Playing in Mazariim

Pathfinder 1st Edition · House Rules

This is a public game with strangers and acquaintances sharing a table. These rules exist to keep the game fun, fair, and moving. Read them before signing up. If any of these rules are dealbreakers for you, this is not the right game for you, and that is perfectly fine.

Table Rules Character Creation Races Classes Skills Feats Gameplay & Rules Magic

Table Rules

Respect and Behavior

Treat every person at the table with basic respect. You do not have to like everyone. You do have to be civil. Insults, shouting, and personal attacks will result in removal from the game. No warnings.

Put your phone away unless you are using it for the game. No scrolling, no texting, no music playing through speakers or earbuds. If you need to take a call, step away from the table. When it is not your turn, pay attention. Cross-talk and side conversations during another player's moment slow the game down and disrespect the other player's time.

Prohibited Topics

The following topics are not discussed at the table, in character or out of character. No exceptions, no debates. These conversations belong elsewhere. This table is for playing a game.

  • Real-world religion.
  • Real-world politics.
  • Real-world social issues.
  • Current-event controversies.

Romance and Sexuality

There will be no in-character romance between player characters, and no romantic roleplay between player characters and NPCs. There will be no discussion of character sexuality IC or OOC at the table. If this type of content is important to your experience, this is not the game for you.

Metagaming

Do not use out-of-character knowledge to make in-character decisions. If the party split up and you were not present for a conversation, your character does not know what was said.

Mature Content

This game uses a session-zero content discussion and the Lines and Veils framework. Before the campaign begins, the DM will outline the tone and content of the setting, including themes that may arise during play such as violence, slavery, morally gray factions, and dark subject matter. Players will have the opportunity to establish Lines (content that will not appear in the game) and Veils (content that may be referenced but will not be described in detail).

If a concern arises during play, players are expected to raise it directly with the DM, either at the table or in private afterward. The DM takes these conversations seriously and will address them.

  • Combat will be pointed and sometimes brutal, but gore will not be described in graphic detail.
  • Torture may occur in the narrative, but will be handled as a plot element, not described.
  • Slavery exists in the setting because several nations practice it, and organizations exist that oppose it. It will be treated as a serious worldbuilding element.

Attendance Expectations

Show up on time. If you cannot make a session, notify the DM as far in advance as possible. Things come up. Life happens. A message saying "I can't make it tonight" is all that is needed.

When a player is absent, their character enters ghost mode. The character fades into the background of the narrative. They do not participate in combat, skill checks, or roleplay. They simply are not there.

Repeated unexcused absences may result in removal from the game and your seat opening for another player. The DM will communicate directly with you before this happens, but consistent no-shows without notice will not be tolerated. Other players are giving up their evenings to be here, and empty seats affect everyone.

Character Creation

Character Approval

All characters must be reviewed and approved by the DM before play begins. This includes race, class, archetype, feats, spells, equipment, and background. No character enters play without DM sign-off. Characters from other games or campaigns or premade before play will not be used.

No Evil Characters

Player characters cannot be evil-aligned (or act evil with any other alignment such as N or CN). This is a hard rule with no exceptions. Morally complex characters are welcome. Selfish characters who grow over the course of a campaign are welcome. Characters who do questionable things for understandable reasons are welcome. Characters whose alignment entry reads Neutral Evil, Chaotic Evil, or Lawful Evil are not.

Evil characters in a party create friction that derails games. This has been tested extensively across decades of tabletop play, and the results are consistent. Play something else.

Character Backgrounds

Your character must have a reason to be involved in the campaign and a reason to work with the party. Lone wolves, mysterious loners who refuse to share information, and characters who "would just leave" when things get difficult are not appropriate for a collaborative game. Before the campaign begins, the DM will provide enough information about the premise and setting for you to build a background that connects to the story.

Work with the DM on your background. The best characters have ties to the world, relationships with factions or NPCs, and personal stakes in the events of the campaign. A background that says "wandering adventurer looking for gold" is technically functional but does nothing for you or the story.

Ability Scores

Ability scores use the point-buy system with 20 points.

Character Death

Death is usually permanent. Resurrection magic is rare and expensive in the Mazariim setting. Do not assume the party will have access to it. Play smart, make good decisions, and understand that your character's life has weight because it can end. If your character dies, you will work with the DM to create a replacement character that fits the campaign at the same character level as before. The DM will determine what resources the new character enters play with.

Teamwork

Player characters are expected to function as a team. This does not mean everyone has to agree on everything. Arguments, disagreements, and differing priorities are natural and make for good roleplay. Every character must be willing to work toward the group's goals and support the other characters when it counts. If your character consistently refuses to cooperate, undermines the party's efforts, or acts in ways that make the game less fun for other players, the DM will address it directly.

Rulings at the Table

The DM makes rulings during play. If you disagree with a ruling, you may state your case briefly. The DM will consider it and make a decision. Play continues. If the ruling was incorrect, it will be corrected after the session and applied going forward. The game does not stop for extended rules debates.

Rule Changes

The DM reserves the right to change, add, or remove rules mid-campaign if something proves game-breaking, unfun, or incompatible with the story. If a rule change affects your character to the point that it no longer functions as intended, you will be given the opportunity to rebuild or create a new character at no penalty.

Approved Sources

The following books may be used for character creation for classes, archetypes, and feats:

  • Core Rulebook
  • Advanced Player, Class, and Race Guides
  • Ultimate Combat, Magic, Intrigue, and Wilderness

No other sourcebooks, supplements, or third-party content may be used. If it is not in one of the books listed above, it does not exist for the purposes of this game.

Races

Below are the available races in the Mazariim setting.

Common Races

  • Dwarf
  • Elf
  • Gnome
  • Halfling
  • Human

Rare Races

  • Drakhari (Dragonborn)
  • Elemari (Gensai)
  • Nethari (Tiefling)
  • Leonal (Feline Centaur)
  • Spirit Folk (Kami hybrid)
  • Hengeyokai (animal-based shapeshifter)
  • Kitsuni (Vulpine humanoid)
  • Vanara (Simian humanoid)
  • Tengu (Avian humanoid)

Half-Elf and Half-Orc are not available, since the lore of the campaign setting does not have these races.

The available races for any given campaign will be drawn from a list specified at campaign start. Additional rare races might be available depending on the campaign location. These restrictions will be communicated before character creation begins.

If your character concept involves a strange mechanical body, wings, a tail, four arms, or any other exotic anatomy, it is usually not available. Races from other campaign settings or universes are also not playable. Every campaign will have specific limits on which races are available.

