All references to existing rules are to the most recent edition of the Pathfinder Roleplaying System, or to publications of 3.5 D&D not supplanted by that system.

Character Generation

Planewalkers' Journies uses the Fast XP progression (Table 4-1), and stat generation is by one of three methods.
  1. Point-based, 20 point total (Table 2-1)
    ScorePoints
    7-4
    8-2
    9-1
    100
    111
    122
    133
    145
    157
    1610
    1713
    1817
  2. 4d6 drop lowest, with one reroll of the entire set if desired.
  3. Dagon grid. Roll 4d5, drop lowest, +3 9 times, Placing the values in a three-by-three grid from top left to bottom right, as shown.
     STRDEXCON
    INT121712
    WIS101518
    CHA131214
    For each stat, you may select a value in that stat's row/column, but you may not select a value twice for two different stats.

All characters may select a plane - preferably either a plane of origin or a plane they would have some level of past familiarity with. They will receive the following with regard to that plane: "Planar Familiarity: Possesses a +4 bonus to Knowledge(Planes) checks made for things involving the chosen plane. This allows the use of the skill untrained if with regard to such a topic."
Members of the Planewalker's Guild receive the following ability: "Planewalker's Guild: +2 circumstance bonus to saves made against environmental effects and planar hazards"

Race

Ignore LA listed below: Effective level works differently in Pathfinder. Instead contact me if you wish to use a race that would have had LA in 3.5.
Besides the core races of Pathfinder and of the Forgotten Realms, Dragonlance, and Eberron campaign settings, and creatures with an LA found in the Monster Manual, the following races are explicitly allowed for use by players. Some LA values may differ from the values given in the provided sources - the values listed here are considered errata.

Some templates will also be considered acceptable as well. The following are explicitly allowed for use by players.

Half-celestial and half-fiend are also explicitly allowed; however, they have been altered for this campaign. Contact me if you wish to use either template for your character. While technically being an awakened animal does not provide a template, it will be considered one at the equivalent of LA +1 for purposes of this campaign.
Other races and templates, especially those with low LA and a heavy planar theme, may be accepted, but the above races and templates are considered immediately acceptable.
Depending on their origin, a character may receive one of these abilities.

Bariaurs recieve the following changes to recial abilities:
Mephlings recieve the following changes to racial abilities:

Class

General

All NPC classes are limited to 10th level of progression.

Cleric

Despite mentions to the contrary scattered across a few sourcebooks, Positive and Negative energy are no longer associated with Good and Evil, but rather with Law and Chaos respectively. This is much more fitting given that Positive is most commonly analogized with creation, while Negative is most commonly analogized with entropy.
Channeling Positive and Negative energies are no longer Good and Evil acts respectively for the same reason, although the specific usage of the energy may be Good or Evil depending on the situation. Neither are they Lawful or Chaotic acts, however, as the energies themselves do not affect how they are used. Despite that, however, restrictions on channeling Positive or Negative energy are now based on Law/Chaos, not Good/Evil.
Clerics now recieve a base of 4 skill points/level

Commoner

Commoners have no class skills, and receive 4+Int skill points per level.

Fighter

The fighter has been entirely replaced from its Pathfinder version. The following is considered to have replaced it.

Alignment: Every alignment has its share of Fighters, however more Fighters are of Lawful alignment than of Chaotic Alignment.

Races: Every humanoid race has warriors, but actual Fighters are rarer in societies that don't value logistics and planning. So while there are many Fighters among the Hobgoblins, Dwarves, and Fire Giants, a Fighter is rarely seen among the ranks of the Orcs, Gnomes, or Ogres.

Starting Gold: 6d6x10 gp (210 gold)

Starting Age: As Fighter.

