General Rules

Missing Players:

If we’re missing somebody, the group (excluding the GM) will have to come to a consensus whether or not to play that night. Majority always wins. If the group feels like they can and want to play that night, then we will continue gaming without the missing person(s). If the group decides not to play through the campaign that night, the GM will always offer other gaming options to occupy everybody for that night. The group can also decide to do nothing the day of a session if there is a vote on the night’s activities. The missing person(s) character will be run by the GM. If there are more than one missing players and the group still wants to continue the game that particular session, the GM will either run all the missing players’ characters or designate a veteran player to help with the burden. All players must submit a scanned copy of their character sheet to the GM in preparation for any absences. Players not in attendance for that night have no opportunity of scoring bonus experience points that session.

Outside Activities:

No one should do other things during the session. Breaks will occur if necessary, but understand the intent of having characters’ minds on the game while we’re playing. Off topic discussions are discouraged and should be avoided if possible. I understand jokes will be made here or there, something will remind you of something completely separate, and so on, but please try to keep your head in the game. If you’re not around or not paying attention while the game is happening around you, you may be skipped.

Preparation:

I highly recommend writing down all of your character’s abilities, feats, qualities, spells, magic items, et cetera, in a manner that you can easily determine what they do. This avoids having to constantly look up information when you use an ability you aren’t familiar with. If you are taking too long to look something up, the GM will ask you to choose to either make a different action (and look up the mechanic while others are taking their turns) or delay your turn.

Going Above and Beyond:

Players who demonstrate extraordinary roleplaying during the session or who participate in out of game extra activities will be rewarded with bonus experience points or items to be added to their character. The GM will make note of each person who does each job during the session and will reward each respective player at least 24 hours after the gaming session has been completed. Roles to play out of game include:

  • NPC Tracker
  • Treasure Tracker
  • Map Maker
  • Adventure Logs
  • Game Art
  • Food
  • Gifts to the GM

Jobs will can can rotate from person to person if the group so wishes. The group can also designate one specific person to do one specific job for the group.

NOTE:

The maintaining of the wiki will be up to the GM, as there is a lot of information that the players simply wouldn’t know.

Metagaming:

Everyone is allowed to converse regarding your PCs and their actions out of time’s flow with no hard limit, though certain rare circumstances will require time limits. I do this because encouraging teamwork and thinking is more important to me than realism. Advice shall only be given if it is asked for, but be careful about what you say. Certain information should not be given during a session, or, for that matter, after the session, for the game’s purpose. The GM will determine what sort of metagaming is okay and what kinds are not; however, try, whenever possible, not to metagame whatsoever. The game is much more interesting when run on character knowledge.
The GM has final say in all rules interpretations. If the GM needs help remembering a rule, the GM will ask a veteran player if they remember. If nobody knows the rule for certain, gameplay will briefly stop so that the GM can look up the rule and properly enact it. If the GM judges something incorrectly, the players may call him on it; however, try not to stop gameplay for an enormous amount of time. If the GM deems that the argument has been going on for too long about a specific ruling, the GM always wins the argument, no matter what the rule. The GM will then take it upon himself to look up the rule after the session and mark it down for future reference. The GM also holds any rights to make up any rules on the fly. If a certain action would make gameplay more interesting and more fun but would not normally be allowed by the published rules, the GM’s actions or decisions would overrule the published rules. This can apply to both sides: players and the GM. Always ask the GM if you are unsure if your character’s actions will be allowed or not. Roleplaying the situation will always give you more lenience with the GM’s rulings. The GM also reserves any right to hide rolls from the players. This includes any roll the GM makes during the course of any and all sessions.

Die Rolls:

Cocked die rolls will be rerolled. If dice leave the table they must be rerolled. Die rolls must occur at the time of declaration of the desired attempt, not prior. The GM and/or players must witness the die roll.
The GM will roll many of the players’ rolls in which seeing the die result may encourage metagaming.
In any case of rounding, always round down.