Gnomes have darkvision as they spent much of their time in underground areas with their dwarven cousins.

Halflings have low-light vision as with their elven cousins.

If the campaign allows Rare races, note that there will be instances where the choice of an unusual race has in-game effects. These could range from mild distrust to fear or outright hatred, or even fascination. Mechanically, this could mean a penalty to Cha-based skills with some NPCs as well as limited access to cities, locations within cities, or areas of a xenophobic nature.

Subrace Summary

RaceSubraceAbility Scores
DwarvesGormdawi (Mountain Dwarf)+2 Con, +2 Wis, −2 Cha
Bryndawi (Hill Dwarf)+2 Con, +2 Cha, −2 Wis
GnomesDurazgrom (Rock Gnome)+2 Con, +2 Int, −2 Str
Rothgrom (Forest Gnome)+2 Con, +2 Cha, −2 Str
ElvesYa'sehrim (High Elf)+2 Dex, +2 Int, −2 Con
Tawarim (Wood Elf)+2 Dex, +2 Wis, −2 Cha
Gaear'rim (Ocean Elf)+2 Dex, +2 Str, −2 Cha
Farondrim (Wandering Elf)+2 Dex, +2 Con, −2 Int
Raladrim (Plains Elf)+2 Dex, +2 Wis, −2 Int
Yav'daerim (Valley Elf)+2 Dex, +2 Cha, −2 Con
Aeglirim (Mountain Elf)+2 Dex, +2 Con, −2 Cha
Ma'Sehrim (Mixed Nationality)+2 Dex, +2/−2 to one each
HalflingsTala'nitya (Lightfoot)+2 Dex, +2 Cha, −2 Str
Tala'beleg (Stout)+2 Con, +2 Wis, −2 Str
HumansAzala (Aztec/Maya/Inca)+2 Str, +2 Dex, −2 Cha
Chak'ti (Mongol/Northern China)+2 Dex, +2 Con, −2 Int
Ejiin (Japan/Korea/Vietnam)+2 Dex, +2 Wis, −2 Cha
Laveri (Greece/North Africa)+2 Cha, +2 Wis, −2 Str
Madronian (Europe)+2 Int, +2 Cha, −2 Wis
Nond (Viking Scandinavia)+2 Str, +2 Con, −2 Int
Sabonaar (Spain/Portugal/Italy)+2 Dex, +2 Cha, −2 Wis
Varkonan (Ancient Egypt)+2 Str, +2 Wis, −2 Dex
Mixed Nationality+2 to one score

Race traits and favored class abilities cannot be added or changed — the races are as is via their subrace descriptions.

Rare racial traits will be detailed in a future document.

Dwarves

Gormdawi (Mountain Dwarf)

  • Ability Score Modifiers: +2 Constitution, +2 Wisdom, −2 Charisma. Gormdawi are tough and wise, but famously gruff.
  • Type: Humanoid (dwarf).
  • Size: Medium. No bonuses or penalties due to size.
  • Base Speed (Slow and Steady): 20 feet, but a Gormdawi's speed is never modified by armor or encumbrance.
  • Languages: Gormdawi begin play speaking Common and Rhundawi. Those with high Intelligence scores can choose from the following: Dal'Rhundawi, Rhunurbar, Rhungnom, Elda'lam, Giant, Goblin, Madra, Orc, Sabo, and Terran.
  • Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: +4 racial bonus to CMD against bull rush and trip attempts made while standing on the ground.
  • Stonecunning: +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. A Gormdawi receives a check to notice such features whenever she passes within 10 feet of them, whether or not she is actively looking.
  • Bond to the Land: A Gormdawi knows her home range the way she knows her own forge. She gains a +2 dodge bonus to AC while in mountain terrain.
  • Craftsman: Gormdawi are meticulous artisans of stone and steel. +2 racial bonus on all Craft and Profession checks related to metal or stone.
  • Runecarver: The Gormdawi invented rune magic, and long ago perfected many ways to store and release spells using runes upon places and people. A Gormdawi casts spells from an inscribed source — a scroll, a carved rune, a glyph, or a spell she inscribes as a magical trap such as glyph of warding or explosive runes — at +1 caster level. She also gains a +2 racial bonus on Craft checks made to engrave, scribe, or letter.
  • Darkvision: Gormdawi can see in the dark up to 60 feet.
  • Weapon Familiarity: Gormdawi are proficient with axes, picks, and hammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Bryndawi (Hill Dwarf)

  • Ability Score Modifiers: +2 Constitution, +2 Charisma, −2 Wisdom. Bryndawi are tough and forceful of personality, but heedless of caution and counsel alike.
  • Type: Humanoid (dwarf).
  • Size: Medium. No bonuses or penalties due to size.
  • Base Speed (Slow and Steady): 20 feet, but a Bryndawi's speed is never modified by armor or encumbrance.
  • Languages: Bryndawi begin play speaking Common and Rhundawi. Those with high Intelligence scores can choose from the following: Rhunurbar, Rhungnom, Chak'atan, Dal'Rhundawi, Giant, Goblin, Ignan, Terran, Varkonae, and Zelato.
  • Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: +4 racial bonus to CMD against bull rush and trip attempts made while standing on the ground.
  • Stonecunning: +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. A Bryndawi receives a check to notice such features whenever she passes within 10 feet of them, whether or not she is actively looking.
  • Star-Reader: Bryndawi astrology and numerology are consulted by sages across the world. +2 racial bonus on Knowledge (arcana) checks and on Survival checks made to avoid becoming lost.
  • Tattoo Magic: Bryndawi bind their magic into their own skin. A Bryndawi casts spells originating from a magical tattoo she bears at +1 caster level, and gains a +2 racial bonus on caster level checks and saving throws made to resist attempts to dispel or suppress her own magical tattoos.
  • Wanderer's Stride: Raised on broken hill country and rarely long in one place, Bryndawi ignore difficult terrain caused by rubble, broken ground, steep slopes, and scree.
  • Darkvision: Bryndawi can see in the dark up to 60 feet.
  • Weapon Familiarity: Bryndawi are proficient with axes and spears, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Hatred is absent because orcs and goblinkind are loathed by every civilized race after the War, conferring no special dwarven advantage.

Ancient Enmity is absent because dwarves and elves have never warred in Mazariim.

