Introduction
This is a non-standard Pathfinder campaign. It has only three alignments, four classes, and four races. Only the Core Rulebook is al-
lowed in its entirety, with enough rules from the Advanced Player’s Guide, and the Advanced Classes Guide to support the classes
from those respective books, and the inclusion of Mythic Adventures.
It is a mythic game of intended high-fantasy, in a low-magic world. Very few friendly NPCs will be spell-casters, and as such a great
many magical conveniences most players of Pathfinder are accustomed are unavailable in stores.
It is an age of heroic mortals fighting to extend the territory of their city-states, whether against other mortals or against demons
and faeries. It is set in a time with very little iron, with many places still at a stone-age level of technology, while most of the city-
states use bronze tools.
This campaign will primarily be focused on dungeon-delving, with some wilderness exploration, and very little urban adventuring. It
is centered on the city-states built in the fertile land surrounding a large river system, something of a fantastic Mesopotamia mixed
with ancient Egypt, with dashes of Mesoamerica and Greece.
Making Your Character
Rolling Ability Scores
Each ability score will be determined by 2d6+6. This is a mythic age of heroic mortals or near-mortals.
Alignment
Unlike standard Pathfinder there are only three alignments and they are much more strongly linked to the allegiances of the PC than
their character traits. At its core this campaign is not concerned with good and evil, or right and wrong. This campaign is about doing
dangerous things for wealth and fame while, intentionally or otherwise, extending the reach of the mortal peoples into the world. As
such, the three alignments are: Law, Neutrality, and Chaos.
Law: By proclaiming an alignment with Law, your character actively seeks to defend the mortal peoples, extend the borders of civili-
zation, and drive back the demonic hordes of Chaos. All mortal oracles must be Lawful as they have been blessed by one or more of
the gods of humanity; should an oracle lose their Lawful alignment they lose all of their magical and supernatural abilities, and their
curse reverts to its first level state.
Neutral: To be Neutral is merely to exist between the forces of Law and Chaos. Most mortal beings exist as Neutral creatures, and
remain so throughout their existence unless taking specific steps (often unwittingly) to align themselves otherwise. The bulk of hu-
manity is Neutral. This is not an alignment of cosmic balance. If you don’t want magic powers this probably the best alignment to
pick.
Chaos: By siding with forces of Chaos, your character is putting their self against the gods of humanity, if not outright allying with the
demonic hordes and faerie hosts. Most mortals would never ally themselves with Chaos. But most mortals are boring and fearful. It
is by making pacts with Chaotic patrons witches are granted their magics, as such all witches must be chaotic in the same way the
oracles must be lawful with the same restrictions on alignment.
While on the larger scale Law and Chaos are opposed, on the smaller scale there is nothing that actually prevents those pledged to
either side from working together. In fact, the assumption of this campaign is that there will be one PC of each alignment.
People of the Known Lands
Humans: Place holder text for the bog standard race.
Half-elves: Derided, scorned, or feared for their connection to faerie hosts or demonic hordes. While faeries are different than de-
mons, to the common person, and even many educated people, there is no practical difference. Their origins are manifold, including
1
an unholy tryst, the swapping of a new babe, or even just having the poor fortune to live near the Haunted Forests. No half-elf can
choose the aristocrat as their starting NPC class; even if born into such a family they would receive no such support from their fami-
ly, being viewed as a source of shame.
Half-orcs: While many half-orcs are born from violent means, which isn’t much different from many humans, they are, unlike half-
elves, almost as likely to come about through legitimate means, such as political marriage. Their orc forbearers are in a similar posi-
tion to humans, besieged by forces inimical to mortal life. Where the human city-states and villages have to contend with hordes
outside the borders of civilization, the orcs are fighting a losing war with the deep faerie hosts. Various human city-states have alli-
ances with one or more orc mine-cities.
Halflings: Halflings are stout, short, people closely related to humans who average a height of approximately 3' and weigh about
60lb. They love the outdoors, food, drink, and other creature comforts, and almost universally go around unshod.