Battle Time Limits:

Players have 1 minute to decide what their characters do in combat. If after 1 minute the player has not decided, the DM will decide for them. The intent is two-fold. Players should have a sense of the urgency of battle and the inherent impromptu nature of combat, and battles need to have a steady pace in order to not bog the game down.

Critical Hits and Critical Fumbles:

The Critical Hit and Critical Fumble decks from Game Mastery will be used. The GM and players will make use of these decks for fumbles and confirmed critical hits.

Character Creation:

If your character dies or you’re a new member to this group, here’s a little help on how to create your new character.

The Steps to Creating a Character in the Pathfinder System:

  • Character Backstory and Character Depth
  • Determine Ability Scores
  • Determine Race
  • Determine Class
  • Pick Skills
  • Select Feats
  • Purchase Equipment
  • Finishing Touches
  • Get Reviewed by GM
  • Submit to the Wiki

Here’s a link to a website where you can get the official Pathfinder Character Sheet: Character Sheet

Here’s another link to the Official Pathfinder SRD, which might come in handy when creating a character: Pathfinder SRD

Ability Scores:

Available options for generating ability scores are as follows:
➢ Point Buy system from the PRD – players use 20 points to buy ability scores with this option.
➢ Rolling – players have the option of rolling one of two styles:

  • Roll 3d6 nine times, and select any six of those rolls.
  • Roll 4d6, six times, dropping a single die from each roll of the player’s choice.

NOTE:

If rolling is used, the GM MUST be present.

Character Depth:

My style of GMing stresses roleplaying. A vital building block for this crucial element of our game is character depth. During character creation, if a player completes the Character Depth Sheet, he/she will be rewarded in one of two ways, depending on the choice for ability score generation. Once the first game session begins with this character, players may complete, or add to, the character depth sheet for other benefits not described below. Such benefits include custom magical items based on character depth, favor with NPCs, focus of the story spotlight to the character, etc.
➢ Point Buy – If you chose the point buy system, you may earn from 1 to 5 extra points with which to buy ability scores. Merely filling out the sheet is worth one point. An attempt that shows effort but needs some work is worth two points. Three points will be awarded if the sheet paints a detailed picture of the character, what the character would do in example situations, culture is considered.. Four to five points is for all the aforementioned components plus a real story and feel for the character, and non-cliché backgrounds (a red dragon killed my parents). A five-point reward is reserved for the ‘wow factor’, which includes, compelling motivation and purpose, a clear destiny, and that extra effort which shows the individual intends to roleplay deeply. The intent is to award higher ability scores to the players who demonstrate that they can use them responsibly.
➢ Rolling – If you chose the dice rolling system, you may earn up to 1,000 bonus xp before the first game session. Up to 300xp will be granted if the individual shows effort and fills out the sheet. An estimated 400-700xp will be awarded if the character presents a cohesive idea comparable to that worthy of 2-3 bonus ability points referenced in the previous paragraph. 1,000 xp will only be awarded if the wow factor in the previous paragraph is achieved.

Traits:

Characters are allowed two traits. The trait selection will be judged for appropriateness to your background/character type as a part of the bonus xp/ability score reward process. Here is a list of allowable Traits.

Flaws:

Characters are allowed one flaw. This flaw results in one bonus feat. The trait selection will be judged for appropriateness to your background/character type as a part of the bonus xp/ability score reward process. Here is a list of allowable Flaws.

-Paladin Code:_

If you decide to play a Paladin (or a Gray Guard) in my campaign, you need to create a Code of Conduct for your Paladin, which can be found on the Paladin Code page.

Joining an existing adventuring party:

In addition to the other rules, characters who join the party as a result of previous character death (or they’re new to the party, etc.) will start out at a lower level. That character will start out with 90% of the xp of the average level of the party. Due to the higher rate of xp earning at lower levels, over time they will catch up to the party level. This just serves as another incentive not to die (as if not dying weren’t enough itself!) and rewards players who stay alive.