Gnomes

Durazgrom (Rock Gnome)

  • Ability Score Modifiers: +2 Constitution, +2 Intelligence, −2 Strength. Durazgrom are tough and brilliant, but slight of frame.
  • Type: Humanoid (gnome).
  • Size: Small. +1 size bonus to AC, +1 size bonus on attack rolls, −1 penalty on combat maneuver checks and to CMD, +4 size bonus on Stealth checks.
  • Base Speed (Slow Speed): 20 feet.
  • Languages: Durazgrom begin play speaking Common and Rhungnom. Those with high Intelligence scores can choose from the following: Rhunurbar, Rhundawi, Dal'Rhundawi, Giant, Goblin, Madra, Terran, and Varkonae.
  • Defensive Training: +4 dodge bonus to AC against creatures of the giant subtype.
  • Machinist's Insight: +2 racial bonus on saving throws against effects created by traps, constructs, and mechanical devices. A Durazgrom has taken apart enough machines to know how they fail.
  • Master Tinker: +1 bonus on Disable Device and Knowledge (engineering) checks. A Durazgrom is also considered proficient with any weapon he has personally crafted.
  • Steamwright's Hands: A Durazgrom halves the time and gold cost required to repair clockwork, steam-driven, and other mechanical devices. Non-gnomes attempting such repairs take a −4 penalty on the check and pay double the normal cost.
  • Utilitarian Magic: Add +1 to the DC of any saving throw against transmutation spells cast by a Durazgrom. He also gains the following spell-like abilities, usable once per day each: mage hand, open/close, prestidigitation, and unseen servant. The caster level is equal to the gnome's level, and the DC is Intelligence-based.
  • Giant Hunter: +1 bonus on attack rolls against creatures of the giant subtype, and +2 on Survival checks to find and follow their tracks.
  • Weapon Familiarity: Proficient with hammers, kukri, crossbow, and firearms, and treat any weapon with the word "gnome" in its name as a martial weapon.
  • Darkvision: Durazgrom can see in the dark 60 feet.
  • Gnomish Eyes: +2 racial bonus on Perception and Appraise checks.

Rothgrom (Forest Gnome)

  • Ability Score Modifiers: +2 Constitution, +2 Charisma, −2 Strength. Rothgrom are hardy and winning, but slight of frame.
  • Type: Humanoid (gnome).
  • Size: Small. +1 size bonus to AC, +1 size bonus on attack rolls, −1 penalty on combat maneuver checks and to CMD, +4 size bonus on Stealth checks.
  • Base Speed (Slow Speed): 20 feet.
  • Languages: Rothgrom begin play speaking Common and Rhungnom. Those with high Intelligence scores can choose from the following: Rhunurbar, Rhundawi, Elda'lam, Giant, Goblin, Madra, Shalaz, and Terran.
  • Defensive Training: +4 dodge bonus to AC against creatures of the giant subtype.
  • Nature Affinity: +2 racial bonus on Fortitude saves against diseases, poisons, and hazards originating from plants, vermin, and the natural world.
  • Greenhand: +2 racial bonus on Profession (farmer) and Knowledge (nature) checks, and a +2 racial bonus on Handle Animal checks and wild empathy checks made with animals native to forests.
  • Woodwise Magic: Add +1 to the DC of any saving throw against enchantment or transmutation spells cast by a Rothgrom that target animals or plants. He also gains the following spell-like abilities, usable once per day each: dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level is equal to the gnome's level, and the DC is Charisma-based.
  • Giant Hunter: +1 bonus on attack rolls against creatures of the giant subtype, and +2 on Survival checks to find and follow their tracks.
  • Weapon Familiarity: Proficient with the kukri, sling, and blowgun, and treat any weapon with the word "gnome" in its name as a martial weapon.
  • Darkvision: Rothgrom can see in the dark 60 feet.
  • Gnomish Eyes: +2 racial bonus on Perception and Appraise checks.

Mazariim gnomes are not fey. Sylvan is not a gnomish language, the Bleaching does not exist, and neither Illusion Resistance nor the standard illusion-based Gnome Magic package appears in this setting.

Hatred is replaced by Giant Hunter.

Rothgrom also lack Steamwright's Hands — the gnomish technological monopoly belongs to the Durazgrom, and a Rothgrom is no better with a steam engine than anyone else.

Elves

Shared Racial Traits

  • Type: Humanoid (elf).
  • Size: Medium. No bonuses or penalties due to size.
  • Base Speed: 30 feet.
  • Ability Score Modifiers: All elves gain +2 Dexterity. Each nation grants a further bonus and a further penalty; see below.
  • Languages: Elves begin play speaking Common and Elda'lam, the common form of Elven. Elves with high Intelligence scores may choose from the following: Tarquesta, Vercalam, Aearlam, Faronlam, Ra'que, Yav'lam, Lirehlam, Shalaz, Leonal, Sylvan, Aquan, and Auran.
  • Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Envoy of the Enlightening: Every elf carries a trace of the knowledge Minerva gave their ancestors on Elysium. An elf gains the following spell-like abilities, usable once per day each: comprehend languages, detect magic, detect poison, and read magic. The caster level is equal to the elf's level, based on Charisma.
  • Keen Senses: Elves gain a +2 racial bonus on Perception checks.
  • Weapon Familiarity: Elves are generally proficient with all swords and bows, and treat any weapon with the word "elven" in its name as a martial weapon. Subraces might be proficient in additional weapons.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Ya'sehrim (High Elf)

  • Ability Score Modifiers: +2 Dexterity, +2 Intelligence, −2 Constitution. Proud of an ancient heritage, and slighter of build than their cousins.
  • Elven Magic: +2 racial bonus on caster level checks to overcome spell resistance, and a +2 racial bonus on Spellcraft checks.
  • Loremaster: Some Ya'sehrim are steeped in lore older than most civilizations. +2 racial bonus on Knowledge (history) checks, and they may make such checks untrained.

Tawarim (Wood Elf)

  • Ability Score Modifiers: +2 Dexterity, +2 Wisdom, −2 Charisma. Perceptive and self-possessed, and famously poor company.
  • Woodcraft: +1 racial bonus on Knowledge (nature) and Survival checks. This bonus increases to +2 in forest terrain.
  • Silent Hunter: Tawarim reduce the penalty for using Stealth while moving by 5 and may make Stealth checks while running at a −20 penalty rather than being unable to do so.

Gaear'rim (Ocean Elf)

  • Ability Score Modifiers: +2 Dexterity, +2 Strength, −2 Charisma. Quick and sea-hardened, but blunt as a tide line — they say exactly what the water taught them to say, and landfolk rarely thank them for it.
  • Tidewalker: A Gaear'rim has a swim speed of 20 feet and can always take 10 on a Swim check, even when distracted or endangered.
  • Spirit of the Waters: +2 racial bonus on Swim checks and Profession (sailor) checks.

