Legacy of Jade
It is expected that characters will remain involved in the Aventure Path continuously. It is considered ideal to make adjustments to the game and characters rather than allowing any new characters to be created from whole cloth. In the case of irreconcilable differences between a character and the story, or a player’s preferences, new characters must be drawn from existing non-core NPCs, and be promoted to PC status. Many of the rules below are designed to encourage long-term player and evolving characters rather than a rolling roster of PCs.
Alignment and Chemistry
Jade Regent is an Adventure Path about a group coming together to overcome challenges on the road towards destiny. As such, Player Characters need to be able to get along when the chips are down. squabbles, disagreements, and tension are exciting and welcome, but Players need to reach an agreement about the role of inter-party disagreements. The GM expects two primary forms:
Squabbling and Banter is defined as non-destructive clash of personalities. People argue over the details and approaches, but in the end are fighting for the same thing and get along when put into a life or death situation.
Philosophical Divides are bigger dangers. These are conflicts which are built up over time, and come to a head when the party has to make a big decision with a long-reaching impact. Players should understand why these are happening and see them coming with some warning, understanding where the other Character viewpoints are coming from. These should be rarer, but should always add to, rather than detract from, the game’s story.
In general, Character’s should be Lawful Good, Neutral Good, or Chaotic Good, with some room for True Neutral (specifically working for balance) and Lawful Neutral (Following a strict ethical code.) Chaotic neutral has its place, but only with a clear idea of where the character is heading or coming from in working towards another alignment down the road.
Additionally, it may be useful to players to imagine where their characters fall on an imagined third alignment axis of Honor and Pragmatism. This is a question, essentially, of whether ends justify the means, or the journey is more important than the destination. Is your Word or your Purpose more important?
In all cases, it is worth considering this in the context of dealing with NPCs. NPCs are much like characters, and developing a dynamic with each may prove to be rewarding in Jade Regent’s large menagerie of personalities.
While initially, guidelines only allowed for the eleven core classes from the Pathfinder Roleplaying Game Core Rulebook, with permission of every other player at the table a class from the APG or Ultimate Combat may be allowed.
Variant class features are allowed as well, although any single character may only take benefits from a single class variant.
Favored Class Benefits
Any class benefit from the APG is allowed for a character to take, but must be recorded on the character sheet explicitly.
Traits from the Jade Regent Player’s Guide are required, one per player character. The remaining Trait slot for each character may be filled from any official Pathfinder source, ideally from inner Sea World Guide, Inner Sea Primer, or a specific Races of Golarion book.
While Pathfinder provides significant protections with larger hit dice for some classes, character Hp is maximized at second level in addition to first level.
Assume that unless introduced by the DM, only spells from the Pathfinder Core Rulebook are accessible to Player Characters. Players may request the introduction of specific spells or books as sources, but they are still unavailable until they are explicitly introduced.
Most, if not all, Golarion specific source books are fair game for Player Character options. Feats and Equipment from the Inner Sea World Guide as well as options from the Inner Sea Companion are allowed.
Within the Pathfinder RPG rules, a character dies when their negative hit points exceed their CON score. In Legacy of Jade, a character who reaches this threshold does not immediately die. instead, they receive a Flaw and a Hit-Point Quota to represent their brush with death. The character is considered disabled until their Hitpoint Quota is healed off, either by natural healing, or magical healing operating at reduced efficiency. This obviously can keep a character out of fighting shape for some time.
The Flaws given to a character will change based on the circumstances of their injury, but will generally be equivalent to the bonuses granted by two feats, only in penalties. Possibilities include a -4 to certain common skill checks, offhand penalties applied to both hands, or a 10 foot movement speed penalty. These penalties go away slowly, usually requiring two levels to be compensated for or otherwise worked around. However, a character may opt to not entirely recover.
Instead, a Character may opt to turn their flaw to their advantage. This requires a character to use their next available feat slot to take a special, custom feat, which offers a special talent or bonuses in another area to offset or utilize their injury. They gain a new ability, but also retain their penalties.