STARTING LEVEL : 1
STARTING GOLD : 200 gp
Each character starts with one armor he/she is proficient in (if any) and two weapons or implements. Either of the two weapons/implements may be replaced by a shield you are proficient with.
Further purchases cost 20 gp for a basic weapon, 40 gp for a military weapon, 80 gp for an exotic weapon. A shield is 40 gp.
Ranged Weapon and Thrown Weapon purchases are considered to have enough uses for combat, ie no need to track ammunition etc.
In the unlikely case you wish to buy a separate suit of armor, it costs 100 gp. A character that started with no armor gets 50% off, so 50 gp.
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ALIGNMENTS
Alignments of LG NG CG LN TN CN are in play, and characters may only choose from one of these six alignments.
There WILL BE various Detect (Alignment) abilities, and it can be a useful tool for the players.
NPCs will also have access to such abilities, so the players' alignment counts.
Virtually all the adventures involve good-aligned actions, though to varying degrees, and may not always be very lawful.
Alignments will change in accordance with actions, but GM will give notice accordingly, and are not intended to be restrictive. Typically if the player is following orders given by the Pathfinder Society, it is treated to be Lawful and Good unless otherwise stated, which the GM will make known when providing the mission briefing.
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SKILLS
Str : Athletics
Con : Endurance
Dex : Acrobatics, Stealth, Thievery
Int : Arcana, Engineering, History, Planes, Religion
Wis : Dungeoneering, Heal, Nature, Perception, Sense Motive
Cha : Bluff, Diplomacy, Handle Animal, Intimidate, Streetwise
Comparing Pathfinder Skills ("or" means player chooses)
Appraise : based on the related skill, otherwise raw intelligence.
Climb : Athletics
Craft : unused
Disable Device : Thievery
Escape Artist : Acrobatics or Athletics
Fly : unused
K Geography : History or Nature
K Local : Streetwise to gather info. When not used to gather info, History or Nature or Streetwise, user's choice.
Linguistics : half History or half Streetwise, user's choice. If a user has at least +4 in both, this is not halved.
Performance : unused. if need be, half Bluff or half Diplomacy. If a user has at least +4 in both, this is not halved.
Profession: unused
Ride: unused. if really need be, Acrobatics to dismount, Athletics to climb and control.
Sleight of Hand : generally unused. if need be, Thievery
Survival : Nature
Swim: Athletics
Use Magic Device : Thievery or Arcana
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RACE & CLASS
To better re-create the feel of Golarion, the following campaign rules will be in place
- there will be fairly specific Race attributes. The restrictions will be as per the various Seasons of Pathfinder Society.
- Players are strongly encouraged to take a Pathfinder class, and maybe a specific archetype that suits them, and fits the Pathfinder Society.
- Spellcaster classes are encouraged to specialise in an element, school, domain, etc.
- Various classes will have class specific mechanics customised to fit the UB mechanics.
- Players who fulfill the requirements can qualify for Prestige Class. For simplicity, this will be treated as a free Multiclass feat.
- Deities will be as per the Pathfinder Pantheon. The character MUST BE within one alignment step from the deity, eg if you worship an LG deity, you must either be LG, LN or NG. The deity must not be NE or CE (unless very good reason, can discuss), and ideally not LE. Further info will be provided later here. For quick reference, please see
aonprd.com/DeitiesByGroup.aspx, and ideally only look at those from Core Deities Pantheon (can discuss if a non-core deity especially appeals to you)
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FACTIONS
- The Pathfinder Factions will be in play, details to follow. The first few adventures will cover an in-character introduction to the various factions, after which players may elect to join the factions they favour.
- In subsequent games, each Pathfinder Faction will assign missions to their representatives, most of which are expected to be kept confidential. Completion of these missions will result in a stipend from the Faction, which is expected to be 50% of the actual mission gold.
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CLASSES AVAILABLE
Each class is followed by brackets, showing its Armor Proficiencies and Weapon/Implement Proficiencies.
Armor Proficiencies are indicated as U for Unarmored Agility, L for Light Armor, H for Heavy Armor.
