1st Party Changes

### **Feats/Traits**

We use the Elephant in the Room feat tax removal system, as on that page (not the PDF version).

When a class feature would grant you a feat that you already possess from a different source (elephant in the room, class, archetype, etc.), you may pick a different feat of the same type instead.

When selecting a specific type of feat such as a combat or metamagic feat, you may always take a general feat instead. Mythic feats may only be taken if the source specifies that a mythic feat can be chosen.

Epic feats are not available to characters below level 20, and when choosing an epic feat you must select a feat of the appropriate class feat list. If you gain a bonus feat from a source that is not based on your level or a class feature, that feat does not automatically give you the option of picking an epic feat.

Achievement feats are gained for free when you achieve their requirements, you do not have to spend a feat on them.

Any options that have any prerequisites that are not purely mechanical (such as a prestige class requiring you to join an order, a trait requiring you be from a particular region, etc) 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.

Changes to Leadership, Vile Leadership, and their Epic versions are here

*Good leader* and *Wicked leader* do not stack in any way.

Blood of Heroes (Luck) now from level 20 onward you regain Hero points up to your max after a night's rest.

Healer's Touch; A Revision : apply to any healing effects

Racial Heritage (Human): Human prerequisite removed.

### **Classes**

#### Animal Companions and Eidolons

All permanent companions added by class features that are intended for combat (meaning Animal Companions, Eidolons, Mounts, and comparable class features like Spirits, as well as various third-party options, but *not* including Familiars or units gained through Leadership) have d10 HD and always gain 1 HD per owner's level, have Full BAB progression, and gain Con+1, Str+1, and Dex+1 every even level in place of any normal stat bonuses they gain by leveling.

For Eidolons, Mount (Ex) requirements have been removed.

Any class feature that grants an animal companion (mount, divine bond, animal companion, etc.) can be 'reskinned' to any other animal. The only changes that are made to the animal companion's stat block is that the damage type of the granted natural weapons can be changed to be appropriate to the new skin. For example, a cavalier who would like to ride a tiger but does not wish to take Beast Rider could reskin their horse to be a tiger, keeping the horse stat block, but changing the hoof attacks that deal bludgeoning damage to claw attacks that deal slashing. All other stats and abilities remain the same.

#### 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.

#### Spellbook Rules

* Characters with Scribe Scroll can Transcribe spells they could make scrolls for into Spellbooks they possess.
* If a crafter is making a magic spellbook, such as a Blessed Book, and has Scribe Scroll or the Spellbook feature or similar transcribing feature, they may transcribe spells, following the above rule, into the Spellbook as part of crafting it, adding the cost to transcribe the spell to the cost for determining crafting time and if applicable the material cost of the Spellbook.
* If your Scroll Scribing speed would be faster than the base speed for transcribing spells into Spellbooks, you may use your Scroll Scribing speed instead of your transcribing speed.
* Features that reduce the cost to Scribe Scrolls also apply to the cost to transcribe spells (to a minimum of 0gp per spell).

#### Ninja and Unchained Rogue

You may add the following to the Ninja class to get the Unchained Ninja:

* Sneak Attack: Use the unchained rogue's wording on sneak attack.
* Level 3: Deadly Agility at level 3
* Level 4: Add Debilitating Injury (Per the Unchained Rogue's ability of the same name)
* Level 5, 10, 15, and 20: Add Ninja's Edge (This works as the Rogue's Edge ability for the Unchained Rogue)
* Unchained Ninjas can use all of the normal Ninja's archetypes, just like Unchained Rogue can with Rogue's.

Unchained Rogue also gains Deadly Agility at level 3 (which makes the Finesse Training class feature useless, but it's not removed to avoid incompatibilities which UcRogue specific archetypes).

#### Unchained Monks

You can select archetypes from the normal Monk that do not have rules for use with the UC Monk. If the archetype replaces an ability that is now a ki power, the archetype should replace a ki power instead. The level that they lose the ki power should be the closest level to the level of the feature that would be lost on the normal Monk, and that ki power can no longer be selected. For example: a Monk of the Iron Mountain would replace their 4th and 6th level Ki Powers with the Bastion Stance and Iron Limb Defense features, since those features normally replace Slow Fall gained at 4th and High Jump gained at 5th. This monk would be unable to select these ki powers with their later level ki powers.

Style Strikes count as Ki Strikes for the purpose of Ki Focus weapons.

