Character Generation

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While there are a myriad of races available under Pathfinder D20, those available for campaign play have been limited to the six most commonly seen within our region of the campaign. They include Human, Elf, Dwarf, Halfling, Halfelf, and Halforc.

  • All core classes are allowed as PC classes. Alternative Classes, Base Classes and Hybrid classes are only allowed if specifically mentioned in this document by name.
  • One Archetype per class, and two Traits per character and one Drawback (optional) may be taken at the time of character creation.

Backgrounds, Bloodlines, etc which are based on an undead, demonic / devil heritage, etc may not be appropriate for the campaign. Please speak to the DM prior to introducing such a character to the campaign.

Starting Character points: 20
Table: Ability Score Costs

Score Points Score Points
7 –4 13 3
8 –2 14 5
9 –1 15 7
10 0 16 10
11 1 17 13
12 2 18 17

Characters gain an additional stat point every even level, with feats every odd level. NOTE: Character base Stats may never be pushed higher than 18 + / – racial adjustment without some form of magical or alchemical assistance (Bull Strength, Barbarian Rage, etc).

Hit points: max HP at first level, following which roll twice (reroll any 1’s) and take the best result at each new level gain.

Bonus Spells from High Stats: All casting classes use Charisma to determine the DC for their spells, regardless of what their primary caster stat is for determining spells per day and class features.

Multi-classing

  • Multi-class characters are allowed. Characters may have a max of 2 classes, with a level difference not greater that 2 levels between the classes (EX: Fighter 3/ Rogue 5). This is specifically to avoid “splashing” or “dipping” into another class for meta-gaming purposes.
  • No class may multiclass (or Prestige Class) across the Divine / Arcane line, for example no Cleric / Mages, or Ranger / Bards.
  • When multiclassing only one class may be a spell caster.
  • Prestige Classes are allowed but require a solid RP / campaign reason for joining such a prestigious group (it is not merely choosing the right skills and feats).
  • Only one prestige class may be taken for any given character.
  • Prestige class levels may never exceed the lowest level the character has in their Base / Core class. EX:Fighter 3/ Rogue 5/ Assassin 3

  • Languages & Literacy are much more restricted under the LCM ruleset. Most people in the world are illiterate and only speak a single language. Mages, Clerics, Bards and classes with a similar “academic” background are literate as a class feature. (Refer to Skills and Feats for more information.)

Pclasses

Alchemist

This class is directly responsible for most of the (mundane / alchemical) potions made in the campaign, and in a world other wise devoid of potions they thus carry much more prestige than in most campaign settings.

Craft: Brew Potions is a class feature specific to the Alchemist class and limited to spells which specifically target the body such as Haste, Healing, Darkvision, etc. Healing potions are best used outside of combat and take effect over several minutes.

Mundane alchemical creations with a craft DC higher than 15 are restricted to the Alchemist & Druid classes. NOTE: it is assumed that the majority of such creations take place in a fully stocked lab and not in the middle of a battlefield or forgotten dungeon somewhere.

Alchemists make good healers because of their expertise with healing potions (both magical and mundane), and are frequently found in temples of healing working along side of the attending clergy.

Alchemist may attempt the creation of any alchemical substance whose DC is not greater than 15 + twice their level (IE: 5th level = DC 25), and have no hard cap to the maximum DC of the creation.

Bard

  • The Cure XX Wounds spells available to this class are not as powerful as the ones cast by Divine casters, and are considered a bastardization of this holy power by the Divine Church. As such the spells are based on a 1d6 (vs 1d8 by divine casters) and heals one time per round for 1d6 hp for a number of rounds equal to the spell d6 base. IE; 3d6 + 6 would become 3rds for 1d6 + 2 until all dice have been spent. The static bonus from the spell spread evenly across its duration.

Bloodrager

Caviler – Base Class

  • Warning: Many of the core class abilities are very focused on mounted combat, however this is a style of gameplay which will see a VERY limited usage in our campaign. Consider this carefully before picking the Cavalier for your warrior class.