Hit Die: d10
Class Skills: The Fighter's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills individually) (Int), Perception (Wis) Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skills/Level: 6 + Intelligence Bonus
BAB: Good, Saves: Fort: Good; Reflex: Good; Will: Good

LevelBenefit
1Bonus Feat, Combat Focus, Weapons Experience
2Bonus Feat, Bravery +1
3Armor Training 1, Problem Solver, Pack Mule
4Bonus Feat
5Active Assault, Forge Lore, Weapon Training 1
6Bonus Feat, Bravery +2
7Armor Training 2, Improved Delay
8Bonus Feat
9Foil Action, Weapon Training 2
10Bonus Feat, Bravery +3, Armor Mastery
11Armor Training 3, Lunging Attacks
12Bonus Feat
13Array of Stunts, Weapon Training 3
14Bonus Feat, Bravery +4
15Armor Training 4, Greater Combat Focus
16Bonus Feat
17Improved Foil Action, Weapon Training 4
18Bonus Feat, Bravery +5
19Armor Mastery, Intense Focus, Supreme Combat Focus
20Bonus Feat, Weapon Mastery

All of the following are Class Features of the Fighter class:

Weapon and Armor Proficiency: Fighters are proficient with all simple and Martial Weapons. Fighters are proficient with Light, Medium, and Heavy Armor and with Shields and Great Shields.

Weapons Experience (Ex): Fighters train obsessively with armor and weapons of all kinds, and using a new weapon is easy and fun. By practicing with a weapon he is not proficient with for a day, a Fighter may permanently gain proficiency with that weapon by succeeding at an Intelligence check DC 10 (you may not take 10 on this check).

Combat Focus (Ex): A Fighter is at his best when the chips are down and everything is going to Baator in a handbasket. When the world is on fire, a Fighter keeps his head better than anyone. If the Fighter is in a situation that is stressful and/or dangerous enough that he would normally be unable to "take 10" on skill checks, he may spend a Swift Action to gain Combat Focus. A Fighter may end his Combat Focus at any time to reroll any die roll he makes, and if not used it ends on its own after a number of rounds equal to his Base Attack Bonus. A fighter may gain Combat Focus once per combat encounter.

Bravery (Ex): Starting at 2nd level, a Fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a Fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum -4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Problem Solver (Ex): A Fighter of 3rd level can draw upon his intense and diverse training to respond to almost any situation. As a Swift action, he may choose any [Combat] feat he meets the prerequisites for and use it for a number of rounds equal to his base attack bonus. This ability may be used once per hour.

Pack Mule (Ex): Fighters are used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment. A 3rd level Fighter suffers no penalties for carrying a medium load, and may retrieve stored items from his person without provoking an attack of opportunity.

Active Assault (Ex): A 5th level Fighter can flawlessly place himself where he is most needed in combat. He may take a 5 foot step as an immediate action. This is in addition to any other movement he takes during his turn, even another 5 foot step.

Forge Lore: A 5th level Fighter can produce magical weapons and equipment as if he had a Caster Level equal to his ranks in Craft. He gains Craft Magic Arms and Armor as a bonus feat; this ability, however, also applies to any other crafting feats he may take.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Further, should the fighter possess any weapon-specific feats for a weapon in this group, it applies to all weapons in the group.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Improved Delay (Ex): A Fighter of 7th level may delay his action in one round without compromising his Initiative in the next round. In addition, a Fighter may interrupt another action with his delayed action like it was a readied action (though he does not have to announce his intentions before hand).

Foil Action (Ex): A 9th level Fighter may attempt to monkeywrench any action an opponent is taking. The Fighter may throw sand into a beholder's eye, bat aside a key spell component, or strike a weapon hand with a thrown object, but the result is the same: the opponent's action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended. A Fighter must be within 30 feet of his opponent to use this ability, and must hit with a touch attack or ranged touch attack. On a successful attack, the target must succeed on a reflex save of DC 10 + 1/2 the fighter's class levels + the fighter's Str or Dex modifier (chosen at the time this ability is gained) or the action is lost. Using Foil Action is an Immediate action. A Fighter may not wait until an action is partially completed before deciding to attempt to foil the action, but must instead attempt to foil an action as it is declared. Note that this means that a Fighter may not foil a Full Attack (because it is not declared until after it has already begun), nor may he foil a move or charge action that began out of range.

