapon, one size smaller as a one-handed weapon, and the same size as they are as a two-handed weapon. Generally, items larger or three sizes smaller than the creature are impractical to use as an improvised weapon. A GM may always rule that particularly dense objects (such as a stone statue) count as being one size larger than they normally would due to their weight.
An additional Cantrip has been added to all lists that contain Ray of Frost;
Ray of Fire
Range: Close
SR: Yes
Type: Evocation, Fire, Ray
Damage: 1d3 Fire
Components: V, S
Casting: 1 Action
Target: 1 Non-Ally
Alchemical Power Component: Alchemist Fire for +1 damage.
(Note: Cannot be used to trigger any healing abilities.)
The Spell Admonishing Ray can be taken as a spell choice.
For clarification the Spirit Share spell consumes any dose of alcohol or potion used per touch, with the benefit being that the caster can use said potions without having to draw them. Bodies created by the Clone spell take 20 days to mature.
The Spell Enhanced Diplomacy is now allowed as a spell choice.
Awakened animals and plants gain a +4 Str, +4 Dex, +2 Con, +2 Int, +0 Wis, and –2 Cha adjustments to their ability scores upon successful casting of the spell.
Polymorph Any Object can no longer permanently modify an object or person, and instead expires at the end of its duration, to a maximum of one week.
The Bladed Scarf/Kapenia Dancer Magus gets the Grappling Scarf spell added to their spell list.
The Enlarge Monster and Reduce Monster spells are added to any spell list that gets Enlarge and Reduce Person at two levels higher than those spells. These Spells can be used with Permanency.
Alchemists add the Vanish spell as an extract as a 1st level extract.
Witches can cast Nightmare as a 5th level spell.
Shadow Jump is treated as Dimension Door for the prerequisite for Dimensional Agility, Assault and Dervish.
Draconic Malice requires a will save. In addition, it has been re-worded as 'If you have the antipaladin aura of cowardice class feature, this spell additionally changes the penalty imposed by aura of cowardice to –6 for its duration.'
Pup shape can be permed via permanency spell, cost is 7500 gp.
Bard gains Sending on their spell list as a 5th-level spell.
Pants is a cantrip/orsion for casters and first level admixture for alchemist (can be applied to effect a bomb.)
Rare cantrips are not rare and are allowed to be selected as normal.
Wandering Weather is added to the permanency list. This requires the caster to be able to cast 8th-level spells.
Fly variations, as seen Here are allowed to be taken and used.
Hallucinogenic Smoke secondary effect applies to Divination (spell, not school) as well, instead of just Augury.
Salvage is now a 7th level spell instead of 9th.
We allow certain Paizo 3.5 material to be used; that is items, feats, prestige classes, archetypes, spells and items featured on Archives of Nethys. This does not open up any additional 3.5 material.
To do so, the following should be noted;
Mentions of XP needing to be spent are removed.
Several skills were folded into a single skill when Pathfinder was made. If you need a certain number of Ranks then the new Pathfinder skill will count instead. If a bonus is granted to multiple of these now obsolete skills which were combined into a single skill, then only the highest bonus is added.Spot/Listen/Search become Perception.
Disable Traps and Open Locks are now Disable Device.
Balance and Tumble are Acrobatics.
Speak Languages, Forgery and Decipher Script.
Gather Information is a function of Diplomacy.
Move Silently is part of Stealth.
Concentration and Use Rope have been removed from Pathfinder, and are ignored. Any ability that would boost either doesn't work.
Centaur Monks can use the following FCB: Add +1 to the monk’s CMD when resisting a grapple and +½ to the number of stunning attack attempts per day.
Investigators can take the Alchemical Prodigy trait.
The following craft skills so that when you have ranks in 1 linked skill you are treated as have the same number of ranks -3 in the linked skill. You must have a minimum of 4 ranks in one of the linked skills to gain this benefit to the other.
Weapon and bows
Armor and leather
Books and Calligraphy
Clothing and shoes
Baskets and cloth
Sculptures and Stonemasonry
Ships and Carpentry
Traps and Vehicles
Locks and Jewelry
Paintings and Pottery
Musical instruments and tools
Alchemy and clockwork
Bleed damage is never multiplied excepting any special ability that specfically calls it out being multiplied.
Each language now has its own equivalent of sign, which may be taken if that language was selectable as a starting option for character creation. The Level 10 Unchained Skill unlock for linguistics now includes the sign or verbal version of any language you happen to have.
Religion and Faith traits that require a specific god only require that they worship that deity at the time of selection: changing deity after does not remove that ability.
Kobolds with the Dragon Affinity alternative racial trait may apply the bonus to the Bloodragers and Eldritch Scions as well.
Tiefling Bloodragers and Eldritch Scions gain the benefit of the Fiendish Sorcerer ability for the Abyssal or Infernal bloodlines with those classes - assuming it hasn't been swapped for another racial trait.
Characters may purchase or craft (Taking 10) whatever they are capable of at third level during character creation.
Characters cannot gain bonuses or penalties from age during character creation only via spells given by GMs.
If there is a roleplay or gameplay requirement for a prestige class or Story Feat, it must either be justified in character backstory or a quest must be run to fulfil that requirement.
Your base caster level cannot exceed your character level. This does not include items like ioun stones but does include caster level increases from prestige classes.
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Prestige classes are only taken on one side of the gestalt, and cannot be used to alter the other side. For example, if the character is a Wizard on one side and a Sorcerer on the other and you then take a prestige class that boosts caster level abilities or similar, it only impacts the magic of the side you take the prestige class on.
Due to the feat tax rules, if your character gains a feat via class features that you either already possess or is gained automatically through the feat tax rules; you instead gain a bonus feat. This does not apply to feat selection bonus feat lists such as monk feats or bloodline feats.
You can only gain one bonus feat per level using this rule.
Intimidate Checks: DCs have been modified to HD+10+Will Save OR Sense Motive, whichever is highest.
VS players:10+HD+Will save OR intimidate, whichever is highest.
Alternate Rules including skill crits and failures are at the discretion of the GM.
Monsters CR count as levels for the purpose of Awaken and Create Undead. Awaken gives animals and plants 1 level, and no creature with class levels owned by a player can gain levels past 20th (CR+Lvls cannot exceed 20).
You may not use monsters as PC rules in order to create a character. This means Awaken Animals and the undead have to be cohorts or companions as a side to your character.
Deity-specific archetypes, feats and other abilities are changed to require deities of the same alignment as the printed one.