Farondrim (Wandering Elf)

  • Ability Score Modifiers: +2 Dexterity, +2 Constitution, −2 Intelligence. Hardy and long-striding, with little patience for books.
  • Long-Limbed: Farondrim have a base speed of 35 feet.
  • Nomad's Endurance: +2 racial bonus on Survival checks and on Constitution checks made to continue running, avoid nonlethal damage from a forced march, hold your breath, or avoid damage from starvation or thirst.

Raladrim (Plains Elf)

  • Ability Score Modifiers: +2 Dexterity, +2 Wisdom, −2 Intelligence. Steady and observant, and uninterested in what is written down.
  • Plainsrider: +2 racial bonus on Ride and Handle Animal checks.
  • Pride-Friend: A Raladrim can speak Leonal from birth at no language cost, and gains a +2 racial bonus on Diplomacy checks made with leonals and other noble beasts.

Yav'daerim (Valley Elf)

  • Ability Score Modifiers: +2 Dexterity, +2 Charisma, −2 Constitution. Charming and quick, and the least hardy of the elves.
  • Silver Tongue: +2 racial bonus on Diplomacy and Bluff checks. When a Yav'daerim attempts to change a creature's attitude with Diplomacy, she may shift its attitude three steps up rather than two.
  • Many Tongues: +2 racial bonus on Linguistics checks, and a Yav'daerim begins play knowing one additional language of her choice.

Aeglirim (Mountain Elf)

  • Ability Score Modifiers: +2 Dexterity, +2 Constitution, −2 Charisma. Tough and weathered, and short on small talk.
  • Mithril-Wise: +2 racial bonus on Appraise checks and on Craft checks involving mithril and other rare metals.
  • Mountaineer: Aeglirim are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.

Ma'Sehrim (Common Elf)

  • Ability Score Modifiers: +2 Dexterity, +2 to one other ability score of the player's choice, −2 to one other ability score of the player's choice. Neither bonus nor penalty may be applied to Dexterity, and they may not be applied to the same score.
  • Blended Heritage: +2 racial bonus on Diplomacy and Sense Motive checks made when dealing with other elves. A Ma'Sehrim is fluent in the ways of more than one nation and knows how to move between them.
  • Adaptability: A Ma'Sehrim gains Skill Focus as a bonus feat at 1st level.

Eternal Grudge does not exist. Elves and dwarves have never warred in Mazariim, and no elf carries an inherited hatred of them.

Elven Magic — the traditional +2 bonus to overcome spell resistance is not universal. It belongs to the Ya'sehrim alone, a product of their unbroken magical tradition rather than elven blood.

Drow do not exist as a playable people, and are effectively unknown. The several hundred good-aligned dark elves who arrived with Eilistra'rae in 1,377 BW were absorbed entirely into the other elven subraces long ago. Their bloodlines survive invisibly; their story survives only among Minervan scholars, high clergy, and a handful of legends that most elves assume are metaphor.

Elves have low-light vision, not darkvision.

Halflings (Hin)

Tala'nitya (Lightfoot)

  • Ability Score Modifiers: +2 Dexterity, +2 Charisma, −2 Strength. Tala'nitya are nimble and winning, but slight of frame.
  • Type: Humanoid (halfling).
  • Size: Small. +1 size bonus to AC, +1 size bonus on attack rolls, −1 penalty on combat maneuver checks and to CMD, +4 size bonus on Stealth checks.
  • Base Speed (Slow Speed): 20 feet.
  • Languages: Tala'nitya begin play speaking Common and Shalaz. Those with high Intelligence scores can choose from the following: Elda'lam, Yav'lam, Tarquesta, Aearlam, Rhungnom, Madra, Sabo, Aquan, and Terran.
  • Halfling Luck: +1 racial bonus on all saving throws.
  • Blessed: Hinterhin's hand still rests on his people. +2 racial bonus on saving throws against curses, hexes, and similar lingering misfortunes. This bonus stacks with halfling luck.
  • Keen Senses: +2 racial bonus on Perception checks.
  • Hearthcraft: +2 racial bonus on Craft (cooking), Profession (cook), and Survival checks made to provide food and water. Once per day, a Tala'nitya who spends at least one hour preparing a proper meal from available ingredients grants every creature who eats it a +1 morale bonus on saving throws against fear and disease, lasting 12 hours.
  • Practicality: Hin value hard work and common sense. +2 racial bonus on any one Craft or Profession skill, on Sense Motive checks, and on saving throws against illusions.
  • Resourceful: A Tala'nitya takes no penalty for using an improvised melee weapon, and counts as having the Catch Off Guard and Throw Anything feats for the purpose of meeting prerequisites.
  • Weapon Familiarity: Proficient with the sling, sickle, and light flail, and treat any weapon with the word "halfling" in its name — including the halfling sling staff — as a martial weapon. Every one of these is a farming tool first and a weapon only under duress.

Tala'beleg (Stout)

  • Ability Score Modifiers: +2 Constitution, +2 Wisdom, −2 Strength. Tala'beleg are hardy and patient, but slight of frame.
  • Type: Humanoid (halfling).
  • Size: Small. +1 size bonus to AC, +1 size bonus on attack rolls, −1 penalty on combat maneuver checks and to CMD, +4 size bonus on Stealth checks.
  • Base Speed (Slow Speed): 20 feet.
  • Languages: Tala'beleg begin play speaking Common and Shalaz. Those with high Intelligence scores can choose from the following: Elda'lam, Yav'lam, Tarquesta, Aearlam, Rhungnom, Madra, Sabo, Aquan, and Terran.
  • Halfling Luck: +1 racial bonus on all saving throws.
  • Blessed: Hinterhin's hand still rests on his people. +2 racial bonus on saving throws against curses, hexes, and similar lingering misfortunes. This bonus stacks with halfling luck.
  • Keen Senses: +2 racial bonus on Perception checks.
  • Hearthcraft: +2 racial bonus on Craft (cooking), Profession (cook), and Survival checks made to provide food and water. Once per day, a Tala'beleg who spends at least one hour preparing a proper meal from available ingredients grants every creature who eats it a +1 morale bonus on saving throws against fear and disease, lasting 12 hours.
  • Stout Constitution: +2 racial bonus on saving throws against poison, and on saving throws against alcohol, drugs, and similar intoxicants.
  • Resourceful: A Tala'beleg takes no penalty for using an improvised melee weapon, and counts as having the Catch Off Guard and Throw Anything feats for the purpose of meeting prerequisites.
  • Weapon Familiarity: Proficient with the sling, sickle, light flail, and scythe, and treat any weapon with the word "halfling" in its name — including the halfling sling staff — as a martial weapon. Every one of these is a farming tool first and a weapon only under duress.

