

Two generations after the Great Demon War, the young adventurers of Safka set out on what begins as a simple trade and exploration mission. Led by the ever‑optimistic brewer Dar‑Wynn, the group includes the sharp‑tongued alchemist Nori Yfelcleaver, the volatile gnome weaponsmith Flan, and the stalwart dwarven armorer Kurdreg Bloodbane. What began as a hopeful trade journey quickly spirals into chaos as strange magic and demon incursions reshape both the land and the party itself. Dar‑Wynn becomes a winged feline humanoid, Flan sprouts a third eye and an unexpected pregnancy, and Kurdreg gains both a fairy companion and a rat’s head. Their misadventures escalate from fungal monsters to botched rescues, including accidentally shooting an actor during a staged “orc sacrifice,”.
Their path eventually leads them to Covenant, where they discover the town’s dragon ruler trapped in a housecat’s body and the city under threat from a rising demon horde. Joined by Konrad, Yalandra, and the warrior Lead Tiger, the group fights through collapsing streets and swarming demons to revive the wizard Cantankerous and restore the dragon Val to her true form. Lead Tiger falls holding the line, but Val awakens in time to unleash a devastating frost breath that freezes the invading demons and saves the survivors.
In the aftermath, Val burns the corrupted city, honors Lead Tiger, and reveals that the barrier between planes is failing — a crisis tied to the lost substance Amecus. With enchanted gifts, new purpose, and the weight of a world on the brink, the unlikely heroes of Safka realize their expedition has become something far greater. What began as a trade mission is now the first step in confronting a new demon threat and uncovering the truth behind the weakening planes.

Notes
HOUSE RULES
Fumble: Whenever an attacker rolls a natural 1 on the die, the attack misses and there is the threat of a fumble. The attacker must immediately make a confirmation roll, using their full base attack bonus (and accompanying modifiers). If the attack roll would miss the target, the attacker fumbles. The attacker will then roll a d10 which will determine the result of the fumble. An attacker can only fumble once per combat.
Death: When a character dies they roll for a chance of Divine Intervention from their Deity. A d100 will be rolled and if the result is 95 (90 for clerics) or above the character comes back to life with 0 HP. If they fail others in the party may also attempt the same roll. There may be additional effects from coming back from the dead for the character as determined by the GM, especially if a character is saved by a deity other than the one they originally followed.
Hero Points: Hero Points are only awarded to player characters. Hero points do not renew over time or with rest. Once spent, they are gone forever. The GM is the final arbiter on the award and use of hero points.
EARNING POINTS: The GM is the only one who may award hero points.
Backstory (1) - Completion of a written backstory for all characters.
Adventure Journals (1) - Completion of a written adventure journal posted the evening before the next game.
Heroic Acts (1) - Whenever a character performs an exceptionally heroic act, as determined by the GM. It does not have to be related to combat.
GM Discretion (1) - This may be awarded to those that write an exceptional journal, provide custom game accessories, or anything else the GM feels is deserving. There are no restrictions.
SPENDING POINTS: You may not spend or combine hero points for/with another player unless specifically indicated.
Reroll (1) - Reroll one of your rolls or force an opponent to reroll.
Inspiration (1-10) - Gain a hint about what to do next or effect a small details in the story. Point cost is determined by the GM. Players can combine hero points for this use.
Feat (15) - These can only be gained when you level up.
Spellcasting: (see below)
Character Build: (see below)
SPELLCASTING
Any character in Amicas, except monks, may attempt to cast spells. Spells listed for Cleric or Paladin may only be cast by characters of that class unless another class is listed on the spell. Except for the specifics listed in this document, all other class restrictions on casting, such as alignment restrictions and preparation of spells apply. Those with only Barbarian, Fighter, and/or Rogue levels can cast any spell they know without preparing it ahead of time. Monks will not have access to spells, but will have greater access to Ki Points and Powers.
(See below for details on Caster Level - Ability Scores - Spell Effects - DC - Spell Points - Knowledge Points - Ki Points - Result Table - Fatigue - Bonus Spells - Specialist Wizards - Metamagic Feats)
CASTER LEVEL
Caster level will be used when determining spell points per day, knowledge points for known spells and the results table for spells cast. See below for how to calculate caster level by class.