It is also indicated if it is an Imp(Implement) or Wpn (Weapon) proficient class.
Multiple entries indicate all the available options. A player is still restricted to choosing one Armor and either one Wpn or Imp proficiency.
You only choose the Proficiency for your first class, multiclassing does not grant proficiencies.
For spellcaster classes, unless otherwise stated, you may Multiclass back into your own class as many times as you wish. This does not take up a Feat slot, but does not confer extra training nor extra CA unless you pay a feat. For theming purposes, Spellcaster classes are encouraged to specialise in an element, school, domain, etc. Even if you do not do so, note that your Rank 4s will be tied to a prerequisite of having at least 6 ranks worth of spells of lower rank and of related school/domain.
Companions are not allowed to be in play unless there are 5 or less players at the table, but in any case the number of companions and player characters may not exceed 6.
I will separate the classes below based on the Pathfinder book it comes out, this is only for organisational purposes. Not all the classes are available, though effort has been done to do so.
For convenient reference
aonprd.com/Classes.aspxEach class has an "Iconic" Signature below, which is a Swift unless otherwise stated. Once it is purchased using UP, the Signature is usable as long as you expend an equal or higher Signature ability to regain it. The details will be on your class tree so no need to memorise this.
I may further modify the following list, and archetypes may also adjust it accordingly.
If a class has no specific benefit, you get a free Power Versatility feat.
You only get an "Iconic" for one of your classes. You may, when you multiclass, you can change your Iconic, but only if you really wish to, since it should indicate a change of focus for your character. For example, even if you have a lot of Signatures as a Wizard but you change your Iconic to a "Rogue", generally speaking your character should look, act and behave like a Rogue.
CORE
Barbarian (UL, Wpn): SM1) Rage, which grants +2 speed and Sec Trait ability bonus to melee weapon damage until ENT, and a creature you hit with a melee weapon attack is unguarded against you until ENT. If you have Oathsworn, you can use this when as a free action when you quarry.
Bard (UL, Wpn Imp) : SM1) Bardic Performance, Burst 5 (Sec Trait creatures) add Sec Trait ability bonus to weapon damage until ENT, or half Sec Trait ability bonus to weapon attack rolls until ENT.
Cleric (LH, Imp) : SM1) Positive Channel Energy, Std OR SA1) Negative Channel Divinity, Std (must be Neutral). Channel Divinity may be further modified by Domain.
Druid (UL, Imp): You have access to both Wildshape and Druid trees. Choose a rank 1 Signature from either to be your iconic.
Fighter (ULH, Wpn): You start with one extra Role feat, that must be Slayer or Tank. You may substitute your Fighter SA1 or SM1 for a feat, this substitution counts towards your Signature progression, and does not count as count towards your purchased feat limit. This is permanent until retrained. At level 11, and again at level 21, you may substitute another Rank 2 or lower SA or SM for a feat that doesnt count to your purchased feat limit, and that counts towards your Signature progression.
Monk (UL, Wpn): SA1) Quivering Palm, free. Target you hit with unarmed strike takes Sec Trait extra damage and is dazed until ENT.
Paladin (LH, Wpn): SM1) Divine Grace, which grants Sec Trait ability bonus to your FRW until ENT. Can be activated at start of combat on initiative, even if surprised.
Ranger (UL, Wpn): SA1) Rapid Shot, standard. Make two ranged attacks, if both hit deal Sec Trait extra damage.
Rogue (UL, Wpn): SA1) Sneak Attack, free. Sec Trait ability to attack and damage on an unguarded enemy.
Sorcerer (U, Imp): You gain Power Versatility as a free feat for a Sorcerer ability, and may take the Power Versatility feat any number of times, as long as it applies to your Sorcerer abilities, and it does not count to your feat limit.
Wizard (U, Imp): You may gain either Versatile Preparation or Contingent Ability as a free feat. You may take Contingent Ability any number of times as a free feat, if you may do so from other sources such as Race Option. The above two feats do not count to your feat limit, as long as they apply to Wizard abilities.
