All optional and house rules active in the Estari campaign. These modify or extend the Pathfinder 2e ruleset for the 9th Era setting.
Each player takes on a role to keep the party organized. These are session responsibilities, not character abilities.
The leader ensures everyone is doing their jobs and follows up on anyone who falls behind. When gaps appear, missed logs, uncounted loot, forgotten rations, the Party Leader fills them or delegates. They are the glue that keeps the session running smoothly.
Responsible for submitting events to the group timeline. At the end of each session, the Time Keeper must update the timeline with everything significant that occurred. Every player can submit and edit events, but the Time Keeper is accountable for making sure it happens.
Keeps the group's shared loot up to date. Throughout each session, the Loot Keeper tracks items acquired, sold, or distributed and ensures they are recorded in the group inventory. They do not manage individual player character sheets, only the shared party loot.
Tracks everyone's ration usage across sessions. Food, water, and consumable supplies, the Resource Tracker keeps count so the party doesn't find itself starving three days into a crossing because nobody was paying attention.
Maintains the party's Hero Forge tokens so every character looks the way they actually are in play. When someone equips new armor, claims a signature weapon, loses an eye, gains a scar, dyes their hair, or is otherwise transformed by the events of a session, the Token Keeper updates that character's token to match. They are not responsible for building tokens from scratch, only for keeping existing ones current with items acquired, wounds taken, and changes the story has imposed on the party.
If you are playing an Estari character, you use the following creation process instead of standard point buy:
Estari use the Pathfinder 2e Dual Class optional rule with one additional restriction:
Your two classes cannot be directly connected on the Class Web.
On the Class Web, clicking any class highlights all classes directly linked to it by a single step, those are the classes you cannot choose as your second class. Your second class must be separated by at least two steps along the shortest route between them.
Non-Estari characters use the standard Pathfinder 2e character creation rules:
Divine healing can only affect targets who share the same faith as the caster, including the caster themselves.
A divine caster cannot heal someone of a different faith or someone with no faith. This restriction applies to all divine healing spells and abilities.
Primal healing cannot target the caster. It can heal allies normally without restriction.
This applies to all primal healing spells and abilities, regardless of range or targeting method. The caster is simply not a valid target for their own primal healing.
The four magic traditions form a closed cycle. Each type overcomes the next clockwise: Arcane overcomes Divine, Divine overcomes Primal, Primal overcomes Occult, Occult overcomes Arcane.
| Rule | Details |
|---|---|
| Counterspelling | You may use any spell slot of the same level to attempt a counterspell against any tradition. Counterspelling the type you overcome (clockwise neighbor) is automatically successful if your slot is equal level. |
| Detect Magic | Reads your own type and the type to the left (counter-clockwise). Detects nothing from the opposite type. |
Any number of casters may join a Collective Cast. Effects scale with the number of participants.
| Parameter | Effect |
|---|---|
| Effective Spell Level | Base level + number of additional casters |
| Attack Bonus & DC | +1 per additional caster |
| Cost | 1 untyped damage to HP per participating caster |
All tool kits have 10 charges. Each charge is consumed when you make a check using the kit, regardless of success or failure.
Every being with a soul has at least 1 level by adulthood. This is a universal constant of existence in the 9th Era.
Taking multiple actions in a single turn draws on your Stamina pool. Your first action each turn costs nothing. Each additional action carries a mounting Stamina cost as your body is pushed further within the same breath of time.
| Action This Turn | Stamina Cost |
|---|---|
| 1st Action | 0 โ free |
| 2nd Action | 1 Stamina |
| 3rd Action | 2 Stamina |
| 4th Action (if available) | 3 Stamina |
| 5th Action (if available) | 4 Stamina |
Each action beyond the first costs 1 more Stamina than the last. If you cannot pay the cost, you cannot take that action. Abilities that grant additional actions beyond the normal three โ through feats, items, or special circumstances โ follow this same escalating pattern without exception.