Cleric

  • Clerics do not automatically convert spells to Cure X Wounds spells, rather they convert spells to Domain spells.
  • Domains are gained two at 1st LvL, one at 4th LvL, 8th & 12th
  • Domain Spells are always considered memorized for the day as part of the clerics normal spell matrix as bonus slots. IE at 4th LvL the cleric would have + 3 bonus spells per level due to having 3 domains. This is to help offset the loss of items like scrolls, potions and wands.
  • All forms of healing magic are now considered to be Divine: Restoration and are universally part of the Healing Domain.
  • Healing Magic Cure X Wounds and similar healing magic only works on fresh wounds. Once the wound has already healed any lasting damage or maiming (such as a missing limb) is permanent.
  • At first level Clerics gain “Blessed Touch” as a class feature which allows them to add a + 1 to any value (Ac, DR, Hit, skill check, one Save – Ref, Fort or Will) for the duration of one encounter. Only one Blessed Touch may affect a given target, and they take a standard action to apply. This ability offsets the loss of Level 0 Orisons.

Domains:
Good Domain: Healing and Protective magic is increased by the caster’s Wisdom bonus.

Healing Domain: Allows for the casting of all curative spells. Cure X Wounds are each permanently added to the Daily Matrix of the caster.

Druid

Druids are surrounded by an air of mystery about them and often times mistrusted by members of both the Divine Clergy and the Arcane Sciences for they draw upon ancient and dark nature spirits for their power. Druids are close in nature to Rangers and Witches and will associate with such folks even when others will not. Druids are frequently considered to be “dangerous folk” and that is just fine with the Druids as most of them hail from orc clans, elven enclaves, or the Wild Tribes of the Wood and thus rarely spend much time in human settlements.

  • Druids always have Summon Natures Ally as a permanent “Domain Spell” as per the Cleric.
  • Druids have Profession: Herbalism as a class skill.
  • Druids have an extensive understanding of the natural world and may craft Alchemical creations from plants and such using the skill Profession: Herbalism with a DC up to 10 + twice their level, with a maximum DC of 30.
  • Due to their extensive understanding of the nature world Druids gain the Brew Potion feat at 6th level which functions as per the Alchemist class feature.

Inquisitor – Base Class

Knight – Base Class

  • The Expert rider class feature may be instead taken as Shield Mastery with an additional DR/AC bonus at the same rate as Expert Rider (+1AC at 4th, +2AC at 8th, etc).

Magus – Base Class

Monk

  • Monks are proficient with all monk weapons (duh!).

Alternatives for the “Monk / Unarmed Fighter” style character.

Oracle

  • For compatibility purposes with other published material (much of which was written before the Oracle class) the Oracle will cast spells based off of their Wisdom / Charisma the way a cleric does. This does not change the fact that they are spontaneous casters (like a sorcerer) however as that is a major balancing factor for the class.

Paladin

  • Paladins carry a position within the Temple of their deity below the Clerics, who are below the Priests. They are however highly respected as the guardians of both the Temple and its members.
  • Paladin’s Detect Evil has converted to Detect Demon/Devils & Undead as a general / vague sense of unease which intensifies with the strength of the aura in question (based upon HD/CR of the creature being studied) and how close they are.
  • Paladin’s gain a +4 bonus to Sense Motive checks

Priest

Priests are the leaders within the church hierarchy of the campaign, with Clerics, WarPriests and Paladins (among other classes) under them. Unlike most classes, priests are not allowed to multi-class. Priests may choose from Cleric Archetypes as long as it does not alter the overall theme of the class, such as wearing armor, or upgrading beyond simple weapons, etc. In this way Priests are much more restricted than Clerics in their character build flexibility (they are basically a cleric Archetype built into a base class).

  • Domains are gained two at 1st LvL, one at 3rd LvL and an additional one every 3 levels thereafter
  • At first level Priests gain “Blessed Touch” as a class feature which allows them to add a + 1 to any value (Ac, DR, Hit, skill check, one Save – Ref, Fort or Will) for the duration of one encounter. A Priest may apply up to two Blessed Touch effects upon a given target, and they take a move action to apply. This ability offsets the loss of Level 0 Orisons.

Ranger

See Druid for campaign details on spell casting Rangers and how they are viewed by the common population. Rangers (and some Witches) are a part of the Druidic Faith.