Fearless and Sure-Footed do not exist among the hin of Mazariim; they are replaced by Blessed and Practicality respectively.

Hin have a genuine homeland — the island of Shalazar — rather than existing as a scattered people living among humans.

Humans

Azala

  • Type: Humanoid (human).
  • Size: Medium. No bonuses or penalties due to size.
  • Base Speed: 30 feet.
  • Ability Score Modifiers: +2 Strength, +2 Dexterity, −2 Charisma. Hard-worked and quick-handed, and blunt to the point of insult with anyone outside the council.
  • Languages: Azala begin play speaking Common and Zelato. Those with high Intelligence scores may choose any language from the campaign's list.
  • Bonus Feat: One extra feat at 1st level.
  • Skilled: One additional skill rank at 1st level and at each level thereafter.
  • Calendar-Keeper: +2 racial bonus on Knowledge (geography) and Knowledge (engineering) checks. Azala schooling begins with the stars and the stones and never entirely leaves them.
  • Cultural Arms: Proficient with the terbutje, great terbutje, atlatl, shortspear, club, sling, and blowgun, and treats the great terbutje and terbutje as martial weapons.

Chak'ti

  • Type: Humanoid (human).
  • Size: Medium. No bonuses or penalties due to size.
  • Base Speed: 30 feet.
  • Ability Score Modifiers: +2 Dexterity, +2 Constitution, −2 Intelligence. Saddle-hard and weather-proof, from a people who keep their knowledge in songs rather than books.
  • Languages: Chak'ti begin play speaking Common and Chak'atan. Those with high Intelligence scores may choose any language from the campaign's list.
  • Bonus Feat: One extra feat at 1st level.
  • Skilled: One additional skill rank at 1st level and at each level thereafter.
  • Born in the Saddle: +2 racial bonus on Handle Animal (and Ride, if not combined) checks. A Chak'ti takes no penalty on attack rolls with a bow made while her mount is moving.
  • Cultural Arms: Proficient with the composite shortbow, composite longbow, lance, scimitar, lasso, and dagger, and treats the lasso as a martial weapon.

Ejiin

  • Type: Humanoid (human).
  • Size: Medium. No bonuses or penalties due to size.
  • Base Speed: 30 feet.
  • Ability Score Modifiers: +2 Dexterity, +2 Wisdom, −2 Charisma. Disciplined and observant, and reserved to a degree that outsiders consistently mistake for contempt.
  • Languages: Ejiin begin play speaking Common and Ejao. Those with high Intelligence scores may choose any language from the campaign's list.
  • Bonus Feat: One extra feat at 1st level.
  • Skilled: One additional skill rank at 1st level and at each level thereafter.
  • Steel Discipline: +2 racial bonus on Craft (weapons) checks and on Appraise checks made to evaluate bladed weapons. An Ejiin can tell who forged a blade, and roughly when, by looking at its edge.
  • Cultural Arms: Proficient with the katana, wakizashi, nodachi, naginata, daikyu, kama, sai, and shuriken, and treats the katana, wakizashi, nodachi, and daikyu as martial weapons.

Laveri

  • Type: Humanoid (human).
  • Size: Medium. No bonuses or penalties due to size.
  • Base Speed: 30 feet.
  • Ability Score Modifiers: +2 Charisma, +2 Wisdom, −2 Strength. Persuasive and clear-eyed, from a culture that prizes the argument over the arm.
  • Languages: Laveri begin play speaking Common and Laveran. Those with high Intelligence scores may choose any language from the campaign's list.
  • Bonus Feat: One extra feat at 1st level.
  • Skilled: One additional skill rank at 1st level and at each level thereafter.
  • Rhetoric: +2 racial bonus on Diplomacy and Linguistics checks. A Laveri raised in the assemblies learns to persuade strangers in their own idiom before she learns a trade.
  • Cultural Arms: Proficient with the falcata, longspear, shortspear, shortsword, javelin, trident, net, and sling, and treats the falcata as a martial weapon.

Madronian

  • Type: Humanoid (human).
  • Size: Medium. No bonuses or penalties due to size.
  • Base Speed: 30 feet.
  • Ability Score Modifiers: +2 Intelligence, +2 Charisma, −2 Wisdom. Educated and charming, and institutionally incapable of leaving well enough alone.
  • Languages: Madronians begin play speaking Common and Madra. Those with high Intelligence scores may choose any language from the campaign's list.
  • Bonus Feat: One extra feat at 1st level.
  • Skilled: One additional skill rank at 1st level and at each level thereafter.
  • Machinist's Schooling: +2 racial bonus on Knowledge (engineering) checks, Profession (engineer) checks, and Craft checks involving steam machinery. A Madronian can design, build, and run an engine. Repairing one properly is gnomish work, and this trait grants no bonus to it.
  • Cultural Arms: Proficient with the rapier, dueling sword, sword cane, swordbreaker dagger, sabre, pistol, and musket, and treats the dueling sword and sword cane as martial weapons.

Nond

  • Type: Humanoid (human).
  • Size: Medium. No bonuses or penalties due to size.
  • Base Speed: 30 feet.
  • Ability Score Modifiers: +2 Strength, +2 Constitution, −2 Intelligence. Big, cold-proof, and not much given to reading.
  • Languages: Nonds begin play speaking Common and Nondalhiem. Those with high Intelligence scores may choose any language from the campaign's list.
  • Bonus Feat: One extra feat at 1st level.
  • Skilled: One additional skill rank at 1st level and at each level thereafter.
  • Heart of the Snows: A Nond has cold resistance 5.
  • Cultural Arms: Proficient with the battleaxe, greataxe, throwing axe, bastard sword, shortsword, and shortspear, and treats the bastard sword as a martial weapon. A Nond also treats a heavy wooden shield as a martial weapon for the purpose of shield bashing.

Sabonaar

  • Type: Humanoid (human).
  • Size: Medium. No bonuses or penalties due to size.
  • Base Speed: 30 feet.
  • Ability Score Modifiers: +2 Dexterity, +2 Charisma, −2 Wisdom. Quick, persuasive, and bold well past the point where boldness stops being useful.
  • Languages: Sabonaar begin play speaking Common and Sabo. Those with high Intelligence scores may choose any language from the campaign's list.
  • Bonus Feat: One extra feat at 1st level.
  • Skilled: One additional skill rank at 1st level and at each level thereafter.
  • Heart of the Sea: +2 racial bonus on Profession (sailor) and Swim checks, and a Sabonaar can hold her breath twice as long as normal.
  • Cultural Arms: Proficient with the cutlass, boarding pike, boarding axe, rapier, dagger, and net, and treats the boarding axe as a martial weapon.

