Creation Rules

Character Creation Rules



18, 16, 14, 12, 10, 8


Max HP at level 1
Average +1 at subsequent levels


Core Only

Available Classes & Starting Gold.

Core Classes + Archetypes from the APG.
APG Classes (no Archetypes)

250 g worth of Ether per Character.

Animal Companions: You have died, and so did your companion, finding a new one in hell will be tricky so best not include it in your build


Any Feat from the CRB or APG


any from the CRB and APG

Alignment Restrictions


Campaign Specific Rules

Character Recreation

Every once in a while as players we make a character that does not work, either with your current party, or at all.

While such events are rare, you have an option to replace your character with another character of equal wealth when you reach a “save” area.

Such actions require DM consultation before hand.

Exchanged members must hold an equal portion of loot when being swapped (GP for GP) party loot stays with the party

No Multi Classing

You Cannot Multi Class in this Campaign, This is done to prevent power gaming and force players to make hard choices with early progression. By removing the option to multi class in session levelling can happen without a large delay to play and Characters stay simple enough that game play can be streamlined.

No Prestige Classes

This Rule was implemented for much of the same reason the no multi classing Rule. At first prestiges were going to be allowed in this game, but to keep the game streamlined for fast play and levelling Prestiges have been removed

No Mass Summons

As before, Summons can slow play, Any player wishing to cast a summon spell will have to have the creature token prepared prior to the session start, and it must be submitted to the DM. If the creature is not prepared for the session the spell fizzles.

Also a Casters can only have 1 active summon spell at a time.
(So a party of 4 wizards could cast summon monster 4 x in a battle)

Spells and Macros

Casters will have to have prepared macros created for all prepared spells and incantations. Failure to have a understandable macro prepared and a wiki link/source PG#. referenced will have their spell fizzled

Also if spells allows Saving throws, or SR you must include that in the descriptive text.

I know all this may seem harsh, but a prepared caster means a faster, and more enjoyable game for everyone, including your dm, know your spells and be prepared before it is your turn to act, so players are not waiting for you to make decisions.

Turn Duration and Communications

A single round consists of 6 seconds, amidst all the chaos your players are only able to say one small sentence a round.

Example of what not to do:
Bob casts a spell while being attacked by a kobald
Jim: “BoB do you need help?”
BoB cant reply as he is casting a spell with verbal components
Fred: “Bloody hell man!”
Jill: “Just Go!”

This would be a long winded conversation for six seconds, and such acts should be avoided, Players are asked to only talk on their initiatives to simulate the speed of combat.

Example of what to do:
Bob casts a spell while being attacked by a kobald
Jim says “Don’t worry BoB I’m coming!” as he charges a nearby kobald

Don’t be afraid to make snap decisions on your initiative, you and your characters are not expert strategists, and even if they are in the heat of battle mistakes are made, live in the moment and let the dice do the work.

Players who delay the game will find their characters taking inaction as they “think” of what to do.

Restricted Materials

The reason for the restricted materials and classes is to try and keep game balance so that no class dramatically out shines the others, Spells feats and class features have been reviewed to optimise the game in a manner that all involved can enjoy the game.

Players are asked to try and be prepared so that their characters can act even when out of spells, or low on hit points. buy potions, ranged weapons, melee weapons and adventuring gear so that you will be able to survive in an endless dungeon. Food, water, and perhaps entertainment should be looked into as who knows how long you will be down there.


This game is designed so Rest is limited. Players can only rest when they reach certain check points, or at the end of a level, this is to ensure there is a constant challenge to the players, but also force players to live with their mistakes. Blow all your spells in the first encounter, and find your self crippled as you crawl further into the depths of the dungeon.

Safe Rooms in the dungeon are designed in a way that once secured you can rest without worry, but as soon as they are reopened they cannot be secured again.

Also after clearing a floor that floor is deemed “safe” for resting. so don’t jump ahead before your fully prepared as who knows when you will be able to rest again.

Each character receives two generic traits. Generic traits cannot stack to boost the same skill, save or hp twice

+2 HP
+1 Trait bonus to a skill, Makes that skill a class skill. (Trap finding is no longer required to find/disable Magical traps)
+1 Trait bonus to a single save

Creation Rules

Endless Dungeon - Pathfinder Taloswind Taloswind