The use of magic items and spells to avoid sleeping, eating and drinking is non-sustainable, as the mortal form eventually realizes that it is running on nothing but magic and becomes...unstable. It will be up to the GM's discretion during a quest if these abilities are being used too heavily, and you may gain some mild insanity from prolonged use.
This does not include class features, feats, racial abilities or other ways of gaining these abilities, only magic and magic items.
Use Mythweavers for your character sheets. Please do not use the experimental sheet. Please post it in our sheet-submit channel, with the following information;
Discord User Name: Your Discord User Name. Please use your actual user name, not the current display name.
Character Slot: You get three character slots as a default, and so we ask that you list which number this character is. For your first character, this would be slot 1, for your second 2, etc.
Character Name: What's the character called?[ br]
Classes: The character and archetypes for each side of your Gestalt.
Race: What species is your character?
Other: Any other additions you might want to add.
This should end up looking something like;
DiscordName/1/IAmACharacter/Archetype And Class 1-Archetype and Class 2/Race.
Post your Character sheet in the #sheet-submit channel. Do not private message a sheet to a staff member, please.
Buildings follow the same process and are also submitted in sheet-submit, and do need to be an Excel sheet or a Google spreadsheet.
Magic Staffs and similar follow the same process and are submitted in sheet submit. To submit a magic staff for approval you need to follow a similar format: DiscordName/1/IAmACharacter/Item followed with details including Staff Material, Caster Level, and Spells in Order w/Charges+Costs. Any further alterations would constitute a custom item and need to be made as a suggestion or custom quest.
Character Creation
Basics of Parhelion: The setting of Parhelion is the Void, a section of the Maelstrom from which there is not easy escape. The Void keeps what it takes.
To find out more you can read our Articles on the Void, including the Immutable Laws that it operates under. You may also want to check out our Beginner's Guide to Parhelion for more detail on the setting, which includes a Frequently Asked Question section which may already answer some of your questions!
If you would like to consider being a Games Master and running your own stories then please do feel free to also check out our Games Mastering at Parhelion guide.
And if you would like a hand sorting out your sheet then we have a handy Character Sheet Creation Guide to give you some aid - you can even visit Brian the Template, our example character!
Starting Level: We start at third level, with a total of 5000 exp points.
As we are a Living World, please take note: If you are in more than one quest at once you cannot level up until all of the current quests are complete. If this takes time you may ask a GM for permission to level to your current XP total, but they are under no obligation to allow it - jumping from level 3 to level 7 while the rest of the party is lower is a big strain, after all.
While we do also offer the chance to gain experience from Downtime activities until you are level 10, you cannot level from them.
Starting Gold: You start with 3000gp. This includes the alterations from Automatic Bonus Progression mentioned below, and can not be increased beyond it by trait bonuses. Background and Occupations and Class starting money are also ignored - everyone starts with a flat 3000 gp. If you do not spend all of it during character creation, don't worry, this rolls over to the start of play.
In addition, you get one starting outfit worth 10gp or less, and are in fact required to do so.
Attribute Generation: As fun as rolling dice is, please use a 25 Point Buy, as described here. We recommend using the Bath Omet Ability Score Calculator or Pittsburgh Pathfinder Society Calculator to help with generating your attributes.
Classes: All Core Classes, Base Classes, Hybrid Classes, Unchained Classes, Occult Classes, Alternate Classes, including the Omdura and Vampire Hunter. No third-party or homebrew classes are available at this time.
Gestalt: The server uses the Gestalt ruleset. Players are allowed to use both Variant Multiclassing with these additional VMC options and regular multiclassing rules, but may not have levels or abilities from/in more than 5 classes. Please ignore the 4x at 1st level in the document for skills, as that is for 3.5 only.
To clarify: abilities granted from classes on one track do not allow you to qualify for prestige classes and such. As an example, a Wizard/Fighter gestalt could not become an Eldritch Knight unless he qualifies on a single track.
Feats taken affect both tracks of your Gestalt. Variant Multiclass is also separate to the two standard tracks and only affects your character feats as a whole. You do not qualify as the class for feats and prestige classes unless the VMC says you count as such or you have the specific ability required.
In addition, please do note that abilities that allow you to add an attribute, such as Charisma, to something like a skill, to hit, damage, saves or armour class can only be added once permanently, such as Scaled Fist Monk adding Charisma to AC, and once temporarily, such as Paladin's Smite adding Charisma to AC. Only a class or archetype that adds something twice within that class, such as Water Dancer Monk adding Charisma to AC twice, can go over this limit. It does not matter if the attribute replaces another for that purpose, such as replacing Dexterity to add to AC, or if it's added in addition, you cannot add the same attribute modifier more than this.
Sneak Attack: While many things in Gestalt add together, it should be noted taking two classes with full sneak attack, such as the Vivisectionist Alchemist with a Rogue, will not stack. You cannot permanently gain more than 1d6 of sneak attack per two character levels. It also doesn't stack with the Vigilante's Hidden Strike, and you cannot use both.
Traits: You must select three Traits, following the rules allowing one per category only as normal. You may also select Exemplar Traits and the Additional Traits feat. Campaign traits are an acceptable choice. Consider these carefully, traits can only be changed one at a time with a custom quest with staff involvement.
You may take Finding your Kin/Finding Haleen trait. You must select an NPC or a PC you do not control to be that kin.
Drawbacks: You must select one Drawback - this does not earn an additional trait. You may take more than one drawback, but it does not add additional traits to your character. Please note that with both these and Major Drawbacks, if taken, may not be accepted if you attempt to choose one that will not affect your character at all. In addition to the normal drawbacks, you can also select from our extra Minor Drawbacks. Consider these carefully, drawbacks can only be changed one at a time with a custom quest with staff involvement.
Major Drawbacks you may not take: Spell Vulnerability: Abjuration, Slow Runner.
Special Note: Traits and Drawbacks can only be retrained under special circumstances, usually a quest or when a server-wise rule change affects that trait.
Backgrounds: The server uses both the Background and Occupation rules and the Background Skills rules. With Background and Occupations, please note that choosing a Background that doubles up on a feat you already have does not allow you to choose another feat in its place. This includes feats that have been removed by Elephant in the Room. Backgrounds cannot be retrained.
A back story is also required, usually in a section on the last page. It doesn't need to be an epic, a few sentences is fine.
Races: All Core Races, Standard Races and Advanced Races with a RP point value of less than 17 are also accepted, and other races are allowed on a case by case basis. The following races have been accepted for play;
Fetchling, Wayangs, Rougarou, Changeling, Kitsune, Nagaji, Samsaran*, Duskwalker, Rabbitfolk, Strix*, Wyvaran*, Gillman, Insectini, Tengu Variants (Crane, Rooster, Seagull), Aphorite*, Vine Leshy*, Kuru, Merfolk, and Naiad.
