Guild Charter

The Guild is committed to exploring the unknown.
Adventure is our craft.

The Guild at Martin Luther King Middle School is open to all students who are interested in fun and grave danger. We meet to embark on quests and boast our exploits. Upon the event of our untimely, horrible-yet-glorious deaths, our souls are reborn in new characters. To protect future generations of explorers, we record our discoveries in The Pathfinder Chronicles.

To preserve the peace and tranquility of this common classroom, all Guild members hereby agree to the following rules:

The Basics:

  • medieval-scribeRule #1: Respect your fellow Guild members: No intraparty fighting (“PvP”). If you have a problem with another Guild member, talk to the Grandmaster or settle it outside of the adventure. Repeated failure to obey Rule #1 will lead to being removed from the game, or from the Guild entirely.

  • Your character must be pre-approved by the Grandmaster, and you must have permission from the Grandmaster first, to JOIN or LEAVE a game.
  • You earn XP and Gold, not your character. If your character dies while adventuring, your XP and Gold transfer to your replacement character.
  • You may have only ONE active Pathfinder RPG character and one active D&D character. You can only have another character if a GM is running a Special Campaign and you have the Grandmaster’s permission. 
  • You start with 100 XP and are Level 1. For every 100 XP you gain, you can level-up your character, and/or replace your character. You can view your XP on the XP Log.
  • GMs must give “GM reports” to the Grandmaster! If you don’t, then you don’t earn any XP for GMing and your players don’t get any treasure from your adventure!

You earn XP for the following:

  • Everyone gets 8XP per day they are at King Middle School and the Guild holds a class.
  • Playing a Pathfinder or D&D adventure (2 XP) You only earn XP and get treasure if the Grandmaster has approved your character and given you permission to be in an adventure.
  • XP rewards (0-2 XP): The GM running your game can reward you XP for doing something particularly helpful or creative. The Grandmaster finalizes all XP rewards.
  • GMing (Game Mastering = running adventures) (up to 8 XP): You get more XP for preparation and/or for excellent GMing.
  • “Buddying” Someone: If you help someone learn the game or make their character during class, you earn XP as if you were GMing.
  • Filling Out a Character Bio: 5 to 10 XP
  • Creative Writing: 5 to 15 XP, and it can get posted on the website!
  • Recruiting (convincing someone new to join the Guild and they come to 2 meetings): 10 XP
  • Other things the Grandmaster decides

You LOSE XP for the following:

  • Quitting Penalty (lose 10 XP): Quitting an adventure you have already joined. If your character was in danger of dying, you pay the Death Tax anyway — you cannot quit simply because things are going badly!
  • Slob Penalty #1: Personally not doing much to help clean your Assigned Table (lose up to 2 XP)
  • Slob Penalty #2: Your Assigned Table has been left unfinished (it doesn’t matter if others didn’t help, you must finish it!) (lose up to 2 XP). NOTE: You might get BOTH Slob Penalties!
  • FOLDER FAIL (lose up to 3 XP): When you leave, your folder MUST BE ALPHABETIZED and MUST HAVE:
    (1) your character sheet,
    (2) a plastic bag with your name CONTAINING…
    (3) … your character pawn,
    (4) … a pawn base,
    (5) … and your initiative card.
  • GM Flaking Penalty (lose 5 XP): If you signed up to GM but you cancel without telling the Grandmaster before 8:00PM the night before.
  • Not signing in (-1 XP) or not signing out (-1 XP)
  • Disrupting a game in session (including interrupting a GM) (up to 3 XP)
  • Electronic gaming or videos without the Grandmaster’s permission (up to 3 XP)
  • Disobeying a direct order from the Grandmaster (up to 5 XP)
  • Disrespecting another member of the Guild (up to 10 XP)
  • Continued unacceptable behavior: leaving for the day, and possibly leaving the Guild permanently

Your Character’s Wealth and Your “Guild Account” Are Different!

  • treasureWhen you Adventure, your CHARACTER finds gold and treasure, while every STUDENT in your group earns an equal share of the treasure the party found in his or her “Guild Account.” Your Guild Account is different from the gold and treasure your Character actually gets, and is used for making future characters (see below). The Guild Account is included on the XP Log.
  • Your Character(s) AND your Guild Account also earn gold when you (1) GM an adventure, (2) “Buddy” someone and help them with their character, or (3) play in a Special Adventure.