NOTE: A Paladin must be Lawful Good to use his tree.
APG
Alchemist (UL, Imp): SA1) Bomb Blast, free, amplified version of the Alchemist's CA Bomb.
Gunslinger (LH, Wpn): A gunslinger uses proficiency 2 ranged weapon (either Pistol 1H 1d6 or Musket 2H 1d12). He can target Reflex instead of AC (declare before attacking), but in so doing, his attack does not count as a ranged attack for purpose of feats, eg Deadly Slayer and Brutal Advantage. At Level 11, he can apply Deft Weapon to his firearms to remove this drawback.
Inquisitor (LH, Wpn Imp) : SM1) Bane. Until ENT, you gain +2 ability bonus to weapon attack and Sec Trait ability bonus to weapon damage rolls against a creature type. If you have Oathsworn, you can use this when as a free action when you quarry. You may use this ability repeatedly against the same creature type, but only the same creature type, which cannot be changed until the encounter ends.
Magus (UL, Wpn Imp): Choose either SA1) Spellstrike or SM1) Spell Combat, to be your Iconic ability.
Oracle (UL, Imp): Your chosen Revelation. Check with GM.
Witch (U, Imp): Your chosen Hex. Check with GM.
ACG
Bloodrager (UL, Wpn): Rage, same as Barbarian. An archetype may use this to boost defenses or ranged attacks.
Brawler (UL, Wpn): Either expend a Rank 1 Signature, or "lose" a feat, and until End of Encounter, you gain a feat that you qualify for. This does not allow you to exceed the feat cap, and the feat must be combat related.
Investigator (UL, Wpn): SM1) Study Target. Until ENT, you gain half Sec Trait ability bonus to melee weapon attacks and half Sec Trait ability bonus to melee weapon damage rolls against a target you can see. If you have Oathsworn, you can use this when as a free action when you quarry. You may use this ability repeatedly against the same target, but only the same target, which cannot be changed until the encounter ends.
Swashbuckler (UL, Wpn): SA2) Parry & Riposte. Interrupt when hit by a melee or ranged attack from an enemy within Sec Trait squares, and only with 1handed melee weapon. Shift adjacent to triggering enemy and make an attack vs AC, and must match the triggering attack roll. If it hits neither, this ability is not expended. If it hits either, the attack roll takes Sec Trait penalty. If it hits both, deal 2W damage + Pri Trait.
Warpriest (LH, Wpn Imp) : Depends on Domain. Check with GM
CLASS FAQ
Q: Do the above classes affect starting Armor and Weapon/Implement Proficiencies?
A:
Yes, but mainly Armor. Listed next to Class. Can still be discussed as many archetypes change it.
Q: My favourite class isn't listed, how?
A: Check with the GM, arrangements can be made, depending on his familiarity with that Pathfinder class.
Q: Wow so many classes, I have no idea what to choose and where to start?
A: Visualise a concept and check with the GM, who will recommend based on what he knows.
Q: What about Prestige Class?
A: Check with the GM if you want one, and we will sort out the prerequisites. You need to be Level 6 before getting a Prestige Class.
Q: Can I multiclass to other classes?
A: Yes you can. Just pay a multiclass feat. If no other player has that class, check with the GM for the tree.
Q: What does Spell X do as a UB Ability?
A: List the spells you want, min 4, max 8. Then send it to GM. You may also include up to 4 CA equivalent abilities.
Q: With UB rules, does this mean I can be a Wizard with no Intelligence and high Strength or Charisma?
A: Yes.
Q: (refer to previous) Doesn't that make Wizard same as Sorcerer?
A: Pretty close, yes. Note Wizards have spells that Sorcerers do not. Sorcerers can have SA1 Arcane Empowerment (and some others), Wizards cannot.
Q: What if I like the class but I don't like its Iconic?
A: Can be discussed. In absolute worst case, get a Power Versatility feat for free.
Q: I think everyone should get Rapid Shot because it is a feat in Pathfinder?
A: Multiclass to Ranger and pick up the ability. Swap your Iconic accordingly if you wish to.