Caligini are allowed but do not gain See in Darkness. Instead, they gain Darkvision to 60ft at character creation, Darkvision to 90ft at 5th level, and See in Darkness at 9th level.
Sin-Galemren are allowed, and count as Half-Elves for all purposes.
Galemren are allowed, and count as Elves for all purposes.
Grachukk are allowed, and count as Orcs for all purposes.
Lizardfolk gain the Hold Breath special quality.
*Races that begin with a fly speed instead are treated as having Permanent Featherfall until 6th level, then they gain their fly speed as per normal from their race. Bat shape via werebat skinwalker is included.
The Storyweaver Werekin are a playable option.
Androids cannot have nanite surge, but instead gain repairing nanites. They may also select the Magitech third-party racial trait.
Samsaran cannot take the Mystic Past Life alternate racial trait.
Aphorite cannot take the Eternal Smith or Shared Knowledge alternate traits.
Naiad Inspiration ability is granted to a single character on a quest and is non-functional outside of a quest.
Kasatha are allowed, but lose the Greater Defensive Training ability.
Oread, Sylph, Ifrit, Undine, and Suli's Mostly Human, Aasimar's Scion of Humanity, Tiefling's Pass for Human, and Shabti's Facsimile can be used for heritage and passing for any humanoid race.
Any race that gains a racial poison can use their poison for Alchemist Discoveries, this includes things such as Grippli's Toxic Skin.
Kuru, Wyvaran, Gathlain and Androids may be without a gender. If so taken, they are not affected by effects that rely on gender, positive or negative. All other species are sexed and so must have it listed on their sheet. Genders not associated with a sex must have the sex also listed (for example: Agender Female or Masculine Non-Binary).
Centaurs are a playable race, but only gain +2 str and +2 Wis, do not count as large except in space taken, if affected by Enlarge Person gain the benefits of reach and extra damage with the usual penalties, and cannot be used as a mount.
Special Note: All characters must be at least 18 years old, as well as whatever the minimum age to be considered an adult in their race. We do not allow non-adult characters to be played. They cannot appear younger than 18 except for temporary disguises.
Any race that has an alternative trait that would allow them to count as Human may now count as any other humanoid race instead of human.
Hit Points: Characters and animal companions, eidolons, phantoms and such all take max at each level. Familiars take half their master's HP as usual.
Companion Sheets: Animal companions, familiars, eidolons, phantoms, intelligent items or any other sentient creature that is part of your items or abilities must have its own sheet to be used in combat or skill encounters. They will not exist mechanically at all without one, so Witches and other classes that rely on their Familiars won’t be able to prepare spells without a sheet for their familiar.
Hero Points and Major Drawbacks: We use the Hero Points and Major Drawback rules. Either Anti Hero or a single Major Drawback can be taken for a single bonus feat. You can select both, or multiple major drawbacks, but you will only gain a single bonus feat. In addition to the usual Major Drawbacks, you can also select from our own list.
Major Drawbacks you may not take: Spell Vulnerability: Abjuration, Land Legs, Slow Runner. In addition, if an item or ability is acquired that negates a drawback then any benefit that it offers is also permanently negated.
Elephant in the Room: Parhelion uses the Feat Tax Rules, but just the feat alterations on the main page, not the full PDF of alterations. As an amendment, all characters gain Agile Maneuvers as part of the EitR feats.
If your class has a feat, not an ability that acts like a feat, that is removed with EitR you may replace it with another feat of the same type, such as a combat feat for a combat feat or a general feat for a general one.
Automatic Bonus Progression: We are using a modified set of the Automatic Progression Rule found here with the following adjustments and amendments, to make things more balanced, fair, and streamlined for the players at large.
As with standard ABP, items that solely and permanently add to a character's natural armor, deflection bonus, saves and enhancement bonuses to attributes are no longer buyable, craftable or exist at all. These items have instead been replaced by automatic bonuses at set levels.
Items that granted these bonuses but also had other effects can still be purchased, with their price reduced to reflect the loss of the bonus granted. An example of an item that one would modify is the Lesser Belt of Mighty Hurling, which in addition to its function to allow strength-based throwing adds a +2 Enhancement Bonus to Strength. As this part of the belt no longer functions the cost is reduced by 4000 gp, from 14,000 gp to 10,000 gp - the same cost as a +2 Belt of Giant Strength.
Weapons, armor and shields function as normal and do not get any (enhancement) bonuses from Automatic Bonus Progression.
Any bonuses can be split between the character and any (Class given) pets (mount, animal companion, eidolon, etc) they happen to have, in any way the player wishes - if they wish to give the entirety of their bonus to their pets this way, they may, although this is rarely advisable.
At 6th level, 11th level and 15th level the character may choose if they wish to gain the mental prowess or the physical prowess bonus. The other is taken at the next level.
Enhancement bonuses from other sources, such as spells or class features, now stack with the bonuses gained from ABP. They do not further stack with each other.
Special Note:Templates and other methods of becoming a monster fall under a special rule:
Gaining a template, or otherwise becoming a monster (via Create Undead, lycanthropy, etc) is considered grounds for the retirement of the character and becoming an NPC. You may request a special quest to remove your template (for example: if you were unwillingly turned into a vampire) instead of retirement (such as if the NPC was family, an employee, etc)
Other Creation Rules
We have modified or clarified several of the rules for Pathfinder. We have found that, sometimes, Pathfinder 1e requires a little love and attention to work better, and occasionally it needs The Hammer of Correction.
If there is anything you would like to see changed, please swing by the suggestion discussion channel on the Discord to discuss it before putting it in a formal suggestion. Formal suggestions are reviewed and voted on be staff. Please do not attempt to repeatedly submit the same thing with slightly different re-wording; this will not be accepted, and the suggestion deleted out of hand. Please wait at least three months before proposing a change again. And please, please make sure that what you are suggesting is not already allowed, as if the vote is a no it will be removed. Double checking in questions and answers is never a bad idea, or reading the Frequently Asked Questions.
If you decide you enjoy your character, but are less than fond of the build you have created, you have the option to retire the character and restart them at level 3. This does include losing there items, although you may be able to take a quest to get some of it back.
Item Modifications and Clarifications
Weapons
A thrown weapon can be used as an enchanted like a ranged weapon with the following exception. Any special qualities, abilities or effects that would apply to a ranged weapon only apply when the weapon is being used to make a ranged attack. All thrown weapons have a maximum range increment of 5 instead of the normal 10 that other ranged weapons get.