Varkonan

  • Type: Humanoid (human).
  • Size: Medium. No bonuses or penalties due to size.
  • Base Speed: 30 feet.
  • Ability Score Modifiers: +2 Strength, +2 Wisdom, −2 Dexterity. Monument-builders and ritualists, deliberate in everything they do and slow to change course.
  • Languages: Varkonan begin play speaking Common and Varkonae. Those with high Intelligence scores may choose any language from the campaign's list.
  • Bonus Feat: One extra feat at 1st level.
  • Skilled: One additional skill rank at 1st level and at each level thereafter.
  • Rites of the Afterlife: +2 racial bonus on Knowledge (religion) checks, and a +1 racial bonus on saving throws against death effects and negative energy effects.
  • Cultural Arms: Proficient with the khopesh, shortspear, longspear, composite shortbow, heavy mace, and club, and treats the khopesh as a martial weapon.

Mixed Nationality

  • Type: Humanoid (human).
  • Size: Medium. No bonuses or penalties due to size.
  • Base Speed: 30 feet.
  • Ability Score Modifiers: +2 to any one ability score of the player's choice. Mixed humans take no ability penalty.
  • Languages: Mixed humans begin play speaking Common and the tongues of both parents' peoples. Those with high Intelligence scores may choose any language in the world, including secret and regional dialects (Linguist).
  • Diverse Training: A Mixed Nationality human gains proficiency with any two martial or exotic weapons of the player's choice. These selections are permanent and represent the patchwork training of a childhood spent between cultures.
  • Bonus Feat: One extra feat at 1st level.
  • Skilled: One additional skill rank at 1st level and at each level thereafter.
  • No Cultural Arms. A mixed human has no inherited weapon tradition and gains only the proficiencies granted by her class.

Linguist is not universal. The human's "any language you want" belongs only to humans of Mixed Nationality, who grow up between two cultures and usually two tongues.

Half-races do not exist in this setting's lore.

Adoptive Parentage, Fey Magic, Giant Ancestry, Draconic Heritage, and every other non-human-lineage trait are unavailable.

Firearms are Madronian and Durazgrom. The Inner Kingdoms and the Gnomish Lands are the only places in Mazariim producing reliable powder weapons, and they are expensive, temperamental, and closely held. No other subrace has firearm proficiency as a birthright.

Steam is built by humans and repaired by gnomes. A Madronian can design and run an engine. When it breaks, someone sends for a Durazgrom.

Classes

The following classes are available for gameplay.

Core Classes

  • Barbarian
  • Bard
  • Cleric
  • Druid
  • Fighter
  • Monk
  • Paladin
  • Ranger
  • Rogue
  • Sorcerer
  • Wizard

Base Classes

  • Alchemist
  • Cavalier
  • Gunslinger
  • Inquisitor
  • Magus
  • Oracle
  • Summoner
  • Witch

Hybrid Classes

  • Arcanist
  • Bloodrager
  • Brawler
  • Hunter
  • Investigator
  • Shaman
  • Skald
  • Slayer
  • Swashbuckler
  • Warpriest

Every campaign will have specific limits on which classes are available. These restrictions will be communicated before character creation begins. They exist because the setting and story demand them, not because the DM dislikes your favorite class.

Classes from the Pathfinder Unchained book and other books are not available.

Archetypes

Archetypes are available from the Advanced and Ultimate series books. These must be related to the character's background.

Prestige Classes

All available prestige classes will be provided in a separate document. These are almost always customized and flavored for the current campaign. If a prestige class does not appear in that document, it is not available.

Sorcerer Expanded Traditions

Sorcerers are not limited to arcane magic. A sorcerer selects a magical tradition determined by the nature of their bloodline. Arcane remains the default, but Divine and Primal traditions are also available. A sorcerer with a Divine tradition draws from the cleric spell list and is a divine caster. A sorcerer with a Primal tradition draws from the druid spell list and is a primal caster. The tradition is chosen at 1st level and cannot be changed. All use Charisma as their spellcasting ability.

Repertoire Preparation (D&D 5E)

Prepared casters no longer assign individual spells to individual spell slots. Each day, a prepared caster selects a repertoire of spells they have access to for that day. The number of spells in the repertoire equals the number of spell slots available at each level, plus any bonus spells from a high casting ability score.

Once the repertoire is set, any spell in the repertoire may be cast using any available spell slot of the appropriate level or higher. A 5th-level wizard who prepares fireball and haste as their two 3rd-level spells may cast either spell with either slot, rather than deciding in advance which slot holds which spell.

Prepared Caster Spellbooks

All prepared casters use a spellbook or prayerbook. Clerics maintain prayerbooks. Druids keep naturalist folios. Paladins and Rangers use devotional journals. These function identically to a wizard's spellbook in all mechanical respects. Spells must be found, copied, and recorded before they can be prepared. A prepared caster cannot prepare any spell that does not appear in their book. Starting spellbooks are as a wizard as well, and some major churches might also sell spells to members of their faith.

When gaining a level, the prepared caster gets two spells added to their spellbook as a wizard does, taken from the list of Common spells (Core Rulebook).

The costs and skill checks for copying spells follow the same rules as copying spells into a wizard's spellbook.

Skills

Altered Skills

Several skills from the Core Rulebook have been consolidated. All other skills remain unchanged.

SkillAbilityNotes
AcrobaticsDexAlso covers Escape Artist and Fly
AthleticsStrCovers Climb, Jump, and Swim
DeceptionChaCovers Bluff and Disguise
Handle AnimalChaAlso covers Ride

Class skill lists carry forward from the Core Rulebook. Consolidated skills inherit class skill status from any of their component skills. If a class had Climb as a class skill, Athletics is a class skill for that class. If a class had Bluff as a class skill, Deception is a class skill for that class.

Languages

Characters start knowing Common as well as their Racial language (including humans). The character's intelligence modifier indicates how many languages he can acquire by putting one point into Linguistics skill. After the character knows a number of languages equal to their Intelligence modifier, they can continue learning languages but they cost two skill ranks per language instead of one.

Knowing an ancient language (including Draconic) does not mean the characters can automatically read old texts or writings. The results of a Linguistics check determines how well they know these ancient languages when reading or studying writings.