Classes
Every PC starts off with one level of an NPC class to represent their background.
List of valid starting NPC classes:
Aristocrat
Commoner
Expert
Warrior
Every PC will also start off with one level of a PC class. The available PC classes are restricted as well. Furthermore, archetypes are
not allowed.
List of available PC classes:
Barbarian
Brawler
Fighter
Oracle w/aura as a cleric
Rogue
Slayer
Witch w/aura as a cleric
Options for these classes are restricted to the CRB and the specific book they first appear in. Feats and spells are by restricted to the
CRB without
Despite starting with one NPC and one PC class level, PCs are level one, not level two, for purposes of feats and experience.
Money and Equipment
Starting Money
Starting money is determined by your starting NPC class.
Types of Coinage
There are three types of coins that an adventurer is likely to come across; copper coins, commonly called pennies, silver coins, com-
monly called groats, and gold coins, commonly called nobles. The general conversion rate is 10 pennies to the groat and 10 groats to
the noble, with 100 pennies to the noble.
2
There are other coins that may rarely be come across in ancient treasure hoards, larger gold and silver coins of strange minting, or
bizarre shapes. These will naturally necessitate traveling to a larger town to be exchanged for coins of a common minting, at a hefty
fee; the enterprising adventurers could attempt to mint their own coins, possibly earning the ire of the lord of the land.
Prices of Common Equipment
Adventuring Equipment
Item Cost
Backpack (holds 4 stone) 2gp
Barrel (20 gallon) 3sp
Belladonna (1lb) 10gp
Blanket (wool, thick) 2gp
Birthwort (1lb) 10gp
Candle (tallow, 1lb) 2sp
Candle (wax, 1lb) 6sp
Chest (ironbound, holds 20 stone) 22gp
Comfrey (1lb) 10gp
Crowbar 1gp
Flask of Oil (common, 1 pint) 3sp
Flask of Oil (military, 1 pint) 2gp
Garlic (1lb) 5gp
Goldenrod (1lb) 10gp
Grappling Hook 25gp
Hammer (small) 2gp
Holy Symbol 25gp
Holy Water (1 pint) 25gp
Ink (1 oz.) 8gp
Iron Spikes (12) 1gp
Lantern 10gp
Lock 20gp
Mirror (hand- sized, steel) 5gp
Musical instrument 25–100gp
Pouch/Purse (holds 1/2stone) 5sp
Pole, Wooden (10' long) 1sp
Rations Iron (one week) 1–6gp
Rations Standard (one week) 3sp–3gp
Rope (50' length) 1gp
Sack (small) 3sp
Sack (large) 8sp
Spell Book (blank) 20gp
Stakes (4) and Mallet 3gp
Tent 20gp
Thieves’ Tools 25gp
Tinder Box (flint & steel) 8sp
Torches (6) 1sp
Water/Wine Skin 6sp
Wolfsbane (1lb) 10gp
Woundwart (1lb) 10gp
The most common materials for arms and armor are bronze, bone, obsidian, and flint; therefore, by default everything normally
made of metal has the fragile quality. There is very little iron and it extremely expensive.
