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Fractional DR
#1 Class DR (such as barbarian) remains as-is, a flat number subtracted from physical damage taken.
#2 Racial DR becomes 30%, rounded down. If you deal 13 damage, it reduces damage by 3.9, rounds down to 3.

Rationale: I'm trying this particular order of operations for speed. The math works out to nearly match DR5 or 10 or 15 at the levels they come available... for typical high output martials (two-handed Power Attacking rage), and much less reduction for less "big hit" builds.

Allowed Materials

  • Paizo-published material is allowed by default, with possible rare exceptions (ie. Sacred Geometry feat)
  • Unchained or "chained" versions of classes both allowed except Summoner, which must be unchained
  • Dreamscarred Press material is allowed by default
  • Wizards of the Coast D&D 3.5e material is allowed by default, with possible rare exceptions (ie. setting-specific material)
  • Wizards of the Coast D&D 3.0e material may be allowed on a case-by-case basis
  • Other Pathfinder 3rd-party material likely allowed but will be evaluated on a case-by-case basis

Ability Scores

  • Character creation assumes a 25-point build
  • No more than one ability score at 18 after racial adjustment
  • No ability score above 18 after racial adjustment
  • No ability score below 10 after racial adjustment

This point-buy is designed to allow multi-ability-dependent classes to be as viable as single-ability-dependent classes.  As well, this allows a more "rounded" character, providing enough points for martial characters to invest in diverse skills for instance.


  • Player Characters each get two traits at creation
  • Traits must be of different types

Optional Rules


  • Unless otherwise specified, the Medium XP track is being used

Class Rules


In an effort to make Oracles more viable as cleric replacements without being "healbots", the following spells are added to all oracles' spells-known at the appropriate levels.

A Life mystery oracle's bonus spells granted list swaps in these spells to compensate: shield other (4th), searing light (6th), death ward (8th), hallow (12th), heroe's feast (14th), repulsion (16th), discern location (18th).

0th stabilize
1st remove fear
2nd delay poison, gentle repose, remove paralysis, restoration (lesser)
3rd remove blindness/deafness, remove curse, remove disease
4th neutralize poison, restoration
5th break enchantment, raise dead
6th heal
7th regenerate, restoration (greater), resurrection
9th heal (mass), true resurrection

Starting Higher Than 1st Level

  • Assumption is wealth-by-level, with no item worth more than 50% of that value
  • If Crafting feats are included, discussion over how much of equipped items were previously crafted should take place

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