Rules

Sigil Map

These are the rules we used when still playing DND 3.x. To view the more current, Pathfinder RPG compatible stuff visit the wiki on our Campaign Hub

We will be using the Pathfinder RPG as our core rules for the campaign. Spellcasters will be limited to the spells available in the core rule book unless given access to supplements by the DM.

Cosmology

The Cosmology of the setting is the classic Planescape / Spelljammer cosmology as presented by TSR in the early 1990s. Thankfully due to the diligent efforts of our teams on both the Official Sites for these settings we have both a complete 3.5 conversion of Planescape and a minimalist but well crafted conversion of Spelljammer. Additional material allowed in game is listed below the Campaign Setting Conversions.

To start off with here are search-able indexes for the WOTC Books, they will allow you to find that feat you saw twenty books ago.

Pathfinder Reference Document (PRD) which consists of all of the open content rules for the Pathfinder system. Also here is the  Online SRD (d20 Ruleset) for content not available on the Pathfinder document.  Both of these resources are fully hypertext enabled and search-able. While they only contains the Open Gaming Content, that is still 90% of the full rule-set. Numerous tomes are available at the DM’s Lair(tm) for speculative browsing.

Character Generation– A fully detailed breakdown of the Planejammer Campaign standards for generating a new character.

  • The Planescape Campaign Settingincluding DM’s Screens! – A full conversion of post Faction War Planescape to the DND 3.5 rules. [Pathfinder updates will be done as needed.]
    • Chapter1 Introduction – This is an introduction to the Planescape Campaign Setting, including information about the PS3E project, the history and themes of Planescape, and a description of the cosmology itself.
    • Chapter 2 Races – This chapter introduces players to the 17 standard Planescape races, and deals with as well home planes, monstrous races, prestige races, languages, and character regions.
    • Chapter 3 Factions – This chapter introduces the 16 major factions of the multiverse, including the history of the factions and a detailed description of each group. This chapter also explains everything a player needs to know about being a member faction and using the material found in Chapter 4.
    • Chapter 4 Feats and Skills – This chapter contains updated and additional skills for a Planescape campaign. It also includes well over 100 new regional and faction feats, with about 9 feats per faction alone.
    • Chapter 5 Magic – Magic is an essential element of the planes, and the types of magic are a lot more varied. Included here are rules on some new types of magic as well as spells specific to planar life or the factions themselves.
    • Chapter 6 Life in the Multiverse – This chapter contains a wealth of information about the planes and those who live in them. A perfect resource for bringing life to your Planescape campaign.
    • Chapter 7 Sigil – This chapter provides players and DMs with a complete guide to Sigil, the City of Doors, a central metropolis in the multiverse and the main city for many Planescape games. Written from a planar perspective, for planar characters familiar with the Cage, the level of detail should please all readers.
    • Chapter 8 The Planes And Beyond – This chapter takes a more in depth look at the cosmology of the multiverse, mirroring books such as the Manual of the Planes while providing a Planescape spin. The information here provides players with everything they should know when playing planar characters.
    • Chapter 9 DM’s Dark – This chapter includes advice for running Planescape games, background and plot information that players should not know but DMs may find useful, and tips for customizing the setting to your liking.
    • DM Screen
  • Spelljamer 3rd Edition Conversion– For ship combat and statistics our campaign uses Airships by Bastion Press with the Helms included below added to the mix.Dreamer did a great job of converting while still cleaving as close to the originals as possible!
  • Additional Setting Info– Cosmology and attendant rules.

DM library

Races

  • Core Races in Spelljammer– Additional info pertaining to the Core DND races as they appear and interact within the Spelljammer setting.
  • Optional Races in Spelljammer – From Additonal WOTC Sources (i.e. Stormwrack, Frostburn, etc.)
  • Xixchil – the insectile body modification surgeons of Wildspace!
  • Hadozee– Deck apes. Loud, foul mouthed, orange furred deck apes sought after by captains due to their incredible work ethic.
  • Kzinti– Silver Dragon Press had a great take on the Kzinti, a felinoid race originating in Larry Niven’s Ringworld novels. Dragon Magazine #50 included a DND conversion of the race and they have been a part of my campaigns ever since. (Greyspace and beyond)
  • Saurials– The dinosaur humanoids of the Faerun’s Lost Vale (Realmspace)

Prestige Classes

  • Master Scavenger– Scavenging the spaceways salvaging that which others might miss.
  • Wonderseeker– These chaotic wildspace wanderers can be dealy enemies or staunch allies.

Feats and Skills

Equipment

Additional Rules In Use

Variants Used:

Dungeon Master’s Guide v.3.5

  • Striking The Cover Instead of a Missed Target p.24
  • Clobbered p.27
  • Critical Misses p.28
  • Critical Success or Failure p.34
  • Power Components p.36
  • Summoning Individual Monsters p.37
  • What Disabling a Device Means p.70
  • Upkeep p.130
  • Nonmagical Psionics p.297
  • Less Lethal Falls p.303
  • Expanded Psionics Handbook
    • Hidden Talent p.67
Complete Divine

  • Faith Feats p.86

Manual of the Planes

  • Deep Ethereal p.55
  • The Pantheon That Morphs Together p.89
  • The Blood War p.90
  • Gnomes Alone on Bytopia p.137
  • The Nastily Neutral Outlands p.148
  • Appendix: Variant Planes and Cosmologies p.201 – (All Variant Planes ONLY- Great Wheel/Doppel Cosmology)
  • Nastier Faerie Traits p211