#### Unchained Skald

A player may select an unchained version of Skald instead of the default version. As with the unchained barbarian here, unchained skalds may select archetypes that alter or replace inspired rage and rage powers, even though they are changed by this archetype. The following are the changes made to the unchained version:

Unchained *Inspired Rage (Su)*: At 1st level, affected allies gain a +1 bonus to melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition affected allies take a -1 penalty to AC. They also gain 1 temporary hit point per Hit Dice. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to melee attack rolls, melee damage rolls, thrown weapon damage rolls, and the number of temporary hit points per Hit Dice increase by 1. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.)

If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the bonuses and penalties based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

An unchained skald must select from the unchained rage powers, but otherwise follow all of the same limitations of the chained skald.

#### Druid

Druids no longer need to be neutral to take a level in the class, and don't become ex-druids by stopping being neutral.

#### Oracle

Add Irish language to the list of languages of Tongues curse.

### **Caster Level Items and Psionics**

Items that boost Caster Level also apply their bonus to Psionics' Manifester Level. This only includes items; not feats, class features, or anything else. Note that as Spheres Implements boost Caster Level for specific spheres, which Psionics are not part of, Spheres Implements cannot typically apply their bonuses to Psionics' Manifester Level.

### **Companions on a mission**

“Goblin in a Trench Coat”-problem. Every stack of synthesist eidolon, dark weapon, power armorer etc. past the first increases your ECL by 1.5 (rounded down). This is a playtest ruling.

### **Construction and Recruit Times**

The time it takes to build a building or recruit an organization is equal to the build/recruit time of the longest room/team, plus the time for every room/team with a build/recruit time of 2 or less days, +2 days per room/team that takes longer than 2 days to build/recruit. The following time reductions are totals, not cumulative. You may only reduce the construction/recruitment time by 25% increments.

* The build time for buildings can be decreased by spending additional capital. After adding up the costs of the building, you may reduce the time it takes to 75% by paying an extra amount of Labor equal to the base Labor cost of the building.
* You may reduce the time it takes to 50% by paying an extra amount of Labor equal to twice the base Labor cost of the building.
* You may reduce the time it takes to 25% by paying an extra amount of Labor equal to twice the base Labor cost of the building as well as an amount of Magic equal to the base Labor cost.
* You may reduce the time it takes to one day by paying an extra amount of Labor equal to twice the base Labor cost of the building as well as an amount of Magic equal to 4 times the base Labor cost.
	+ This represents hiring spellcasting services like *fabricate* castings.
	+ If you are able to cast *fabricate* yourself, then you may instead use it yourself to speed up the construction speed. Every casting of *fabricate* grants you additional Magic capital that can only be spent on reducing the construction time equal to your caster level. If the Magic cost of reducing the construction time is more than what you can generate with *fabricate* within the reduced construction time you are shooting for, the building is completed once you cast the final *fabricate* that would generate the requisite amount of Magic. Alternatively, if you cannot generate enough 'free' Magic within the reduced construction time, you can spend the additional Magic as normal.
		- For example: You are constructing a building with a base Labor cost of 50 labor, and a construction time of 8 days. But your caster level is only 10, and you can only cast *fabricate* twice in a day. To reduce the time to 2 days (25% of 8 days), you would need to spend 50 Magic. Since you can only generate 20 'free' Magic a day (2 castings times 10th caster level), the building would finish construction after your first casting of *fabricate* on the 3rd day of construction.
		- For example: You are constructing a building with base Labor cost of 15 Labor, and a construction time of 16 days. Your caster level isstill only 10, and you can still only cast *fabricate* twice a day. To reduce the time to a single day, you would need to spend 60 Magic. Again, you only generate 20 'free' Magic a day, so it would take 3 days to complete the building, instead of just a single day.
* Organizations can be recruited faster by spending more Influence. Reduce the time by 25% by doubling the base Influence cost, or by 50% by tripling the base Influence cost.

Separate buildings and separate organizations can be built/recruited at the same time. An organization that works in one of your buildings can likewise be recruited at the same time as the building is being built.

You may use a crafting skill appropriate for building buildings (such as carpentry or stone-masonry) to craft the Goods and Labor components of a room.

Buildings and organizations are assumed to be handled by NPCs. As such, unless you are using an appropriate craft skill or the Earn Capital action, build/recruit times do not take any downtime days on your part.

A Lyre of Building can be used to increase construction speeds. For every hour that the lyre is played treat your character as having spent an additional 300 Labor.

### **Crafting**

Add +2 to the crafting DC of an item for each caster level you are missing of that item's highest level prerequisite spell.

Any ability that lets you roll your check twice and take the higher result adds 5 to your ESR for such crafting.

For mundane crafting any ability that lets you make a weekly check in 1 day or or similar effect instead multiplies how much you can make in a single day by 5 (5 is an easy multiplier but is still a lower conversion since we already have a higher base crafting speed), and any ability that lets you craft in gp instead of sp for your check instead multiplies how much you can make in a day by 10.