At 17th level, Foil Action may be used at up to 60 feet.

Armor Mastery (Ex): At 10th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield. At 19th level, this improves to DR 10/—

Lunging Attacks (Ex): The battlefield is an extremely dangerous place, and 11th level Fighters are expected to hold off Elder Elementals, Hezrous, and Hamatulas. Fighters of this level may add 5 feet to the reach of any of their weapons.

Array of Stunts (Ex): A 13th level Fighter may take one extra Immediate Action between his turns without sacrificing a Swift action during his next turn.

Greater Combat Focus (Ex): At 15th level, a Fighter may voluntarily expend his Combat Focus as a non-action to suppress any status effect or ongoing spell effect on himself for his Base Attack Bonus in rounds.

Intense Focus (Ex): A 19th level Fighter may take an extra Swift Action each round (in addition to the extra Immediate Action he can take from Array of Stunts).

Supreme Combat Focus (Ex): A 19th level Fighter may expend his Combat Focus as a non-action to take 20 on any die roll. He must elect to use Supreme Combat Focus before rolling the die.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically deal maximum damage, confirm all critical threats, and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Monk

A monk's unarmed strike becomes masterwork at 4th level.
Monks no longer recieve a penalty for using two weapons with Flurry of Blows
All monk unarmed damage is increased by one step, with level 20 unarmed damage moving to 3d6.

Paladin

Paladins now recieve a base of 4 skill points/level.

Sorcerer

Sorcerers now recieve a base of 4 skill points/level.

Description

Mindless undead now have the alignment "Often CN". The alignment of intelligent undead is not changed for the most part, due to the tortures of the creature's mind and soul that are required to create them, but this is to be determined for specific beings on a case-by-case basis. Similarly, it is no longer an Evil act to animate or create undead; it is still an Evil act to create Evil undead, but this is purely because a) it is an Evil act to create an Evil being of any sort, and b) the methods of doing such almost always include other Evil acts.
Contrary to the BoVD, it is not an Evil act to consort with fiends. Nor is it a Good act to consort with celestials - although this was nowhere stated, some may have inferred it by symmetry.

Skills

Your progress per day for a Craft check is now simply your total skill check in SP if your skill check beats the target DC. Rules for failing to meet the target DC are the same. You can also no longer take 10 on a Craft check.
The Profession skill is now officially removed from this game. If you want benefits from something like it, you can essentially just take it for free as part of your background; if it's reasonable for you to be able to do something Profession-y, you can, no skill points required.
From the PSCS, Chapter 4:

The multiverse is vast, far larger than most primes can fathom. Studying every corner of the multiverse is impossible, and proper study in this field requires choosing a few planes to focus on at a time. For every four ranks in Knowledge (the planes) you must select a plane as a specialty, such as Baator or the Plane of Fire. This represents special attention paid to that plane's traits, layers, and inhabitants.

Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). The DCs listed below are reduced by 10 for any plane with which you have a specialty.

DCTask
10 You know the cosmology of the planes and the basic theories behind them.
15 You can name the major exemplar races.
18 You are familiar with the known effects of a plane (e.g. the maddening winds of Pandemonium) and common forms of protection.
20 You are able to identify the most common inhabitants of a plane.
20+CR You are familiar with the basic abilities of the common inhabitants of a plane.
25 You know which major organizations are known to have influence on a plane
25+CR You are familiar with the habits and weaknesses of the common inhabitants of a plane.
26 You know the elemental and energy traits of a plane or layer.
28 You know the water of a plane or layer is drinkable.
30 You know whether some of the material (such as plants or animals) from a plane or layer is edible.
30 You know which deities are believed to inhabit the plane.
30+ You know the histories of a plane's major societies and cities.
30+ You are familiar with any known risks from a planar feature
35+ You know the legends and lore of a plane's hidden realms.

Action: Usually none. In most cases, making a Knowledge check doesn't take an action—you simply know the answer or you don't.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something you never learned in the first place.

