House Rules

## Pathfinder First Edition:

###### \* As long as you do not abuse

Rule Sets: You will be using all 1st-party rule sets, and 3rd-party content is allowed with permission, especially content found on Hero Lab.

### Character Creation:

* **Hero Lab and Roll20:** Both platforms are required for character creation and gameplay.
* **Unchained Background Skills:** Characters will have access to background skills, providing additional depth to their backstories and abilities.
* **Skills Unlocked:** Characters gain new abilities and options for their skills at ranks 5, 10, 15, and 20. This feature can be accessed when creating characters in Hero Lab.
* **Ability Scores:** Use a 20-point buy system for ability scores unless specified otherwise.
* **Starting Level:** Characters begin at *level 7* unless otherwise specified.
* **Starting Gold:** Characters start with *23,500 GP* unless otherwise specified.
* **Average HP:** Characters receive average hit points when leveling up.
* **No Coin Weight:** Coin weight is not tracked.
* **No Encumbrance:** Encumbrance rules are not used.
* **Mundane Ammo:** No need to track mundane ammunition.
* **No Magic Components:** Eschew Materials is in effect.
* **Food and Water:** Unless extreme circumstances arise (such as the Dead Lands or the Abyss), tracking food and water is not required.
* **Unchained Alignment:** Unchained alignment system is in use.
* **Deities:** Deities are part of the game world.

### Character Feats:

* **Free Feat:** Characters get one free feat from the list provided (Power Attack for martial classes, Deadly Aim for ranged classes, Weapon Finesse for dexterity-based characters, Combat Expertise for martial classes, Point Blank Shot for ranged classes, Precise Shot for ranged classes). Story feats are also available.
* **Traits:** Characters have 2 traits. They may choose a drawback for an extra trait but must role-play the drawback.

### Combat Rules:

* **Critical Hits:** If you score a critical hit, regardless of whether you confirm it or not, you deal maximum damage.
* **Critical Failures:** If you roll a 1, your weapons or armor will take damage.

### Additional Game Elements:

* **Occult Rituals:** Occult rituals will be incorporated into the game and can be found in the Occult Adventure Book or on the Occult tab in Hero Lab.
* **Sanity, Madness, and Corruptions:** These elements will be part of the game, and rules for them can be found on the Horror tab in Hero Lab.

### Class Selection:

* **Class Choice:** Players are free to choose any class, but unchained versions should be used for Barbarian, Monk, Rogue, and Summoner.
* **Occult Classes:** Occult Adventure classes are suitable for this campaign and fit well within the story.

These house rules aim to enhance the gameplay experience in your Pathfinder First Edition campaign by providing additional options and streamlining certain mechanics. Players should be well-informed about these rules when creating their characters and engaging in the adventure.

### Cost of Living Tax:

* Destitute (0 gp/month): The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself.
* Poor (3 gp/month): The PC lives in common rooms of taverns, with his parents, or in some other communal situation—this is the lifestyle of most untrained laborers and commoners. He need not track purchases of meals or taxes that cost 1 sp or less.
* Average (10 gp/month): The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.
* Wealthy (100 gp/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.
* Extravagant (1,000 gp/month): The PC lives in a mansion, castle, or other extravagant home—he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any nonmagical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp.