Minri (catfolk oracle) - death by heat exhaustion
Canaan (human cleric) - death by falling off a cliff
Kylar (human rogue) - killed by cannibals
Ari'ana (elf witch) - killed by nasty skeletons
House Rules:
The Code:The rules exist to give us a frame of reference for actions, and to give us guidelines for how the game progresses. They can and will be modified when necessary to support the story and to support the game functioning in a way that makes sense. Unclear and poorly written rules will be clarified or re-written by the GM. The following are some examples of re-written rules. Others will be added to the list as necessary.
1) Two-Weapon Fighting penalties apply when fighting with two weapons, not when using the Two-Weapon Fighting special full-attack action.
2)Simulacrum may not recreate any spell or spell-like ability above 6th level, and requires a body part of the creature to be made.
3) Critical Fumbles: On an attack roll of natural 1, a confirmation roll will be made in the same fashion as confirming a critical hit (using all the same bonuses, etc.). If the confirmation roll misses, the attack is a critical fumble, and an effect card from that deck will be drawn and applied.
4) Exploding Criticals: If a confirmation roll for a critical hit is both a critical threat and a hit, the roll can be confirmed a second time to add to the crit an effect from a card from the Critical hit deck; additional multipliers will modify the original unmodified dice (Ex: Crit x4 weapon crits and draws double-damage card = x5 damage)
5) A roll of natural 1 on a skill or ability check can, at times, be considered as a fumble, with corresponding results. (the normal rule is to ignore crits and fumbles on skill/ability checks and just look at the result)
6) A roll of natural 20 may, at times, be considered as an auto-succeed on skill or ability checks with corresponding results. (the normal rule is to ignore crits and fumbles on skill/ability checks and just look at the result)
7) Roleplay overrides dice in certain instances (I'm looking at you, social skills >.>); functionally, this will be treated as an arbitrary modifier to the check in question.
8)Cure and other Healing subschool spells belong to the Necromancy school of magic ("Necromancy spells manipulate the power of death, unlife, and the life force."); this is mostly for flavor
9) When leveling up, HP will be rolled, re-rolling 1s
10) Exceptional roleplay can gain bonus experience.
11) "Item Readiness." Basically items are either "readied" (sheathed weapons, items in bandoleers, etc), "convenient" (such as a belt pouch, satchel) or they are stored (backpacks, sacks, etc.) Normally a readied item is a swift action to draw, a convenient item is a move action, and a stored item is a full-round action. It should also be noted that putting the item AWAY is also the same action. The Quick draw feat bumps all of these actions down a step (swift to free, move to swift, full-round to standard) and can be used on more than just weapons. Dropping a backpack or similar container is a move-equivalent action that cannot be modified.
12) Except in exceptional circumstances, leveling takes place after resting.
13) If necessary, characters can make an Insight check (1d20+Primary Stat Modifier) to gain insight into current situation and receive a small amount of divine guidance (hint)
14) Optional Rule: Massive damage is in effect
15) Taking 20 is only available conditionally.
16) Modifications to the Climb and Swim skills: in the absence of Climb and Swim speeds, speeds for Climbing and Swimming will be determined as follows
-Meet DC: travel a distance equal to natural reach (0 ft. Fine/Diminutive/Tiny, 5 ft. Small/Medium, 10 ft. Large, etc.)
-Beat DC: travel an additional distance equal to 1 ft. per 3 over DC
-Fail by less than 5 = no progress
Fail by 5 or more = fall/sink
-Accelerated Climbing: you can instead travel an additional distance equal to 1 ft. per 1 over DC by accepting a -5 penalty on your check
17) Rope.
--17a) Tying knots is a function of the Climb skill.
-Basic Knot: Climb DC 10
-Trick Knot (slipknot, sliding, quick-release): Climb DC 15
-Knot Around Self one-handed: +5 DC depending on knot type
--17b) Binding somebody is a function of the Combat Maneuver mechanic; GM will make the bind roll, or Take 10 is permitted; opposed by Escape Artist or Break check
--17c) Grappling Hooks are treated as either a Climb check or a Ranged Touch Attack with an improvised weapon against a DC 10 target (+2 per 10 ft. of distance, maximum range 50 ft.)
18) Leadership is not a permitted feat.
19) Archetypes that make use of firearms are not permitted.
20) Equipment from books not listed above are only available with GM permission.
21) Control of Animal Companions will be granted to the Player, but the GM has power to override if the behavior does not match a) animal instinct or natural behavior (a tiger is not a lap cat), or b) an animal of the Animal Companion's type (canines submit to an Alpha). Likewise, Animal Companions do not necessarily obey commands without an appropriate check (Handle Animal) to perform the necessary trick. Taking 10 out of combat is permitted for a default attitude.
22) Cohorts granted by Leadership are, as stated in the Leadership feat, NPCs. Character design belongs to the player, subject to GM approval. Broad control guidelines belong to the player, but specific control to the GM (Ex: PC can give instructions to Cohort, but GM determines how instructions are carried out). The Player and the GM will collaborate to determine Cohort personality, motivations, and reasons for associating with the PC in question. Any decisions made for the character must make sense (Ex: fighters don't take wizard levels without reason; LG clerics will probably not want to spend time with CN characters, barring extraordinary circumstances).
Available Resources:
Materials may be used from the Core Rulebook (CRB), Advanced Player's Guide (APG), Advanced Race Guide (ARG), the Inner Sea World Guide (ISWG), the Races of Golarion line (#oG, # = B, D, E, G, G, H, H, K, O), the Blood of Golarion line (Bo#, # = A, F, M, N), and the Faiths of Golarion line (Fo#, # = B, C, P).
1) The following classes are not permitted: Paladins, Summoners
2) Archetypes from any book are permitted for available classes, subject to inspection by GM.
3) Prestige classes from any book are permitted, subject to inspection by GM.
4) Races selected must be presented in one of the available books and must conform to a 14RP or less restriction. (Exception: Darklands races are not available [Drow, Duergar, etc.], custom races are not available)
5) Replacement characters will not have any bonuses from lost or unavailable NPCs.
6) Replacement characters will be generated using the 25-pt. buy generation method.
7) Replacement characters will have wealth equivalent to an average of the rest of the party, not necessarily according to the WBL table.
8) No evil alignments.
9) Retraining rules and some downtime rules are available from Ultimate Campaign.