### **Downtime**

You cannot take downtime actions on days you go on adventures, but passive income will still accrue. If the required adventuring time is longer than 1 day, it will be posted on the session beforehand by the GM.

When you take downtime actions, 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 (including that day).

The following are new actions you can take, or modifications to downtime actions you could already take:

* Earn XP: You are limited to earning XP up to highest level character in the server -1. This option should be used sparingly: note the levels of other characters on the server, if you are the only one in a given level range you may not be able to participate in sessions with them until others catch up! Also note that you will be behind on wealth if you level through downtime and do not also make a lot of downtime gold.
* Earn Capital for Labor, Goods, Influence, and Magic. Divide your ESR (Effective Skill Rank) by 10, round down, and add 1. That is the amount of Capital of the type you choose that you earn.
* Earn Gold: see **Gold** section below.
* Craft Mundane Items: You craft 100 times your ESR in the respective crafting skill. You pay 30% of its base cost for materials, and these items can be sold to NPCS at 70% base cost of the item. This means that without any modifying character features, crafting mundane items for downtime earns the same gp as taking the Earn Gold action.
* Craft Magic Items: You may not spend Magic capital on crafting magic items. Craft Magic Items can be used to Earn GP. You earn Gold up to your Magic Item Crafting speed minus 30% and the cost of Materials.
* **Tools, Amazing Tools of Manufacture are banned**
* Recruit for an Organization: This happens in the background and does not take downtime actions on your part. You are limited to 10 times your character level in hirelings (in people, not groups). You can gain +10 people if you buy the Special Snowflake option in the Enjin RP Shop. You are allowed only one team that is not the standard size, but it still must be within 50%-150 of that group's standard size.

* Construct a Building: This happens in the background and does not take downtime actions on your part. Using the Lyre of Building takes 1 hour of Downtime per use for the days it is used. You may build as many buildings as you and your organization can reasonably run as determined by the GMs.

* Research an Occult Ritual: You must submit your occult ritual research if it is not a 1st party ritual or otherwise on this wiki. Rituals developed on their own or learned through an NPC require 1 week per ritual level. Rituals learned directly from other PCs take 1 day per level. This does not need to be done all at once.

### **Equipment**

The Swordbreaker Dagger now has damage type "S or P."

Harpoon is now this

### **Gold**

A character may make gold from NPCs during downtime, up to 25,000 gp per month, by selling mundane items, magical items, or just performing a trade (Craft, Perform, Profession, Artistry, or the Earn Capital downtime action to earn gp). A business may also separately make up to 25,000 gp per month passively. This means that a character may make a maximum of 50,000 gp per month during downtime by owning a large enough business and spending enough downtime days to reach both caps. This applies to downtime only, not to treasure awarded from sessions or selling that treasure. This is also from NPCs only, you can sell as much to other PCs as you want.

The Craft, Perform, Artistry, and Profession skills can all be used to generate gold directly. Instead of rolling to determine how much money you make in a day, 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.

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

### **Hero Points**

The hero point system is in use. When characters gain a level, gain an ECL, or gain a Mythic Tier, they refill to their max hero points.

### **Immunity to Mind-Affecting Effects**

Only mindless creatures are immune to mind-affecting effects. Non-mindless creatures who would be immune to mind-affecting effects instead receive +4 on all saves made to resist mind-affecting effects. Abilities that allow a character to ignore immunity to mind-affecting effects instead allow them to ignore this +4 bonus.

### **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.

### **Overcoming DR**

This is gone. You need the specific weapon type or material to bypass DR, not just an enhanced weapon.

### **Races**

Aasimar and Tieflings can select variant heritages as they wish, and may also trade out their spell-like ability for any of the options presented in Table: Variant Aasimar Abilities or Table: Variant Tiefling Abilities respectively. If a player selects an 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). They can also choose to roll on the table, and if they do, it no longer replaces another ability score bonus. If you take the Fiendish heritage feat, you don't lose your SLA, and can choose on the table, and still not need to replace one of your normal racial ability scores.

Aasimar, Tiefling, and every other race which has a racial ability that lets them automatically pass as human and count as humanoid (human) may select any medium or small-sized humanoid race to count as instead, for instance, they may count as humanoid (gnome) or humanoid (orc), as well as a gnome or orc for any prerequisites.