Rules for making new characters in The Guild:


  1. You may ONLY create a new Guild character without penalty IF: (1) you just leveled up or (2) your previous character died.
  2. ABILITY SCORES: You may:
    (1) use an 18-point buy with NO initial score higher than 16 or lower than 8 before applying racial modifiers (use this handy Pathfinder RPG Point Buy Calculator or this D&D Point Buy Calculator which uses a “27-point buy” system… pretend it’s a 30 point buy), OR
    (2) use the array of 16, 14, 13, 12, 10, and 8, OR
    (3) roll dice using this “Organic Method”:
    A. Roll 4d6 and drop the lowest die for each ability score, IN ORDER!!!!! You may not arrange your stats as you like. These rolls must be witnessed by the Grandmaster or by a Guildmember I assign BEFORE the rolls, and the rolls are FINAL. (If you decide to start over by rolling again or with point buy, this is the same as killing your character and you get the Death Penalty.)
    B. Choose ONE ability score to reroll. Roll 4d6 and drop the lowest. Take the higher score of the two and use it.
    C. Switch ANY TWO ability scores with each other, if you want.
    D. Select your race and apply your racial modifiers. If your Race gives you +4 to an ability score, you must instead take a +2 bonus and put +2 in another stat.
  3. XP: Your new character can be the same level as your Guild Level, or lower.
  4. PATHFINDER RPG GOLD: Your character has the amount of Gold in your Guild Account. However, if your previous character died, you must pay DEATH TAXES — ONE-QUARTER of your Guild Account — to the Guild. This is also called the Death Penalty! 
    NOTE: When choosing your starting equipment, if you have a Feat that lets you craft magic items, you may only increase your character’s wealth beyond your Guild Account by up to 25%. If you take two or more such Feats, you are limited to a 50% increase. If you craft items for other members of the Guild, this counts against your % bonus. 
  5. D&D GOLD: Check your Guild Account, and translate it using the “D&D Character Creator” packet.

Rules on Item Crafting (Pathfinder RPG only):


Mundane Items:

  1. We will use the Alternate Crafting Rules from Pathfinder Unchained! This lets you pay only ONE-QUARTER the market price of the item to pay for raw materials.
  2. You can use the Craft skill to craft non-magical items! (The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.)
  3. Note that you can automatically “Take 10” on these skill checks. So if you have a +10 in Craft (alchemy), you can craft a Complex (DC 20) item like alchemist’s fire with no chance of failure.
  4. CRAFTING DURING CHARACTER CREATION: Your character could have done some crafting before joining The Guild. The number of days used to craft your item(s) cannot exceed one month per Character Level.
  5. CRAFTING AFTER CHARACTER CREATION: The number of real-world days that must pass after completing the first Challenge equals ONE-HALF the number of days the item required to craft the item under the official rules. So for example, if the rules say that enchanting a +2 longsword will take 8 days, then at least 4 days must pass in the real world for the item to finish in the Guild.

Magic Items:

  1. We will use the Dynamic Magic Item Creation rules from Pathfinder Unchained!
  2. A series of Challenges must be done to complete a magic item or enchant an already existing item: the first Challenge is Prepare the Vessel, then there is at least 1 middle Challenge (depending on the value of the item/enchantment), and the last Challenge is to Complete the Item.
  3. For each Challenge, 1 or 2 Guild characters work together to attempt the required skill checks to complete the Challenge. One of those characters must have an Item Creation Feat that applies to the item. Both real-life players must be present to do the check. You may not “Take 10” on these skill checks. Buffs to a character to improve their skill check must last for 8 hours to help. You cannot use a temporary buff to improve a Knowledge check.
  4. CRAFTING DURING CHARACTER CREATION: Your character could have crafted magic items before joining The Guild. Your character must have an Item Creation feat to do this. These items can only brought into adventures by this character (i.e., they cannot craft for other characters). Your character may pair up with other Guild characters who are lower level to help meet the Challenges in creating the item(s). You must finish choosing your class levels, feats and skill ranks before crafting. LIMIT: If the character has one Item Creation Feat, the value of the enchantments and magic items cannot exceed 50% of your Guild Account. If the character has two or more Item Creation feats, the value of your enchantments and magic items cannot exceed 100% of your Guild Account.
  5. CRAFTING AFTER CHARACTER CREATION: This takes real-world time! The number of real-world days that must pass after completing the first Challenge equals ONE-HALF the number of days the item required to craft the item under the official rules. So for example, if the rules say that enchanting a +2 longsword will take 8 days, then at least 4 days must pass in the real world for the item to finish in the Guild. There is no limit on the value of crafting magic items after your character has been created.

8 responses to “Guild Charter

  1. Vaykalin

    June 22, 2014 at 7:58 pm

    I find it easier to let the players put the scores into any ability score, so they roll then put it into what they want, I mean right now I have a 6th level fighter with -2 int and +3 str, and fighters are supposed to bash and this gives them more of a opportunity to design their characters in their most ideal playable way.

  2. nathanielgraves2014

    November 9, 2014 at 7:28 am

    Question: do you get more XP if you write a really long, sophisticated, intriguing bio?

    • ronaldsf

      November 9, 2014 at 11:00 am

      The range you can get is 6 to 15 XP for the bio, so there is a cap on that. You also can write about your character’s adventures that happen in class and in Gildhaven, that’s a separate XP reward(s), same range of XP.

  3. Nate the Defender

    November 10, 2014 at 7:49 am


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