  • NOTE: Rangers get Feather Fall as a LvL 2 Spell (Castable at Ranger LvL 7)
  • May use the Bushwhacking rules at short range. Far Shot extends this to medium range, and “Sniper” PRC / Feats will extend this out to long range.
  • May choice their favored terrain as a specific geographic region such as the kingdom in which they live. (If you have spent 30 years in a specific area you have every right to declare bonuses for having intimate knowledge of that area, and this concept fits perfectly within the Ranger concept seen in the campaign.)
  • May choice a specific group (the Hellknights of Cheliax, the Warcasters of Thuul, etc) as a favored enemy.
  • Rangers add +3" MV to their speed every level.
  • The Spell-less Ranger & Hunter Variants are the Ranger defaults for the campaign, thus the spell casting variety only appears about 20% as often.

Rogue (Unchained)

  • Weapon Proficiency: Rogues are proficient with all small weapons, light weapons and finesse weapons in addition to their normal list.
  • Rogues may flank & sneak attack at up to short range of a missile weapon (minimum 30ft).
  • May use the Bushwhacking rules as per ranger.
  • If attacking with a small weapon, light weapon or finesse weapon (such as a dagger, shuriken, rapier, hand crossbow, etc) the sneak attack dice is improved to d8
  • feats that are gained normally every other level may instead be spent on Rogue Talents
  • Bleeding Attack: Bleed damage stacks with itself from multiple attacks / sources.
  • Rogue Talents: Minor Magic, Major Magic and Dispelling Attack bar the Rogue from cross classing into a spell caster class, but can otherwise add flavor to the class

Rogue Variants

Sorcerer

NOTE: Sorcerers are very jealous of traditional Arcane casters (IE; Mages) for their ability to change what spells they have prepared an the flexibility it affords them.
NOTE II: Sorcerers are never allowed Item Creation Feats as their magic is natural and spontaneous, vs the “technical” types of magic that go into such creations. Which is not the same thing as saying they have not created magic items, in fact they have, merely that the process is driving more by campaign story arcs and less by formulated mechanics. (IE: work it out as a “cool effect” with the DM, vs taking a feat for it.)

Swashbuckler

  • Thrust has been replaced by Sneak Attack as per Rogue to better streamline the class. For specifics on how the feature works, refer to the rogue.

WarPriest

Witch

This class is a rarity in Lastwall, most commonly seen among the Wild Tribes of the Wood or the orc barbarians to the north. The witch is looked upon with a great deal of superstitious fear by most people, and with good reason as witches tend to consort with ancient and dark spirits for the spells and powers they wield. Witches, Druids, & Rangers tend to get along well as they are all outsiders of a similar trend when dealing with society.

  • The Cure XX Wounds spells available to this class are not as powerful as the ones cast by Divine casters, and are considered a bastardization of this holy power by the Divine Church. As such the spells are based on a 1d6 (vs 1d8 by divine casters) and heals one time per round for 1d6 hp for a number of rounds equal to the spell d6 base. IE; 3d6 + 6 would become 3rds for 1d6 + 2 until all dice have been spent. The static bonus from the spell spread evenly across its duration.

Wizard

Unless otherwise specified, all mages are specialists with the following rules:

  • All Wizards are highly focused specialist with two primary schools.
  • Spells from Non-specialty schools are limited to 3rd level or lower
  • Necromancy and 2 other schools of the Wizard’s choosing are BANNED as opposed schools. The Wizard is forever unable to cast such magic even if using a magical item which would otherwise grant such an ability as it will simply fail.
  • The Evocation school has been expanded to cover all arcane spells which deal HP or Stat damage, or create effects which result in a save vs die scenario such as a targeted explosion effect.
  • Feat: Spell Mastery permanently adds spells to the Wizard’s spell matrix.
  • Wizards cantrips are limited to Prestidigitation, Detect Arcane Magic, Identify, Read Magic, Arcane Mark and Arcane Missile. These cantrips are role played more like arcane powers which are simple always on and thus account for things like why a Wizard can sense when arcane magic (or its users) are around.
  • Signature Spells – The arcane caster may select one spell from one of their specialization schools, which they may cast as a standard action once per round without expending spell slots. This spell must be at least two spell levels below their max level spell.
  • Knowledge: Arcana now covers Know: Arcana, Know: Planes, Read Magic: Arcane & Spellcraft. This skill is now a class feature of the Wizard class, gained and leveled automatically as a part of their class advancement.
  • Sustained magical effects such as conjurations and spells which last for multiple rounds are limited to 1 effect per point of INT bonus. MASS spells (Mass Bull Strength for example) only count as 1 spell. This is to stop a single mage from summoning 50 monsters for example.

Character Generation

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