First party changes

### Races

Aasimars and Tieflings can select the variant heritages. They may also trade out their spell-like ability for one of the options presented in Table: Variant Aasimar Abilities and Table: Variant Tiefling Abilities respectively. If a player selects a ability score bonus, it replaces one of the ability score bonuses they are granted already (physical ability scores replace the physical ability score bonus, and mental replace the mental one granted by the base race). This eliminates the Fiendish Heritage feat.

### Modifying and Editing Constructs

The max you can add to a constructs stats when allowing modifications is +10 to a stat. you still have to pay the cost per +2 you add to the stat by following the rules. but you can not have more then +10 increase added

### Familiars

When you receive a familiar, and gain the special ability of your familiar (i.e. Master gets +X to Y), you may select any special ability in place of what that familiar would normally grant. For instance, you may select a Raven familiar but select the Rat's +2 bonus to Fortitude saves instead of +3 bonus to Appraise.

### Earning Gold

#### Money Making Caps

No matter how you do it, you are limited in the amount of money that you can make in a month. Whether it is from selling mundane items, magical items, or just performing a trade (Craft, Perform, Profession, or the Earn Capital downtime action to earn gp). This represents the amount of actual wealth that you can extract from the NPCs in a given month, but also is meant to act as a growth cap due to downtime. You may only make up to 10,000 gp per month.

**Note:** This does **NOT** apply to treasure awarded from sessions. The gold you receive from sessions is entirely independent of this cap, and is meant to be your primary source of income at later levels anyway. If a GM rewards specific treasure in the form of mundane or magical items and you chose to sell those, treat them separate from this cap as well.You can sell magic items to PC's to just fine

#### Using Skills to make Money

The Craft, Perform, and Profession skills can all be used to generate gold directly. Instead of rolling to determine how much money you make in a day, instead you make a flat amount of gold equal to 50 times your modifier. As with mundane crafting, any feats that give you a bonus to these skills give you effective ranks for the purpose of determining how much gold you generate in a day.

#### Selling to NPCs

Whenever you sell items to an NPC vendor, you do so at 70% the market price of the item.

### Inherent Bonuses

Inherent bonuses to ability scores stack. These bonuses cannot exceed +5 for any individual ability score, but having multiple wishes or reading multiple books that grant an inherent bonus are added together rather than taking the highest.

### Story Based Prerequisites (Feats, Prestige Classes, and Traits)

Any option (most commonly Feats, Prestige Classes, and/or Traits) that have any prerequisites that are not purely mechanical (such as being from a particular region, or completing a particular task) are subject to approval. Ask (through application or simply in discord) before taking the option, as the story prerequisite may not be available in the world.

### Additional Character Options

#### Background Skills

Artistry may be used to earn gold like perform or profession.

#### Hero Points

The hero point system is in use with the caveat that characters gain a hero point when they hit a new ECL or Mythic Tier. Characters may pick the Antihero option (opt out of hero points in exchange for a bonus feat). You may retrain this feat later to opt back into the hero points system, but you only get 1 hero point (as if you were a higher level character entering play).

#### Reputation and Fame

You begin the game with a Fame score of your ECL + Charisma modifier and this many Prestige Points. Every time you gain an ECL, or successfully complete a session, your Fame increases by 1 and you gain a Prestige Point.

#### Downtime

You cannot take downtime actions on days you go on adventures but passive income will still accrue. The required adventure time is determined before the session by the GM and generally be posted on the session beforehand.

Declare what downtime actions your character is taking in the downtime channel on the discord (include the in game date, any of the randomly rolled market items you are buying, and the amount of gp you are making if you are earning gold). You begin gaining downtimes days for your character on the day you upload them for approval (inculding that day). Your down time gold and capital earning is limited to 10,000gp of value a in game month.

### Sneak attack

Multiple classes that have the same sneak attack progression (such as Rogue and Vivisectionist Alchemist) add their levels together for determining total sneak attack dice (e.g. you cannot take 1 level in each and gain 2 sneak attack dice at level 2). Mixing classes that offer different progressions (e.g. Ninja and Slayer) do add together separately (for instance, as a 5th level rogue you have 3d6 sneak attack, and by taking your next level in slayer you gain an additional 1d6 sneak attack). Keep in mind that dipping only 1 level into a class is one of the easiest ways to violate rule 10.

When sneak attacking with spells, you may only apply your sneak attack to a number of attacks granted by the spell equal to the number of attacks you can make due to a high bab.

For example, a Rogue 3/Wizard 11 would have a 7 base attack bonus, sneak attack, and a caster level of 11. If they cast Scorching Ray they would get 3 rays, but only be able to apply sneak attack to two of those rays, since they would only be able to make two attacks with their high bab.