Clarify for Special Weapon Enchantments;
Enchantments for Ranged Weapons and Melee Weapons only work with their respective attacks, Ranged Attack and Melee Attack.
Firearms are also ranged weapons.
Firearms no longer hit touch AC by default, except when using an ability, spell, weapon augment or deed that allows it to.
Advanced Firearms are allowed, but Modern Firearms are not.
For firearms: The Carbine Repeater and the Spring Magazine Rifle items.
Carbine Repeater retains the Revolver damage but gains Rifle range and an 8-round capacity. In exchange for this boost, it is 25% more expensive and misfires on a 1-3.
Spring Magazine Rifle has a six-round magazine capacity instead of the usual 1 round capacity for rifles. This also is compensated by a 25% price increase and 1-3 misfire.
When using the Conductive special quality of a magic weapon, special qualities such as Flaming are overwritten.
Using Weapon Cords is a swift or move action.
Kitsune tails cannot support Kobold Tailblades.
Sliversheen and Sunsilver do not take a -1 to damage but still count as Alchemical Silver for all purposes.
Handwraps are allowed for both feet and hands, however, only one slot can get the bonus from them.
Consecrated weapons can be charged by any class with channel energy.
Bo Staff counts as Quarterstaff for feats and abilities that require one.
Mundane Items
Tea of Transference can only be used a number of times equal to the character's Contstitution modifier.
Quarterstaffs can be made from Metal Special Materials.
Tower Shields can be made of metallic special materials well as wooden ones.
Please use the same weight and price reduction for Armour for Unusual Creatures for all items such as clothes, utensils and other such adventuring gear.
Ratfolk Tailblades and Kobold Tail Attachments are part of the Fighter Close Weapon Group.
All weapons within the Fighter's Polearm weapon group are now considered a reach weapon.
You can buy any item from NPCs in downtime for market price. Scrolls with costly material components add their cost to the scroll cost.
Items can be sold to NPCs for half market price outside of quests or crafting price. Post sales in #downtime channel. Please make sure to include the item sold and the amount gained. Please note that locked items cannot be sold or traded.
In the same vein, items can be bought from NPC's at full price.
Please consult with your GM before attempting to buy or sell during a quest.
Hemp rope weighs 1 lb per 50 ft.
Magic Items
You can only have one Fleshwarped Scorpion Tail grafted; any additional Tails will not function. Magic Consumables such as potions, scrolls, wands and items that act in a similar fashion can only be purchased when the item level is no more than +5 about the character level.
Consumable items cannot be bought modified by Metamagic feats.
Runestones of Power, Pearls of Power, Pages of Spell Knowledge, Boro Beads and Shards of Psychic Power all now have a caster level of 8 plus the level of spell/extract affected, meaning a level one item would have a caster level of 9 and a ninth level item would have a caster level of 17.
Pearls of Power, Preserving Flasks, Runestone of Power, Boro Beads, Runestones of Power and other items that adds spells per day are limited to four per spell level.
Pages of Spell Knowledge, Shards of Power, Spell Latices and other items that add Spells Known are limited to the caster's casting modifier per spell level.
If a character is unable to cast a level of spells due to not being a caster or a caster that does get that level of spells they may still take these items, accessing these spell levels when there character level is twice the spell level they wish to use - so a 6th level character could take items up to 3rd spell level. They may take only half the number a true caster could, using there highest mental stat.
Magic Staves may be created using the standard rules. They require a level 1 spell to recharge.
They must be approved by Staff.
Missive Stones now reach across an entire island in the Void, or three miles within the Void itself.
Rings of Wizadry, Rings of Myticism and Rings of Divine Expanse require a 24 hour attunement period.
The Training Magic Weapon Special Ability is limited to two at once. More weapons can be owned, but only two can be active regardless of the number of hands or weapons currently wielded.
The Wild Armour special ability can be used with any 'Form' or 'Shape' abilities in a similar vein.
Animal Companions may now wear barding crafted from specific magic armours.
Celestial Plate Armour may now be crafted and purchased.
It is possible to get Magic Items using the Inscribe Magic Tattoo feat. The crafter must have any feats or abilities needed to craft the item normally, and it takes up a magic item slot as if it were the magic item. You cannot have two items, one a tattoo, in the same slot.
Rings of Eloquence can be crafted with any four languages.The creation of undead, constructs and other such creations need to be supervised by a full GM or Staff member.
We allow the Prosthetics rules and items found here.
Special Note: If an item would remove a major drawback or other penalty acquired, then any benefit - such as a bonus feat - is also removed. Even if this item can be removed and the penalty returned, the benefit is still lost.
Cyclops Helm Requires a 24-hour attunement period.
Magic items sets and the Collector’s Boon feat line are not allowed.
When implanting ioun stone you can only implant 2 stones per existing magic item slot, they must be of the same type.
The Shadow Shooting enchantment is treated as an Illusion effect for saves.
Swarmbane Clasp also affects Troops as if they were Swarms if they have the Distractible ability.
Players can make or buy rods of the Logical Spell and Intuitive Spell metamagics for the same price as Rods of Still/Silent Spell.
Bane Items are now a thing for walls, doors and other GM-approved items. (This also works for inquisitor bane).
Magic Items automatically resize as the wielder desires.
Blessed Books are not limited to just Wizards, all classes that prepare from spellbooks or formulae books may purchase and make use of them.
A phylactery of faithfulness is now a slotless item.
Ghost touch allows incorporeal creatures to be grappled.
Elemental Abilities on weapons such as Flaming or Corrosive are only active one at a time.
Unique Items
The Ring of Divine Expanse functions exactly as a Ring of Wizadry, with the same cost, for Divine spellcasters.
You can buy and craft the...Bag of Everlasting Dung...
Blue Granite Ioun Stone: When Initiative is rolled a theme song of your choice is played. Costs: 1000gp.
Savage Dentures Cost 5000gp Weight -
Damage 1d3 (small), 1d4 (medium) or Natural attack damage, see text Critical x2 Type Piercing
Category light Proficiency exotic
Created by the savage rangers of some parts of Parhelion, these Dentures can be implanted in place of removed teeth.
These sharp metal fangs allow the wearer to make a bite attack as a secondary natural attack if they do not already have a bite attack. If they are being used with a regular bite attack, they do damage according to that attack instead of what is listed above.
They can be enchanted but have a maximum total enchantment limit of +5 for combined enchantments and special abilities.
These can be implanted with a successful dc 20 heal check.
