Open and Restricted

Not all source material (as you probably noticed from character creation) is permitted to base characters in the Sundering of Vaul. Restricted Races, Classes, Magic Items, Spells, and so on can be acquired using a cert if you can get one, but are otherwise not available. Restricted material can (and will) occasionally be thrown against the party – an adventure to track down a mad alchemist will probably involve an Alchemist from the APG… and is likely to have an alchemist cert in there somewhere as well. Be on the lookout for restricted material you want your character to have access to.

Open Material:

-Material not listed in this section or in character creation is restricted.

Equipment
- The trade goods, weapons (Small, Medium, or Large), armor, and goods and services sections of Chapter 6: Equipment in the Pathfinder Core Rulebook

Magical Items:
-Scrolls and potions of Pathfinder Core Rulebook spells with a value of 500gp and below.
-Magic Weapons and Armor with a of 1 Enhancement Bonus
-
1 versions of: Ring of Protection, Amulet of Natural Armor, Braces of Armor, Cloak of Resistance

Feats:
-All feats from the Core Rule Book
-The following feats from the APG and UM

Abundant Revelations
You can plumb the depths of your mystery to use your revelations more often.
Prerequisites: Mystery class feature.
Benefit: Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new revelation.

Extra Arcana
You have unlocked the secret of a new magus arcana.
Prerequisites: Magus arcana class feature.
Benefit: You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana.
Special: You can gain this feat multiple times. Its effects stack, granting a new arcana each time you gain this feat.

Extra Arcane Pool
You have learned how to draw more power from your arcane pool.
Prerequisites: Arcane pool class feature.
Benefit: Your arcane pool increases by 2.
Special: You can gain this feat multiple times. Its effects stack, granting you an increase to your arcane pool each time you take this feat.

Extra Revelation
You have discovered a new aspect of your mystery.
Prerequisite: Revelation class feature.
Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Special: You can gain Extra Revelation multiple times.

Oracular Intuition
You are highly sensitive to magic and changes in a person’s demeanor.
Prerequisites: Mystery class feature
Benefit: You get a +2 bonus on Sense Motive checks and Spellcraft checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Spells and Domains:
-Spells and Domains from the Core Rule Book. Note that a few Core spells are “under suspicion” at this time, but they are all level 4 and above. Polymorph and Teleport spells may be restricted after due consideration (just in case you were considering making that polymorph wizard)
-Any additional spells or domains listed in the region section or for a specific deity
-Any spells listed on a domain, path, or other similar character trait you have are open for you.

Certs

At the conclusion of every adventure, whether successful or disastrous, each player will update their character log to reflect new experience, gold, and treasure, as well as any other effect of the adventure, positive or negative. They will also receive certificates for any rewards gained. These certificates will be tracked electronically, but it is best to keep them with your character for easy reference. A certificate (cert) entitles your character to a special option. If, for example, the party finds a ring with unusual magical properties it will appear on a cert. One character from the table will keep this cert, and will thereafter have the ring. Other certs, such as the favor of a noble house, might apply to each character that participated in the adventure. Certs have the following characteristics:

Salable: A salable cert can be sold or traded to other players in any mutually agreeable manner. Example: A pair of magical boots of speed
Transferable: A transferable cert can be given away or destroyed, but does not have any value, and the owner cannot be remunerated for this sort of thing. Example: A communicable disease
Copyable: A copyable cert can be copied, and the resulting certs will either be transferable
or salable. Example: A secret
Permanent:A Permanent cert cannot be sold, given away, or gotten rid of at all, unless the
cert itself describes a specific method or requirement to do so. Example: The
Mummy’s Curse
Starting:Starting certs are not used by the character that gets them, they are instead owned
by the player. When you start a new character, you may apply up to 2 starting certs. These allow access to options not usually available to starting characters. Example: Access to the Alchemist class, or to create a Centaur character.

Open and Restricted

The Sundering of Vaul Shanashavii