Singer(goblin): **Singer** while goblins are known for their like of singing, their songs usually make other races grab for their ears in pain. However, sometimes a goblin, either through natural talent, long time spent with langshanks, or just a lot of practice, will learn to sing in a way that produces pleasant sounds for everyone. Unfortunately, such singular dedication to music means that such goblins are even lauder than usual, and even less perceptive of their surroundings. A goblin with this trait gains +2 Dex and +2 Cha, has -2 penalty to Str and Wis. They also get +4 racial bonus to Perform (Sing) and one other Perform skill. This racial trait replaces Skilled trait and the basic Ability Score Modifiers

Kitsune: They have a new racial variant known as the **Vimandrani** a rare and little known breed from Golarian's Impossible Kingdoms of Vudra. Cursed with multiple arms instead of tails, blue green fur, and a soul that is doomed to be forgotten by all they come into contact with.

Android: Alchemist Androids can take the gnome favorite class bonus for Alchemist

### **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.

### **Retraining**

Characters can spend downtime retraining. Classes not explicitly spelled out can have their class features retrained as well. If there is a question about whether or not a particular class feature can be retrained, feel free to ask about whether or not it can be retrained on discord. You do not need to have a higher level character to retrain (meaning level 20 characters can retrain even their level 20 class features).

Traits can be retrained in the same way as Racial Traits.

Favored Class Bonuses can be retrained by spending one day per lvl.

All mythic abilities Cost 7 days of downtime to retrain.

### **Size Increases and Decreases**

Size increase: +2 Str, -2 Dex (minimum 10), -2 fly, -4 stealth.

Size decrease: -2 Str (minimum 10), +2 Dex,+2 fly, +4 stealth.

Any size beyond colossal is labeled 'colossal+', after colossal the damage you deal increases by 2d6 and the space you occupy increases by 5 feet per side per increase.

'colossal+' you double the height and you quadruple the weight for every size increase

### **Spells**

Fabricate is allowed, but **rare**. You may not use it unless you have made special arrangements to obtain it.

### Sundering, Crush Armor and Destroyed vs Broken

Damaged Objects

A damaged object remains functional with the broken condition until the item’s hit points are reduced to 0, at which point it is destroyed. A sword hilt does not disappear from your hand if something sunders your blade, it just isn't useful as a sword anymore. A set of armor has alot of individual parts, the 'destroyed condition' does not instantly vaporize all of these parts, it just means that the parts no longer make a suit of armor. They are now a loose collection of broken scraps, some of which would still be attached to your body. For a sundered sword, the solution is simple, you drop the useless hilt as a free action. Removing a destroyed set of armor on the other hand is a much more difficult task, requiring a full round action. Until removed, a destroyed (not vaproized) suit of armor still provides all of the penalties that the intact armor did, but gains none of the benefits.

If you use the Crush Armor ability, and the armor becomes destroyed, it maintains the broken condition. The wearer will suffer the effects of both the broken and destroyed condition every turn until removed.

### **Stamina and Combat Tricks Optional Rules**

We use "Free for Fighters" as in the link.

-This is also free for Armored Juggernaut (Homebrew Prestige Class)

### **PVP**

PVP is allowed if everyone involved accepts it and it is supervised by at least 1 staff member.

## Mythic Rule Changes

We use the mythic system, and you gain a trial automatically at level 5. Furthermore we use our own mythic progression table.

Mythic Ranks are character wide! So if a character has a cohort the cohort has the same mythic rank as the leader. This is only for cohorts!

Amazing Initiative cannot be used for any forms of casting, including manifesting, spheres, etc.

Spheres mythic traditions are open to ALL mythic characters even if you are not a spheres character. Your tradition must be approved by a minimum of 2 staff members ~~(or 1 royal) to ensure that your downsides are appropriate and that the options you have taken are available.~~

For mythic traditions: you gain three boons(on the page) and one Mythic Qualities, we do **NOT USE MYTHIC DRAWBACKS**

The Spheres Mythic Tradition **Expertise** ability is limited to only level 1-5 non-prestige class ability, and you can't use it to take Divine Grace or any similar ability. Futhermore you can not take the ability score increases from racial classes as an option.

~~The Spheres Mythic Tradition **Price of Power** drawback now costs (10 \* Mythic Tier Squared \* Hit Dice) gp per day. So for Lvl 5/Tier 1 (when you get your first tier), it will cost (10 \* 12 \* 5) = 50 gp per day. At Lvl 10/Tier 5, it would cost (10 \* 52 \* 10) = 2,500 gp per day. At Lvl 20/Tier 10 it would cost (10 \* 102 \* 20) = 20,000 gp per day.~~

The Mythic Path Ability **Trusty Tools (Su)** is only available to weapons that have the "Tool" special weapon quality. If you want to use it, you either have to find a weapon that has that tool quality or you need to create a weapon and submit it for review.

The Mythic Feat **Mythic Improved Precise Shot** does not make the attack roll count as a natural 20 for the purpose of Vorpal weapon special ability activation.