Size-Changing Outfit Cost: 50gp Caster Level: 1 This enchantment can only go on mundane clothes. And the clothing can no longer be enchanted in any other way.
The wearer of these clothes finds they shrink or grow to fit the wearer regardless of size.
Class Modifications and Clarifications
Specific Class Modifications
Kineticists can now take the following Utility Wild Talent Elemental Limb
Element(s) universal; Type utility (Sp Level 1; Burn —
You can augment your limbs with elemental power. If you are missing one or more limbs, you create one or more permanent replacements out of an element; this limb functions in all ways as though it was a natural part of your body, although the limb is still treated as though it is made out of its element for how it is affected by spells and other abilities. You can accept 1 point of burn to gain a +2 bonus to Strength when determining lifting/carrying capacity and for attacks and damage with weapons wielded by the elemental arm (the bonus does not apply to weapons wielded by the other arm, except for two-handed weapons), as well as for grappling. Taking this utility talent negates the wearer’s penalties for losing an arm at the shoulder or elbow and nullifies any drawbacks (and by extension, traits and/or feats) from missing any limbs. This bonus lasts until the next time your burn is removed. If the limb is severed in any way, it reforms within 24 hours, or immediately if you take 1 point of burn.
If you would gain a basic utility wild talent, you can choose to gain this wild talent instead.
Wizard's may now take the Scroll Savant archetype.
Classes with access to Gunslinger's Deeds add the following deed as a third level deed;
Gunslinger's Fury: The gunslinger learns to punch through armour, targeting weak points and joints to devastating effect.
As a free action, before they declare an attack, the gunslinger may spend one point of grit to have one firearm hit touch AC within its first range increment until the start of your next round, or two points to have two firearms hit touch AC within its first range increment until the start of your next round.
This cost cannot be reduced by any means, including Signature Deed.
It is not available to the Bolt Ace archetype.
The Puppetmaster Magus gains 4+ Intelligence Modifier in skill points a level.
The Daggermark Poisoner Prestige Class Toxic Manufactory ability is re-worked to work as follow;
Toxic Manufactory (Ex): At 3rd level, when creating poisons or antitoxins a Daggermark poisoner can create a number of doses equal to twice their Intelligence modifier at one time (minimum 1). These additional doses do not increase the time required, but do increase the raw material cost accordingly. In addition, she halves the time it takes to create poisons with Craft (alchemy) checks.
If the Daggermark poisoner has the Master Alchemist feat, she may create a number of doses of poison or antitoxin at one time equal to three times her Intelligence modifier and halves the time to create poisons with Craft (alchemy) checks again. The Gun Chemist Alchemist's Fast Ordnance ability works with double-barreled weapons.
Luring Cavalier's ranged challenge ability also functions with challenge abilities that specify a melee attack.
The Samurai's Determination ability may now be used as a standard action even when the condition they are using it to remove would not normally allow a standard action to be taken.
Gun Training now applies to a category of firearms - One-Handed Early Firearms, One-Handed Advanced Firearms, Two-Handed Early Firearms or Two-Handed Advanced Firearms - instead of a single weapon.
The Child Scent Hex has been banned.
The Pageantry Psychic Discipline replaces overwhelming presence at 8th level with Overwhelming Grief.
The Gloomblade Fighter gains the Shadow Weapon Weapon Group for the purposes of all feats and abilities.
The Cyclone Infusion does not damage the Kineticist.
Druidic Herbalism still requires downtime to be spent after seven days.
Emissary Cavaliers now replace the Master Tactician ability with Erratic Charge rather than Supreme Charge.
Ironbound Sword Samurai count their levels as Fighter only for prerequisites, and does not grant the class features it would not otherwise get.
The witch archetype Feytouched Hexer is now a legal option for play, replacing the 6th level Hex.
The Lingering Leitmotif Bardic Masterpiece now inspires more confidence by functioning as the Inspire Competence Bardic Performance.
A Metamorph Alchemist counts as having the Preserve Organs Discovery.
A Living Grimoire Inquisitor's Grimoire counts as a Light Mace for the purposes of feats, class abilities and all other functions.
Chosen One Paladins can select the Fey-Touched familiar if they worship a Eldest, or a Pseudodragon if they worship a draconic deity.
Archaeologist Bards gain Disable Device as a class skill.
Crossblooded Sorcerers may select Wildblooded bloodlines when choosing there bloodline.
The Unchained Rogue's Finesse Training ability now applies to a weapon group each time it is selected, rather than a single weapon.
Filcher Rogues are now available to all races.
Antipaladins are now able to use their Touch of Corruption ability as a swift action to heal themselves, assuming they are healed by negative energy.
The Rageshaper Shifter's Devastating Form now functions thusly;
Devastating Form: Size increases affect ability scores in reverse of this table
(Large would give +4 str, -2 dex, +2 con. Huge would give +8 str,-4 dex,+4 con, and Gargantuan would give +12 str, -4 dex, +6 con)
Normal modifications to attack, CMB, CMD, reach, fly and stealth skill, and damage dice would still apply.
Invulnerable Defenses: Scales at the levels Defensive Instinct does. (+1 to Natural armor bonus and DR at 4,8,12,16,and 20)
Kobold Alchemists may now apply their Favoured Class Bonus to the Alchemical Ordnance of the Gun Chemist archetype.
Investigator and Alchemist qualify for Brew Potion without meeting the prerequisites.
Any spell on the Oracle's Spell List, which specifically calls out a need for Wisdom, such as Spiritual Weapon, can instead use Charisma when being cast.
The Court Poet Skald's Insightful Contemplation counts as Inspired Rage use of abilities and feats.
The Cleric's Oceon Sub-Domain ability Surge has a range of 30ft.
The Serendipity Shaman no longer require a racial feature or feat with luck in the title to take the archetype. Guess we're all lucky now.
Vexing Daredevil be allowed to target mindless creatures with their hypnotic stare for the purpose of benefiting from that feat, but they do not take any penalties or other effects of the stare.
The Brawler's Flurry ability now counts as Flurry of Blows for the purposes of feats and Prestige Classes.
An eighth-level Shadowdancer’s Shadow companion advances to a Greater Shadow, with the same modifications to statistics and restrictions as previously.]
The witch's Slumber hex affects only creatures with hit dice equal to the character's witch level plus their relevant casting stat mod. While this does put some things (Like Great Old Ones and Kaiju) outside of the normally effective range.
The Combat Hypnosis hex has been modified to bring it into line with our new Slumber hex. Remove the rolling of 2d4 to determine random HD affected, and instead allow it to affect up to witch level plus relevant casting stat mod (as per the Slumber hex alteration). This removes the use of standard action to 'check and see'.