Sorcerer and Wizard
Caster Level = Class Level
(Example: A level 6 Sorcerer would have a Caster level of 6.)
Cleric and Druid
Caster Level (spells of their class) = Class Level
Caster Level (spells outside their class) = 1 at each odd level and ½ at each even level
(Example: A level 8 Cleric will have a Caster level of 8 for Cleric spells and a Caster level of 6 for all other spells.)
Bard
Caster Level = 1 at each odd level and ½ at each even level
(Example: A level 2 Bard will have a Caster level of 1. A level 8 Bard will have a Caster level of 6.)
Paladin and Ranger (non-casters until level 4)
Caster Level = -2 for levels 1-3, then 1 at each even level and ½ for each odd level
(Example: A level 3 Ranger will have a Caster level of -2. A level 7 Ranger will have a Caster level of 3.)
Barbarian, Fighter, and Rogue (non-casters)
Caster Level = -2
(Example: A level 6 Fighter will have a Caster level of -2.)
ABILITY SCORES
The ability score associated with your caster class will be used to determine spell points per day, knowledge points for known spells.
Bard, Paladin, and Sorcerer
Charisma
Cleric, Druid and Ranger
Wisdom
Wizard
Intelligence
Barbarian, Fighter, and Rogue
Charisma, Wisdom, or Intelligence (whichever is highest may be used)
SPELL EFECTS
When casting spells that have effects based on caster level, you may use the characters caster level or the lowest level spell can be cast at, whichever is highest.
(Example: A level 2 Sorcerer casting a Fireball spell would do 3d6 fire damage, since it's able to be cast at level 3.)
DC
Spell DC = 10 + the lowest level a spell may be cast at + the ability modifier for your class
SPELLS POINTS
Instead of a number of spells that may be cast per day, spell points will be used. A spell point is equal to the lowest level at which the spell may be cast. For example, Cure Light Wounds would cost 1 spell point to cast as it’s able to be cast as a level 1 spell. If a character has a negative caster level, their spell points will be equal to their ability score.
Spells Points per Day = Ability Score + (Ability Modifier x Caster Level)
(Example: A Sorcerer with 14 Charisma, a Charisma Modifier of 2, and a Caster level of 3 will have 20 spell points per day they may use before becoming fatigued. A Fighter with 14 Intelligence will have 14 spell points per day they may use before becoming fatigued.)
KNOWLEDGE POINTS
The number of spells known is determined by the number of knowledge points are character has. Each spell costs a number of knowledge points equal to the lowest level at which the spell may be cast, except for level 0 spells which cost a half point (0.5). For example, to know Cure Light Wounds would cost 1 point as it's a level 1 spell. Detect Magic would cost 0.5 points as it's a 0 level spell.
Knowledge Points = Spell Points per Day / 2
(Example: A Character with 16 Spell Points, has 8 Knowledge points. This character could know the following list of spells: Fireball - level 3; Scorching Ray - level 2; Cure Light Wounds - level 1; Mage Armor - level 1; Acid Splash - level 0; Detect Magic - level 0)
KI POINTS
A Monk obtains Ki Points as indicated below. Monks will also use the Result Table to see if the power succeeds in being used.
Ki Points per Day = Monk level + Wis Modifier
(Example: A level 6 Monk with Wisdom modifier of 3 would have 9 Ki Points.)
RESULT TABLE
While casting a spell or using a ki power, the results may vary from success, nothing, to backlashing. The formula below will be used to determine which result table will be used. The more positive a result, the more likely chance of success. Once the table to be used is determined, the character will roll percentile dice to determine the result of casting the spell/ki power. Monks will use the Results Table as indicated below using the required level for a power or two times the point cost, whichever has the lowest result.
Result Table = Caster Level – (2x Spell Level)
(Example: A level 8 Sorcerer casting a level 3 spell would use result table 2. A level 8 Bard casting a level 3 spell would use result table 0. A level 8 Fighter casting a level 1 spell would use result table -4.)
Result Table = Monk Level – Required Level for the Power OR Result Table = Monk Level – (2 x Point Cost of using the Power), WHICHEVER HAS THE LOWEST RESULT
(Example: A level 8 Monk using a Ki power with no level requirement and a cost of 1 point would use the 6 Result Table. A level 8 Monk using a Ki power with a level requirement of 6 and a cost of 1 point would use the 2 Result Table.)
