# Character Creation Options
## Ability Scores
Ability scores will be determined by a 25 point-buy system.
## Character Classes
* Arcanists must select a school of magic to specialize in and two prohibited schools, just as a wizard does.
* Kineticist class is not permitted.
* Sorcerers must select spells from the core rulebook.
* Exceptions can be made for sorcerers who followed a declared theme for their spells.
* Summoner class must use the **Unchained Summoner**
* Wizards must specialize in a school of magic, universalist Wizards are not permitted.
* Wizards must select two schools of magic as **prohibited schools**. Such spells are effectively removed from the Wizard spell list.
## Feats
### Modified Feats
"Elephant in the Room" is partially in effect. All feat changes are in effect with the following exceptions:
* Power Attack is a feat
* Deadly Aim is a feat
* Combat Expertise is a feat
### Prohibited Feats
* Orater
* Clustered Shot
## Skills
### Background
### Background Skills
In addition to their normal allotment of regular skill ranks, all characters gain 2 background skill ranks each time they gain a level in a PC class. The character’s Intelligence modifier doesn’t adjust this value. Background skill ranks can be used to gain ranks only in background skills, not adventuring skills. Characters can expend their regular skill ranks on background skills if they desire. **Please note that Linguistics is not a background skill.**
- Appraise
- Artistry
- Craft
- Handle Animal
- Knowledge (engineering)
- Knowledge (geography)
- Knowledge (history)
- Knowledge (nobility)
- Lore
- Perform
- Profession
- Sleight of Hand
### Languages
...
## Traits and Drawbacks
### Traits
Players are permitted to take as many as two traits.
Given that the game is not set in Golarian, regional and campaign traits can be taken independent of your character's background, but the standard rule of one trait per type remains.
### Drawbacks
Players are permitted to take a drawback in order to gain access to a third trait. Drawbacks should be relevant to your character's adventuring career. Drawbacks that affect discreet skill checks are generally not appropriate.
**Custom Drawbacks**
- [[Clumsy 1]]
- [[Lame]]
### Modified Traits
[[Favored Class Focus|Finding your Kin]] is a feat, rather than a trait.
# Combat
## Conditions
New conditions either adapted from 3.5 or new to the setting.
**Disoriented:** Creatures who are disoriented unable to concentrate magical energies effectively. They cannot cast or concentrate on spells, spell-like abilities, psionic powers or psi-like abilities. Active spells remain so, but in order to control an effect (such and moving a flaming sphere or redirecting a spiritual weapon), the caster must make a concentration check DC 15 + 2 x spell level. Healing effects that remove stunned also remove disoriented.
**Immobilized:** An immobilized creature can attack and cast spells normally, but it cannot move from the square or squares that it is in. This condition does not prevent a creature from defending itself, nor does it cause a creature to lose its Dexterity bonus to Armor Class. Creatures flying in the air that become immobilized can hover, as normal, though a winged creature that fails their Fly check by 5 or more falls to the ground and takes damage as normal. A creature than cannot hover, chooses not to try, or who fails their fly check by 4 or less descends 60 feet per round. Controlling descent in this manner is a free action.
## Death and Dying
## Alternate Death Threshold
Death and dying functions exactly as normal for Pathfinder, except that a character dies when they reach hit points equal to 0-(character level + constitution score)×2. Thus a 3rd level character with a constitution of 12 would die at -30 Hit points (0-(3+12)).
## Initiative
We are using a dynamic meaning that initiative is rolled at the top of each round. This
# Magic Item Creation
Item Creation feats are permitted, but there are some clarifications, rulings and house rules that need to be kept in mind.
## Item Creation Feats and Starting Wealth
Characters starting gold and wealth by level for new characters measures the value of their possessions, not necessarily their price. Any magic items purchased at character creation are purchased at their full price, regardless if they were crafted via your item creation feats or not.
A 4th level fighter who enters the game with a +1 longsword may have found it on a previous adventure, or inherited it from their parents, purchased it from a travelling merchant, or may even have forged it themselves with their own hands. No matter how they acquired the item, it still constitutes 2,000 gp of their starting wealth.
## Item Creation and Companion Characters
Item creation feats are banned for companions, cohorts, squires, followers and any other player-adjacent NPCs.
## Item Creation Requirements
All requirements for item creation are mandatory. You cannot bypass crafting requirements by simply increasing the craft DC.
If you wish to create a magic item and hire a wizard to cast the required spell, then you can create the item, but the craft DC increases by 5. If you need a lawful good dwarf cleric with the toughness feat to cast a spell to meet the requirements, then the craft DC increases by 25, for the alignment requirements, race requirement, cleric spell requirement and feat requirement.
If your character possesses a feat, class feature or other extraordinary ability to bypass item creation requirements, those abilities are effective, but you still must meet the higher craft DC for any missing requirements (unless your ability specifically states otherwise).
## Custom Item Creation
Custom items are not available for creation. This includes theory-crafted items using the item creation rules, as well as amalgamated items (a belt of the weasel / belt of mighty constitution). These rules are intended as GM guidelines, not player-building options. I am amenable to case-by-case approval of such items, as needed. Blanket approval is provided for the following:
1. Potions/oils, scrolls, and wands, as well as similar items can be created with any qualified spell.
2. Magic items can benefit form your caster level and saves DCs, as appropriate.
3. Magic items can be shifted to reasonable alternate item slots (vest of resistance, gloves of spider climb, bracers of natural armor, etc.) for the standard 50% increase in cost/price.