Ninja gains access to the Unchained Rogue’s Finesse training class feature as if they were a rogue of their level.
Ninjas can take rogue archetypes they qualify for, and rogues can take ninja archetypes they qualify for, due to a ruling by the designers from this thread.
Clerics with the Healing domain can take positive energy channelling regardless of alignment of deity or character.
Swashbuckler weapon training counts as a Fighter’s weapon training and can be used for feats and magic items that affect weapon training.
Cavalier can receive a challenge’s bonus to damage with gun attacks.
Dune Drifter’s challenge allows him to deal extra damage whenever he makes attacks with firearms against the target of his challenge. His challenge ability doesn’t allow him to deal extra damage with weapons that are not firearms.
Alchemists may learn the spell knowledge discovery from prepared Arcane Casters as the discovery teaches the Alchemist an arcane spell which is prepared like a Wizard.
Divine Characters who require a god to function, such as Paladins and Clerics, must worship one of the Pathfinder Deities to gain their power. Oracles, having been cursed, do not need to worship a deity or the same deity that 'granted' them their abilities.
Unchained Monks may take normal Monk Archetypes by replacing ki powers around the levels of the replaced class features for normal monks. So, like Lifting Hand Monk - instead of replacing abundant step, it would replace the 12th level ki power because Un. Monk doesn't get abundant step.
The Dinosaur Druid archetype can take colossal size dinosaurs as their wildshape option when they reach the level to take elemental shape due to losing the elemental shape class feature in the archetype.
Druids get Beast Shape and Plant Shape as spells on their list.
Omdura count as their own ally when taking their deity’s 1st-level evocation and 11th-level class abilities.
Arcanists are allowed to use mnemonic vestments.
Ex-anti paladins are allowed to become Vindictive Bastards (the paladin archetype) the same way paladins are allowed.
Touch Of Cruelty: Beginning at 3rd level, a Fearmonger Antipaladin surrounds his hand with an aura of pure fear, wracking waking nightmares to those he touches. Each day he can use this ability a number of times equal to 1/2 his anti-paladin level + his Charisma modifier. As a melee touch attack, a Fearmonger Antipaladin can inflict a Cruelty of his choice onto a single target. Using this ability is a standard action that does not provoke attacks of opportunity. This ability is modified by any feat, spell, or effect that specifically works with the lay-on hands paladin class feature. For example, the Extra Lay On Hands feat grants a Fearmonger Antipaladin 2 additional uses of the touch of cruelty class feature.
This Ability replaces Channel Negative Energy.
Divine Champion warpriest choose which obedience feat they get for their bonus feat 3rd level.
Ex-paladins are allowed to immediately retrain any favored class bonuses upon taking the Vindictive Bastard or Grey Paladin archetypes.
The Crossbow Expert feature from the Crossbowman Fighter archetype qualifies as Weapon Training for the sake of prerequisites.
Any character with gunsmith feat can craft metal cartridges for "advanced firearms" at half price. As described by being optionally allowed in the feat.
Metamorph Alchemist modification: Instead of Brew Potion feat, the alchemist gains Endurance and Diehard feats.
Sylvan trickster rogue uses the following DC for hexes: 10 + 1/2 the rogue's level + rogue's Intelligence modifier.
General Class Modifications
The Oracle Curse Legalistic now can only be applied to d20 rolls.
It is possible to Retrain base class levels for prestige class levels so long as you retain enough base class levels to qualify for the prestige class. You cannot qualify for a prestige class with a level from the same prestige class, no matter what.
Variant Multiclassing can now be retrained out of at the same cost as retraining the number of feats it has replaced.
Hirelings begin at level 5 rather than class level -5.
Variant Multiclassing reduces the total number of feats the character has. They gain secondary class features but not feats at those levels. (Feats a 1, 5, 9, etc and Secondary Class Skills at 3, 7, 11, etc).
Archetypes that change the basic ability score scaling of a class (such as Mysterious Stranger Gunslinger) now modify all abilities of that class.
Get confirmation from the person approving your sheet if the archetype you choose follows this rule.
If the class skills on different archetypes that are changed are different, stacking archetypes is allowed. That is, if one replaces Diplomacy with Bluff, and the other replaces Perception and Sense Motive, and this was the only place the archetypes clashed, then they are considered compatible.
Animal Companions, Familiars and Other Companions
Animal Companions with an Int of more than 3 do not need to learn tricks.
Phantoms can now take the following feats; Improved Natural Armour, Improved Natural Attack and Sow Terror.
Those with a Phantom companion can take the following feat;
Resilient Phantom
Prerequisites: Eidolon class feature.
Benefit: If you are knocked unconscious, fall asleep, or are killed, your Phantom remains for a number of rounds equal to your summoner level before it is banished. If you are brought back to consciousness before this duration expires, your eidolon is not banished. If the duration expires before you are brought back to consciousness, your eidolon is banished normally.
Normal: A Phantom is immediately banished when its summoner is unconscious, asleep, or killed.
Those with a Phantom companion can take the following feat;
Extra Bonded Manifestation
Prerequisite: Bonded Manifestation class feature.
Benefit: You can Bonded Manifestation for 6 additional rounds per day.
Special: You can gain Extra Bonded Manifestation multiple times. Its effects stack.
Animal Companions may take the following feats; Ability Focus, Awesome Blow, Blood Feast, Consume Essence, Draconic Defender, Engulf Revulsion, Flyby Attack, Horrific Gorging, Hover, Impaling Charge, Latching Horror, Minotaur’s Charge, Nightstalker, Noxious Bite, Scent of Fear, Snatch, Sow Terror, Toxic Stench, Wingover.
These feats are not available for player characters unless otherwise specified in this document.
Any Class or Archetype that grants a Drake Familiar uses the Changes listed Here, with the ammendment that the Drake's Size begins at Tiny and increase by one category every 4 levels.
Animal Companions and Familiars gain Survival as a class skill.
Small characters may select medium-sized animal companions, and Medium characters may select small-sized animal companions.
A Parrot familiar can now speak a language in the same manner as the Raven and Thrush familiars.
Improved familiars can take Familiar Archetypes, such as Valet.
The Snark familiar is treated as a bird for item slot purposes for both the larger and smaller variants.
Animal Companions may make use of the Smart Kitty rules found here.
Animal companions can take Aspect of the Beast as if they’re a Ranger with Natural Weapons fighting style.
If a Familiar, Phantom or Animal companion has a favored class through a feature, they get a FCB also, Like a spirit binder wizard's familiar.