Special: An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge.

Feats

All feats refering to specific weapons, such as Weapon Focus, now instead refer to weapon groups as in the Weapon Training fighter ability. Natural weapons are grouped not in one category for purposes of this rule, but according to weapon type - slashing, piercing, or bludgeoning.
The first sentence of Persistant Spell is modified to say "...it must make another saving throw against the effect with a +7 bonus."
Rapid Reload now allows you to reload a one-handed firearm as a free action, or a two-handed firearm as a standard action.

Combat

All individuals with class levels and no level in a full casting class can make a full attack as a standard action. As a full round action, they may make all attacks at their highest BAB.
Guns no longer misfire.
Touch attacks, including those from holding a charge, provoke an attack of opportunity.

Equipment

Custom items available to all

Belissan torch

Torches made of belissan wood burn without consuming themselves while in Selune's realm, including the Infinite Staircase. While on the Staircase or elsewhere in her realm, they act as everburning torches, though they are consumed as normal outside the Gates of the Moon. They are not magical.

Price 1 gp.
Horseshoes of ascent

These horseshoes, when shod on a horse or other hoofed animal, allow it to climb stairs as if they were ramps. Because of the nature of this item's enchantment, it is only effective within the Infinite Staircase.

Faint Evocation; CL 3rd; Craft Wonderous Item, Tenser's floating disk, must be crafted on the Infinite Staircase; Price 100 gp.
Certain outfits can be enchanted as if they were masterwork armor. Any outfits with a GP cost of 25 or more qualify for this.
Magic items whose costs follow the pattern of Spell Level X Caster Level X Static Cost have their static costs reduced by 3/5ths and the Spell Level replaced by SL2. Specifically, the following formulae are now in effect:

Spells

Banned Spells


All alignment descriptors are removed from spells, except for those spells that fall under the following specific categories:
  1. Spells which summon or create beings or items connected with a specific alignment
  2. Spells which specifically act against beings of the opposing alignment
All spells changed by this are those formerly having the Evil descriptor. Specifically, the following core spells no longer have an alignment descriptor: Animate Dead, Contagion, Death Knell, Symbol of Pain. Create Greater Undead and Create Undead now only possess the Evil descriptor when used to create undead of Evil alignment. Deathwatch and Eyebite would be excluded as well, except that these spells already no longer possess the Evil descriptor in Pathfinder. Other spells from other sourcebooks will be judged on a case-by-case basis. Note that this does not preclude it being an evil act to use spells from which the Evil descriptor was removed, but there is no longer anything innate about those spells that makes them Evil; the same applies to Good, Lawful, and Chaotic, despite the fact that no spells formerly possessing those descriptors in core have had them removed.
Targets affected by Sleep any extended-duration spell that applies a condition may now make a saving throw every round to end the effect.
Arcane Lock now merely provides a +10 bonus to the target's Disable Device check to open the lock, in addition to the +10 bonus to break it open.
Deprecated by identical change in Pathfinder
Spells in the Elemental Body line now take an elemental descriptor (or descriptors) according to the form taken. Elemental descriptors are associated with forms as follows:
The slow descent feature of the Fly spell no longer triggers when the spell is dispelled, only when it ends naturally.
Knock, rather than automatically opening a lock, instead allows the caster to make a caster level check (modified by the caster's relevant ability mod) vs. the DC of the lock to open it.
Deprecated by similar change in Pathfinder
Similar to the second function of Magic Circle, a diagram can be inscribed to increase the duration of the first function of the spell to 24 hours per caster level. When used in this manner, other creatures cannot use SR to penetrate the spell. If this diagram is reinforced by Dimensional Anchor, then it prevents all attacks and abilities wielded by those of the proper alignment against those within similarly to the second function; however, anyone within the circle under this combination is considered as affected by Dimensional Anchor themselves.
The "Trigger Object" method of Trap the Soul now has SR and Will checks identical to the "Spell Completion" method, with inscribing the name upon the object akin to speaking it.