FATIGUE
Once a character has used all points for the day they become magically fatigued and take a -2 penalty to the result table. Casting 0 level spells does not incur this penalty as they do not use spell points.
BONUS SPELLS
If a character is granted bonus spells from their class, these will be added to the characters known spells without costing Knowledge Points. A character may know any bonus spells up to those of 1/2 their caster level. These spells do cost Spell Points to cast.
(Example: A character with a Caster Level of 8 would know spells up to level 4)
SPECIALIST WIZARDS
A wizard that chooses to specialize in one school of magic should follow the guidelines from the core rulebook with the following substitutions.
Preparing a spell from an opposition school costs an additional spell point, this includes zero level spells. (Instead of two spell slots of that level)
Preparing a spell from the specialty school will cost 1 point less, minimum of 1 point, unless it’s a zero level spell. (Instead of receiving an additional spell slot for each level)
METAMAGIC FEATS
Spells modified by a metamagic feat will cost more spell points to cast than normal. This does not change the level of the spell in any other way. The additional spell point cost when using these feats is listed below.
METAMAGIC FEATS - SP COST - BENEFITS
Empower Spell +2 SP Increase spell variables by 50%
Enlarge Spell +1 SP Double spell range
Extend Spell +1 SP Double spell duration
Heighten Spell* = Level Treat spell as a higher level
Maximize Spell +3 SP Maximize spell variables
Quicken Spell +4 SP Cast spell as a swift action
Silent Spell +1 SP Cast spell without verbal components
Still Spell +1 SP Cast spell without somatic components
Widen Spell +3 SP Double spell area
CHARACTER BUILD
All characters start without a class and will essentially be a level 0 character. Use the rules below to build your starting character. Class levels will then be applied on top of this starting character base. All characters will start from one of the small agrarian villages they live in. (level up your character from this build per normal)
Source Books Allowed: Core Rulebook and those specific items listed below
Classes
Advanced Class Guide: Bloodrager (still needs advance DM approval)
Pathfinder Unchained: Unchained Monk (modified)
1st level: Ki pool, Ki power
2nd level: Ki power
Class Features
Advanced Players Guide: Ranger - Combat Style: Two-Handed Weapon
Spells
Advanced Player's Guide: All spells allowed
Alignment: No evil characters allowed.
Race: In addition to the core races, Half-dwarves and Orcs are allowed.
Spellcasting: All characters can attempt to cast spells. (see custom spellcasting)
Point Buy: 20 (no stats below 8 after racial modifiers)
Starting HP: 10
Starting Wealth: 35gp
Starting Skills: All characters have the following skills as class skills: Craft, Handle Animal, Knowledge (Geography), Knowledge (Nature), Perception, Ride, and Survival. Characters receive a bonus rank for the following skills that can not be moved: Craft, Knowledge (Geography), and Knowledge (Nature). Characters will also receive a +4 bonus on Craft skill checks and +2 bonus on Perception skill checks. Two skill points may be added to following skills of your choice: Handle Animal, Perception, Ride, and/or Survival.
Starting Proficiencies: All characters are proficient with the following:
Armor: Padded and Leather
Shields: Light Wooden Shield
Weapons: Unarmed Strike, Dagger, Sickle, Club, Shortspear, Quarterstaff, Blowgun (darts), Sling (bullets), Light Hammer, Handaxe, Light Pick, Scythe, Shortbow (arrows), Whip, Bolas, Net
Starting Equipment: Starting weapons/armor can only be chosen from the above proficiencies list and at no cost. In addition characters are also provided with a Backpack, Bedroll, Waterskin, and Flint & steel at no cost.
Ammunition: You do not need to keep up with the number of arrows/bolts/bullets/darts you’ve used. You will need to purchase a starting package of ammunition for any weapon other than one of the starting proficiencies.
Rations: You don’t need to purchase or keep track of rations.
XP: There is no XP. You will level up at GM discretion and when the story compels.
Hit Points: You will always receive maximum HP when you go up a level. (No need to roll)
Equipment: Remember to update your character sheet with any new equipment and indicate size if it is a size category other than your character. If it’s not on your character sheet posted on the website, you don’t have it.
Followers: Ability Scores - 10 Point Buy (no stats below 8); Gear - Average Starting Wealth for the class
Adventures
Amicas