Animal companion archetypes are available to plant, vermin, and magic beast companions.
Animal companions that qualify(3+ int, bite attack) can take Blood Feast feat.
Corset of dire witchcraft works with witch archetypes that replace their familiars.
When a PC gains Undersized Mount feat or similar ability, they can select the mount choices that would be available for the same character if they were small-sized.
Sage familiar gains its master;s level x Int mod instead of creature HD x Int mod skill points.
Feat Modifications and Clarifications
The Beast Rider can now be taken by Gnolls, Lizardfolk, Grippli and Hobgoblins in addition to Orcs.
Those with the Drunken Brawler feat may choose to take the benefit and penalties when they take a drink, they are not required to.
Point-Blank Shot can be taken as a combat feat. It stil follows the EitR changes and does not act as a prerequisite for any feats.
The Master Alchemist now works as follows;
Prerequisite: Craft (alchemy) 5 ranks.
Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making alchemical items and poisons, you can create a batch up to twice your Intelligence modifier at a time. These additional items do not increase the time required, but they do increase the raw material cost.
In addition, whenever you make alchemical items or poisons using Craft (alchemy), halve the time it takes to craft them.
Alchemists count their class level as their character level as their Caster Level for the purposes of Infuse Poison.
The Ooze Whisperer feat is allowed for player use.
The Monstrous feats Awesome Blow, Improved Awesome Blow, Awesome Throw and Improved Awesome Throw are all allowed.
The Deft Maneuvers EitR feat now allows you to use Bluff to Feint just like Improved Feint would have.
A Kitsune with the Fox Shape feat qualifies as having Wild Shape for the purposes of the Natural Spell feat.
Two-Weapon Fighting and the EitR Greater Two-Weapon Fighting, which folds Improved Two-Weapon Fighting into it, can now be qualified for with a strength score equal to the usual dex requirement.
The Well-Prepared feat can be taken by any race, not just Halflings.
Angel-Blooded (Angelkin) variant for Aasimar does not need the Angelic Blood feat in order to take Angel Wings, Metallic Wings and Angelic Flesh feats.
Any character that gains the constrict ability qualifies for the Final Embrace, Final Embrace Horror and Final Embrace Master feat lines.
The Grenade Expert has been modified as follows;
Instead, you select how many rounds later the grenade explodes (minimum 1 round, maximum 3 rounds), make it you select how many rounds later the grenade explodes (minimum 0 rounds or upon impact, maximum 3 rounds). Allowing you to cause the alchemical grenade you throw to explode the same round that you throw it, similar to how other splash weapons like the Alchemist's Bombs and Alchemist's Firework.
Ability Focus may be taken by players for abilities such as a Witch’s hex, but must be taken per ability (such as once per hex).
Characters with Spell-Like Abilities can take the Extended Spell monster feat.
The Extra Summons feat applies to archetypes that gain summons via a Spell-Like Ability when replacing Summoner class. However, if you’re evil you must summon an evil type of that creature. Good and Neutral have the same clause here. You may template most neutral creatures to make them evil.
Hirelings above 5th lvl are not available. Leadership is not available.
Cohort Feat: With Leadership banned, we have replaced it with the Cohort Feat, allowing a Cohort but not followers. The cohort must follow all standard character creation rules, including being at least 2 levels lower than the player. The cohort consumes a character slot available to the player unless the cohort is gained in place of Leadership via a class feature. The cohort does not gain experience when the character gains experience as normal, and must level as an independent character.
Cohorts gained via class features do not consume a character slot. The only exception to this is if a player brings a cohort on a quest with them.
Feral Combat Training applies to all natural weapons, not just a single natural weapon.
Spirited Charge functions as vital strike, in that it only applies to damage dice.
Recruits are allowed, but only for 12th-level characters and above. Only 1 downtime pool, and still consumes 1 character slot.
The Raging Blood Feat counts as having Bloodrage for feat requirements.
Animal Companion levels don't stack across Gestalt, however, Boon Companion applies to both sides.
Oozemorph Fluidic body counts as wild shape for intents of taking wild shape feats prerequisites.
Diehard and endurance feats are paired, taking one grants the other.
Improvised Weapon Proficiency combines Catch-Off Guard and Throw Anything. We are using the following rules alterations:
Improvised Weapons
An improvised weapon includes both making an attack with an item not originally intended for use as a weapon, as well as using a weapon in a way it was not meant for (for instance, using a bow or arrow to make a melee attack, or throwing a longsword at an enemy). A character not proficient with improvised weapons suffers a -4 penalty when making an attack in this fashion.
Improvised weapons have a base range increment of 10 ft. when thrown, and when throwing any melee weapon, the weapon deals its normal damage on a successful hit. When using ranged weapons as melee weapons, darts, pistols, and shuriken deal 1d4 damage (1d3 Small), while bows, larger firearms, and light crossbows deal 1d6 damage (1d4 Small), and heavy crossbows deal 1d8 (1d6 Small).
A creature may use an improvised weapon two sizes smaller than they are as a light weapon, one size smaller as a one-handed weapon, and the same size as they are as a two-handed weapon. Generally, items larger or three sizes smaller than the creature are impractical to use as an improvised weapon. A GM may always rule that particularly dense objects (such as a stone statue) count as being one size larger than they normally would due to their weight.
Improvised Weapon Size | Damage Die | Sample Item |
---|---|---|
Diminutive | 1d3 | Toothpick |
Tiny | 1d4 | Fork |
Small | 1d6 | Fire Poker |
Medium | 1d8 | Chair |
Large | 2d6 | Table |
Huge | 3d6 | Wagon |
Spell Modifications and Clarifications
An additional Cantrip has been added to all lists that contain Ray of Frost;
Ray of Fire
Range: Close
SR: Yes
Type: Evocation, Fire, Ray
Damage: 1d3 Fire
Components: V, S
Casting: 1 Action
Target: 1 Non-Ally
Alchemical Power Component: Alchemist Fire for +1 damage.
(Note: Cannot be used to trigger any healing abilities.)
The Spell Admonishing Ray can be taken as a spell choice.
For clarification the Spirit Share spell consumes any dose of alcohol or potion used per touch, with the benefit being that the caster can use said potions without having to draw them. Bodies created by the Clone spell take 20 days to mature.
The Spell Enhanced Diplomacy is now allowed as a spell choice.
Awakened animals and plants gain a +4 Str, +4 Dex, +2 Con, +2 Int, +0 Wis, and –2 Cha adjustments to their ability scores upon successful casting of the spell.