Blind Dice Rolls

Many skill rolls during play will be blind — the player rolls but does not know the result of the roll. Perception, Stealth, Sense Motive, social skills (Diplomacy, Deception, Intimidation) are always blind, as are most non-combat skill rolls. This helps with metagaming on an unconscious level.

Combat rolls are almost never blind, as there is no reason for them to be and to keep combat exciting. The DM will let you know when a roll has to be blind, or the DM will just do the group roll himself at times.

Example: Player rolls Perception, gets a 31. If I say they do not find a trap or secret door, they are assured it does not exist. If they get a 7, they might just take 20 or continue the search. If they do not know what they get, however, they are unable to use the result for decisions.
Example: Player rolls for Stealth before entering an area with enemies, they roll a 24 against some goblins. They can confidently know they are hidden. A roll of 3 might mean they know they will be seen. Without the result, however, the player is uncertain (as they would be).
Example: Player rolls high on Sense Motive, and the DM gives the result. He knows he is right, where if the player had rolled a 1 (or very low) they might get misinformation, yet they will be aware of the fact it is misinformation. Thus, the player is unsure of the result.

Feats

All Core Rulebook feats and those from the Advanced and Ultimate series of books are available for players.

Additional Feats

The following feats are added to the game. The Core Rulebook version of Improved Counterspell is replaced by the version listed below.

Arcane Mastery

You can take 10 on caster level checks, including dispel checks and spell resistance checks, even while under stress or in dangerous conditions.

Prerequisites: Ability to cast arcane spells, Spellcraft 15 ranks.

Dispel Focus

You gain a +2 bonus on all dispel checks based on your caster level.

Prerequisites: Ability to cast dispel magic.

Greater Dispel Focus

You gain an additional +2 bonus on dispel checks, stacking with Dispel Focus for a total of +4.

Prerequisites: Dispel Focus, ability to cast dispel magic.

Improved Counterspell

This replaces the Core Rulebook version of Improved Counterspell. As a reaction when a creature within line of sight casts a spell that you have prepared or that is in your repertoire, you may expend a prepared spell of the same school and of equal or higher level to counter the triggering spell. You lose the spell slot as if you had cast the spell. The triggering spell is negated and has no effect.

Spell Potency

Opponents take a −2 penalty on dispel checks made against your spells.

Prerequisites: Spellcraft 5 ranks.

Greater Spell Potency

The penalty opponents take on dispel checks against your spells increases to −4. This replaces the bonus from Spell Potency; the two do not stack.

Prerequisites: Spell Potency, Spellcraft 10 ranks.

Ley Line Feats

Ley Line Attunement

You may attempt to attune to a ley line you are aware of and within range of. Attunement requires 1 minute and a caster level check against a DC of 10 + the ley line's level. Success grants you access to the bonuses and abilities provided by that ley line for as long as you remain within its area of influence.

Ley Line Sight

You can see ley lines as visible manifestations of energy, even when they are dormant and no creature is attuned to them. This sight functions at all times and does not require concentration. It reveals the presence, path, and approximate strength of any ley line within your line of sight.

Ley Line Adept

You can attune to a ley line in 1 round instead of 1 minute. You gain a +2 bonus on caster level checks made to attune to ley lines.

Prerequisites: Ley Line Attunement.

Ley Line Master

You can attune to a ley line as a standard action. You gain an additional +2 bonus on caster level checks made to attune to ley lines, stacking with Ley Line Adept for a total of +4.

Prerequisites: Ley Line Adept.

Ley Line Empowerment

While attuned to a ley line, your spells that deal damage gain +1 damage per damage die rolled. Activating this benefit is a free action.

Prerequisites: Ley Line Adept.

Gameplay & Rules

Critical Successes and Failures (PF2)

Almost all types of rolls and checks can have a critical success or failure as described below.

Combat / Attacks

You achieve a critical hit on an attack in one of two ways: Natural 20 — You roll a 20 on the d20 and the result meets or exceeds the target's AC. Exceed AC by 10 — Your total attack result exceeds the target's AC by 10 or more, no natural 20 required.

Expanded Threat Range Limitations: Any weapon, feat, ability, or enchantment (such as keen or Improved Critical) that would normally expand your threat range beyond 20 instead grants a threat range of 19–20. This is the cap — no effect can expand the range below 19. A natural 19 that meets or exceeds the target's AC is treated as a critical hit, just like a natural 20. Multiple sources of expanded threat range do not stack. 19–20 is the absolute limit regardless of how many effects would apply.

No Confirmation Rolls: Critical hits do not require a confirmation roll. If you meet the conditions above, the critical hit is automatic.

Critical Hit Damage: On a critical hit, you deal double your base damage dice. Roll twice as many damage dice (for example, 1d8 becomes 2d8). Do not double the ability modifier added to damage, or any other bonuses to damage such as sneak attack dice or elemental enchantment damage. All weapons use a ×2 multiplier regardless of their original critical multiplier.

Spells and Saving Throws

When a creature makes a saving throw against a spell or effect that deals damage, the four degrees of success determine the outcome:

Critical Success (beat the DC by 10 or more, or natural 20 that meets the DC) — The target takes no damage from the spell.

Success (meet or exceed the DC) — The target takes half damage.

Failure (below the DC) — The target takes full damage and suffers the full effects of the spell as described.

Critical Failure (miss the DC by 10 or more, or natural 1 that doesn't meet the DC) — The target takes double damage. Any additional effects of the spell are applied at their most severe, as described by the spell. For spells with conditions or durations, the critical failure imposes the worst version or longest duration listed.

Skills / Ability Checks

This system extends to all checks, not just attacks and spell saves.

Critical Success occurs when you beat the DC by 10 or more, or roll a natural 20 that meets or exceeds the DC.

Success occurs when you meet or exceed the DC.

Failure occurs when your result is below the DC.

Critical Failure occurs when you miss the DC by 10 or more, or roll a natural 1 that doesn't meet the DC.

A natural 20 upgrades your degree of success by one step, turning a failure into a success or a success into a critical success. A natural 1 downgrades it by one step.

Actions (Pathfinder Unchained/PF2)

As detailed in Pathfinder Unchained, the action economy has been updated to match the system in that book that later became the PF2 system. This modification helps newer players who are not proficient in adding a swift action to their turn as well as providing some new opportunities for combat.

Every player or creature gets 3 actions a round, to be used as they like.

Free Actions still work the same, limited to one a round.

Move Actions and Swift Actions now take one action to complete.

Normal Actions other than a standard attack or combat maneuvers usually take two actions to complete. This includes all spellcasting and spell-like abilities.

