Core Rulebook only.
Based on locality, other options may be ‘unlocked’ during game play as a limited duration option to replace a dead PC.
No Alchemists, Inquisitors, Summoners or Witches.
No Guns or Gunslingers.
No Anti-Paladins, Ninja or Samurai.
No APG classes.
Barbarians: Each must develop a loose ‘cultural code’ which they must adhere to (a code of honour if you like).
Clerics: Must adhere to a code of behaviour which reflects both the teaching of their faith and the position of responsibility that is expected of them as a priest.
Monks: Must adhere to a code of behaviour which should reflect the monastic culture of their training.
Paladins: Must adhere to a code of behaviour (you want the benefits, you play a character who must try to be Lawful Good – note capitalisation).
Wizard: No ‘Sin’ specialists. Some spells banned (see below).
No accelerated qualification due to Spell Like Abilities.
Item Creation Feats:
No item creation whilst travelling/resting during an adventure and all pre-requisites must be met.
Fey Foundling (Too good);
Fury’s Fall (Duplicates Agile Manoeuvre);
Leadership (Too good);
Players may select two, but one campaign trait must be taken.
Snowball (Wizard Lvl. 1)