Polymorph Any Object can no longer permanently modify an object or person, and instead expires at the end of its duration, to a maximum of one week.
The Bladed Scarf/Kapenia Dancer Magus gets the Grappling Scarf spell added to their spell list.
The Enlarge Monster and Reduce Monster spells are added to any spell list that gets Enlarge and Reduce Person at two levels higher than those spells. These Spells can be used with Permanency.
Alchemists add the Vanish spell as an extract as a 1st level extract.
Witches can cast Nightmare as a 5th level spell.
Shadow Jump is treated as Dimension Door for the prerequisite for Dimensional Agility, Assault and Dervish.
Draconic Malice requires a will save. In addition, it has been re-worded as 'If you have the antipaladin aura of cowardice class feature, this spell additionally changes the penalty imposed by aura of cowardice to –6 for its duration.'
Pup shape can be permed via permanency spell, cost is 7500 gp.
Bard gains Sending on their spell list as a 5th-level spell.
Pants is a cantrip/orsion for casters and first level admixture for alchemist (can be applied to effect a bomb.)
Rare cantrips are not rare and are allowed to be selected as normal.
Wandering Weather is added to the permanency list. This requires the caster to be able to cast 8th-level spells.
Fly variations, as seen Here are allowed to be taken and used.
Hallucinogenic Smoke secondary effect applies to Divination (spell, not school) as well, instead of just Augury.
Salvage is now a 7th level spell instead of 9th.
General Modifications and Clarifications
We allow certain Paizo 3.5 material to be used; that is items, feats, prestige classes, archetypes, spells and items featured on Archives of Nethys. This does not open up any additional 3.5 material.
To do so, the following should be noted;
Mentions of XP needing to be spent are removed.
Several skills were folded into a single skill when Pathfinder was made. If you need a certain number of Ranks then the new Pathfinder skill will count instead. If a bonus is granted to multiple of these now obsolete skills which were combined into a single skill, then only the highest bonus is added.
Centaur Monks can use the following FCB: Add +1 to the monk’s CMD when resisting a grapple and +½ to the number of stunning attack attempts per day.
Investigators can take the Alchemical Prodigy trait.
The following craft skills so that when you have ranks in 1 linked skill you are treated as have the same number of ranks -3 in the linked skill. You must have a minimum of 4 ranks in one of the linked skills to gain this benefit to the other.
Weapon and bows
Armor and leather
Books and Calligraphy
Clothing and shoes
Baskets and cloth
Sculptures and Stonemasonry
Ships and Carpentry
Traps and Vehicles
Locks and Jewelry
Paintings and Pottery
Musical instruments and tools
Alchemy and clockwork
Bleed damage is never multiplied excepting any special ability that specfically calls it out being multiplied.
Each language now has its own equivalent of sign, which may be taken if that language was selectable as a starting option for character creation. The Level 10 Unchained Skill unlock for linguistics now includes the sign or verbal version of any language you happen to have.
Religion and Faith traits that require a specific god only require that they worship that deity at the time of selection: changing deity after does not remove that ability.
Kobolds with the Dragon Affinity alternative racial trait may apply the bonus to the Bloodragers and Eldritch Scions as well.
Tiefling Bloodragers and Eldritch Scions gain the benefit of the Fiendish Sorcerer ability for the Abyssal or Infernal bloodlines with those classes - assuming it hasn't been swapped for another racial trait.
Characters may purchase or craft (Taking 10) whatever they are capable of at third level during character creation.
Characters cannot gain bonuses or penalties from age during character creation only via spells given by GMs.
If there is a roleplay or gameplay requirement for a prestige class or Story Feat, it must either be justified in character backstory or a quest must be run to fulfil that requirement.
Your base caster level cannot exceed your character level. This does not include items like ioun stones but does include caster level increases from prestige classes.
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Prestige classes are only taken on one side of the gestalt, and cannot be used to alter the other side. For example, if the character is a Wizard on one side and a Sorcerer on the other and you then take a prestige class that boosts caster level abilities or similar, it only impacts the magic of the side you take the prestige class on.
Due to the feat tax rules, if your character gains a feat via class features that you either already possess or is gained automatically through the feat tax rules; you instead gain a bonus feat. This does not apply to feat selection bonus feat lists such as monk feats or bloodline feats.
You can only gain one bonus feat per level using this rule.
Intimidate Checks: DCs have been modified to HD+10+Will Save OR Sense Motive, whichever is highest.
VS players:10+HD+Will save OR intimidate, whichever is highest.
Alternate Rules including skill crits and failures are at the discretion of the GM.
Monsters CR count as levels for the purpose of Awaken and Create Undead. Awaken gives animals and plants 1 level, and no creature with class levels owned by a player can gain levels past 20th (CR+Lvls cannot exceed 20).
You may not use monsters as PC rules in order to create a character. This means Awaken Animals and the undead have to be cohorts or companions as a side to your character.
Deity-specific archetypes, feats and other abilities are changed to require deities of the same alignment as the printed one.
The use of magic items and spells to avoid sleeping, eating and drinking is non-sustainable, as the mortal form eventually realizes that it is running on nothing but magic and becomes...unstable. It will be up to the GM's discretion during a quest if these abilities are being used too heavily, and you may gain some mild insanity from prolonged use.
This does not include class features, feats, racial abilities or other ways of gaining these abilities, only magic and magic items.
Sheet Submission
Use Mythweavers for your character sheets. Please do not use the experimental sheet. Please post it in our sheet-submit channel, with the following information;
Discord User Name: Your Discord User Name. Please use your actual user name, not the current display name.
Character Slot: You get three character slots as a default, and so we ask that you list which number this character is. For your first character, this would be slot 1, for your second 2, etc.
Character Name: What's the character called?[ br]
Classes: The character and archetypes for each side of your Gestalt.
Race: What species is your character?
Other: Any other additions you might want to add.
This should end up looking something like;
DiscordName/1/IAmACharacter/Archetype And Class 1-Archetype and Class 2/Race.
Post your Character sheet in the #sheet-submit channel. Do not private message a sheet to a staff member, please.
Buildings follow the same process and are also submitted in sheet-submit, and do need to be an Excel sheet or a Google spreadsheet.
Magic Staffs and similar follow the same process and are submitted in sheet submit. To submit a magic staff for approval you need to follow a similar format: DiscordName/1/IAmACharacter/Item followed with details including Staff Material, Caster Level, and Spells in Order w/Charges+Costs. Any further alterations would constitute a custom item and need to be made as a suggestion or custom quest.
Table of Contents
Welcome to Parhelion!Banned List
Downtime Alterations
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