Full-round Actions take three actions to complete. This includes casting a spell with a metamagic feat.

Attacks are one action, and each subsequent attack is at −5 and then −10. Anyone can make three attack actions in a round, even with a negative value.

There are exceptions to the above, although uncommon.

Loot and Resources

Loot is split evenly among the party. This is an out-of-character rule for table balance. How the characters handle the division in-character is up to the players, and roleplay around loot distribution is encouraged. When two players want the same item, random chance will be used to determine the results.

Magic

Spells

Spells are either Common or Rare. Spells drawn from the Core Rulebook are considered common, and may be chosen by players when gaining levels. Rare spells from other sources will be introduced by the DM during play as discoveries, rewards, or setting-specific additions. The exception is classes whose spell lists exist primarily or entirely in the approved supplemental books. If your class literally cannot function without spells from the Advanced Player's Guide or Ultimate Magic, those spells are available. Ask the DM if you are unsure.

Individual spells may be revised, removed, or restricted at any point during the campaign if they cause balance problems or disrupt the intended tone of the game. The DM will communicate these changes clearly and will not remove a spell without explanation.

Ley Lines

Ley lines are conduits of raw magical energy that flow through the world. They vary in strength, nature, and origin. Some were laid down by gods, others formed naturally at the convergence of planar boundaries, and still others were carved into existence by mortal hands during ages long forgotten. Spellcasters who learn to attune to a ley line can draw on its power to enhance their magic in ways that would otherwise be impossible.

Ley Line Characteristics

Every ley line has a level ranging from 1 to 30. The level determines the strength of the line, the difficulty of attunement, and the width of the area of influence. A ley line is 10 feet wide per level. A level 7 ley line is 70 feet across. A level 20 ley line is 200 feet across. A spellcaster must be physically within the ley line's width to attune or benefit from it.

Ley lines are normally invisible. They can be perceived with detect magic, arcane sight, or true seeing. When a creature attunes to a ley line, the line becomes visible as faintly glowing blue energy in the immediate area, trailing off into the distance for 10 feet per ley line level before fading from sight.

Each ley line grants specific abilities to attuned spellcasters. These abilities vary from line to line and are determined by the ley line's origin, purpose, and magical nature. Common abilities include the following:

Metamagic Enhancement. The ley line grants access to a specific metamagic feat, even if the attuned caster does not know it. The caster may apply this metamagic to spells cast while attuned without increasing the spell's level. Some ley lines restrict this benefit to a specific school or descriptor.

Caster Level Bonus. The ley line increases the attuned caster's effective caster level by a fixed amount. This bonus may apply to all spells or only to spells of a specific school or descriptor.

Spell Slot Preservation. The ley line powers spells of a certain level or below, allowing the attuned caster to cast those spells without expending a spell slot. This ability is rare and typically found only on ley lines that provide it for low-level spells.

Attunement

A spellcaster who is within a ley line's area of influence and has the Ley Line Attunement feat may attempt to attune to it. Attunement requires 1 minute of concentration and a caster level check (1d20 + caster level) against a DC of 10 + the ley line's level. Success means the caster is attuned and may benefit from the ley line's abilities for as long as they remain within its area of influence.

A caster may only be attuned to one ley line at a time. Attuning to a new ley line ends the previous attunement.

Attunement can be broken by dispel magic or similar effects. A successful dispel check against the standard DC (11 + the attuned caster's caster level) severs the connection. When attunement is broken by dispelling, the previously attuned creature must succeed on a Constitution check (DC 10) or be stunned for 1 round.

Nexuses

A nexus is a location where two or more ley lines cross. At a nexus, an attuned caster may draw on the abilities of any ley line that passes through that point. The caster does not need to attune to each line separately.

Attuning at a nexus requires a caster level check against a DC equal to the highest-level ley line present, plus 2 for each additional ley line beyond the first. A nexus where a level 17 line and a level 12 line cross has an attunement DC of 29 (10 + 17 + 2). A nexus where three lines of levels 17, 12, and 7 cross has an attunement DC of 31 (10 + 17 + 2 + 2).

Summoning

All spells that summon or call creatures from other planes carry an inherent risk. This includes summon monster, summon nature's ally, planar binding, planar ally, gate, and any similar effect.

When a creature is summoned, there is a 1% chance per spell level that the summoned creature arrives enraged at being torn from its home plane. A berserk summons ignores the caster's commands entirely and attacks the nearest creature, prioritizing the caster who called it. This summons does not return to its plane when the spell duration ends.

Summoning on a Ley Line. If the berserk event occurs while the summoning takes place on a ley line, a planar rift tears open to the summoned creature's home plane. This rift remains open for 1d4 minutes. Creatures native to that plane may pass through the rift freely in either direction for its duration. A successful dispel magic or similar spell or ability can close this rift with a successful caster level check against DC 10 + level of the ley line.

Summoning on a Nexus. If the berserk event occurs at a nexus where two or more ley lines cross, the resulting planar rift may persist indefinitely. The caster level check to close this type of rift is made at −5. The duration and consequences of such a rift are determined by the GM.

Summoned Creatures / Companions

Any and all summoned creatures to be used, as well as animal companions or other creatures or NPCs which might be used during the game must be created and gone over with the DM before play.

This is a rule to make sure gameplay does not slow down for looking up and creating these creatures while others wait. Players are welcome to work with the DM to create numerous creatures for their character to call, but they must be done before game time for that session.

Magical Item Frequency

While not a low-magic setting, Mazariim might be considered a low-magical item setting. Generally speaking, there are no powerful (or even moderately powerful) items for sale in stores or other places in the gameworld, with a few exceptions.

The system in Pathfinder for giving bonuses automatically is not used, but rather the calculated level of the party is reduced to compensate and keep numbers lower.

Magical item bonuses are limited to:

  • Weapons & Armor: +3 max
  • Ability Score Bonuses: +4 max
  • Skill Bonus: +5 max
  • Resistance (energy, etc): 10 max

Additionally, there are no magical items giving any immunities or damage reduction.

Spells cast by players, such as greater magic weapon / greater magic fang, the ability score spells (cat's grace, bull's strength, etc) and others are not affected by these limits.

Planar Travel

Traveling between planes requires specialized equipment. All planar travel spells require a tuning rod attuned to the destination plane, universe, or alternate reality. Without an appropriate tuning rod, the spell fails and the slot is lost.

Tuning rods are crafted from materials native to the target plane. The most common method of obtaining such materials is to summon a creature from the desired plane, kill it, and harvest the remains as components. This practice is considered standard, if distasteful, among most spellcasting traditions.

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