Armor and Shields
Armor Cost AC Max Dex AC check penalty ASF Wgt
3
Light
Padded 5 gp +1 +8 0 5% 10 lbs
Leather 10 gp +2 +6 0 10% 15 lbs
Lamellar, Leather 15 gp +3 +5 -1 15% 25 lbs
Medium- reduces speed to 20ft or 15ft
Hide 15 gp +4 +4 -3 20% 25 lbs
Scale 50 gp +5 +3 -4 25% 30 lbs
Breastplate 200 gp +6 +3 -4 25% 30 lbs
Shields
Light wood 3 gp +1 - -1 5% 5 lbs
Heavy wood 7 gp +2 - -2 15% 10 lbs
Tower 30 gp +4 +2 -10 50% 45 lbs
Shield Spikes +10 gp - - - - +5 lbs
Weapons
Item Cost Dmg (S) Dmg (M) Crit Rng Wgt Type Spec
Simple
Light
Brass Knuckles 1 gp 1d2 1d3 x2 - 1 lb B Brawl
Cestus 5 gp 1d3 1d4 19-20 - 1 lb B or P Brawl
Dagger 2 gp 1d3 1d4 19-20 10 ft 1 lb P or S -
Light Mace 5 gp 1d4 1d6 x2 - 4 lbs B -
Sickle 6 gp 1d3 1d4 x2 - 2 lbs S Trip
One-Handed
Club - 1d4 1d6 x2 10 ft 3 lbs B -
Heavy Mace 8 gp 1d6 1d8 x2 - 8 lbs B -
Light Flail 8 gp 1d4 1d6 x2 - 5 lbs B Disarm, Trip
Shortspear 1 gp 1d4 1d6 x2 20 ft 3 lbs P -
Two-Handed
Great Club 5 gp 1d8 1d10 x2 - 8 lbs B -
Heavy Flail 10 gp 1d6 1d8 x2 - 10 lbs B Disarm, Trip
Longspear 5 gp 1d6 1d8 x3 - 9 lbs P Brace, Reach
Spear 2 gp 1d6 1d8 x3 20 ft 6 lbs P Brace
Staff - 1d4/1d4 1d6/1d6 x2 - 4 lbs B Double, Brawl
Ranged
Dart 5 sp 1d3 1d4 x2 20 ft ½ lb P -
Javelin 1 gp 1d4 1d6 x2 30 ft 2 lbs P -
Sling - 1d3 1d4 x2 50 ft - B -
Martial
Light
Handaxe 6 gp 1d4 1d6 x3 10 ft 2 lbs S -
Light Shield * 1d2 1d3 x2 - * B -
Sap 1 gp 1d4 1d6 x2 - 2 lbs B Nonlethal
Shortsword 10 gp 1d4 1d6 19-20 - 2 lbs P or S -
Spiked Light Shield * 1d3 1d4 x2 - * P -
One-Handed
Battleaxe 10 gp 1d6 1d8 x3 - 6 lbs S -
Heavy Shield * 1d4 1d4 x2 - * B -
Spiked Heavy Shield * 1d4 1d6 x2 - * P -
Trident 15 gp 1d6 1d8 x2 10 ft 4 lbs P Brace
Terbutje/ Macuahuitl 5 gp 1d6 1d8 19-20 - 2 lbs S -
Two-Handed
4
Greataxe 20 gp 1d10 1d12 x3 - 12 lbs S -
Great Terbutje 12 gp 1d10 2d6 19-20 - 4 lbs S -
Mattock 12 gp 1d6 2d4 x4 - 12 lbs P -
Tepoztopilli 8 gp 1d8 1d10 19-20 - 8 lbs P or S Reach
Ranged
Atlatl 2 gp 1d6 1d8 19-20 50 ft 2 lbs P -
Composite Longbow 100 gp 1d6 1d8 x3 110 ft 3 lbs P -
Composite Shortbow 75 gp 1d4 1d6 x3 70 ft 2 lbs P -
Longbow 75 gp 1d6 1d8 x3 100 ft 3 lbs P -
Shortbow 30 gp 1d4 1d6 x3 60 ft 2 lbs P -
Exotic
Light
Khopesh 20 gp 1d4 1d6 19-20 - 2 lbs B or S Disarm, Trip
One-Handed
Whip 1 gp 1d2 1d3 x2 - 2 lbs S Disarm, Nonlethal,
Reach, Trip
Two-Handed
Orc Double Axe 60 gp 1d6/1d6 1d8/1d8 x3 - 15 lbs S Double
Ranged
Bolas 5 gp 1d3 1d4 x2 10 ft 2 lbs B Nonlethal, Trip
Lasso 1 sp - - - - 5 lbs - -
Net 20 gp - - - 10 ft 6 lbs - -
Movement and Encumbrance