Character Generation

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  • Races are limited to standard core book races.
  • Gnomes are BANNED
  • Due to thier strong elemental ancestry Dwarves may take racial traits, feats or stats from the Oread. (See the Races link from the main page for more information.)
  • The Sorcerer is BANNED.
  • Only Core classes (except as noted with the Sorcerer) are allowed, unless otherwise mentioned by name in this document.
  • Multi-class characters are allowed. Characters may have a max 2 level difference between the classes (EX: Fighter 4/ Rogue 6). This is to avoid “splashing” or “dipping” into another class for meta-gaming purposes. No class may multiclass across the Divine / Arcane line, for example no Cleric / Mages.
  • Prestige Classes are allowed but require a solid RP / campaign reason for joining (it is not merely choosing the right skills and feats). Only one prestige class may be taken by any given character, choose wisely. Prestige class levels may never exceed the lowest level the character has in their Base / Core class. EX: Fighter 3/ Rogue 5/ Assassin 3
  • One Archetype per class may be chosen to flesh out the character.
  • Feel free to modify your character with traits, & archetypes found under the individual classes on www.d20pfsrd.com (DM approval before actual game play is required).
  • Psionics, Planar Travel, Shadow Magic, anything which deals with guns / or “black powder” devices such as cannons and bombs, and Negative Energy / Necromancy are all universally banned. Magic specifically listed as “evil”, which conjures demons, or summons / creates undead are likewise BANNED as NPC BlackMagic and as such are not allowed in the campaign. (See the Spells and Magic section of the LCM Ruleset for more details.)
  • Scribe Scroll and Brew Potion are not allowed as Feats. “Potions” as such are covered under mundane Alchemy items, and Scrolls are now Mage research notes (which offer a bonus to learn the spell in question).
  • Languages are not a skill, but rather require a Feat to learn a new language. Virtually everyone in the campaign speaks common except Orcs and High Elves. Dwarves have their own language but are also fluent in common.
  • Literacy unlike most campaign settings, several PC classes and the general populace is illiterate. Mages, Clerics, and similar classes with an “academic” background are considered literate, all others may spend a feat (or take an appropriate Archetype) to become so. Those from barbarian cultures (regardless of class) are considered illiterate.


Traits: Pick 2 at character creation to help flesh out your background.
Starting Character points: 22
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

(refer to PathFinder Core book–pg 16, also found HERE under "Generating Ability Scores)

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 bonus without magical assistance (such as Gloves of Ogre Power for example).

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 have two stats which drive their spell casting. Arcane Casters (such as Wizards, Magus, Bards, etc) use Int (intelligence) & Cha (Charisma), Clerics / Druids are Wis (Wisdom) & Cha (Charisma). Bonus spells Cast per day are based off of the base Int or Wis stat, and follow the same guidelines as per a Cleric with high Wisdom. Cha on the other hand is used to determine how hard the spells hit and factor into determining the DC to resist the spell. All bonus spells are available at first level.

Pclasses

Alchemist

The Alchemist is the most common form of “spell caster” seen in the campaign. Low level alchemical items are thus more common than low level magic items and the source for the majority of healing salves and potions in the campaign world.

For specifics on Skill: Alchemy refer to the linked Skills and Feats section of the LCM.

Bard

  • Bard spell casting is Arcane (Int) and based off a static Matrix using the Bard spells per day table.

Caviler – Base Class

  • See also Fighter (Dragoon), Paladin (Shining Knight) and Knight (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.
  • Campaign Knights of Ozem are mostly composed of Cavalier, Cleric, Fighter, Knight, & Paladin combinations, with only a few rare exceptions to the contrary.

Cleric

  • Clerics do not automatically convert spells to Cure X Wounds 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 “free” slots
  • All forms of healing magic are now considered part of the Conjuring (Healing) Domain, (LCM – Spell Compendium Overhaul all healing magic is from the Restoration school) thus resolving the issue of Necromantic Healing spells.
  • Automatically gain Knowledge: Religion at first level which levels with the character (free, requires no skill point investment). If attempting to use this skill to gather knowledge about arcane magics, all such attempts are made at a -4 penalty, and typically only general information will be revealed.
  • 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 is permanent.
  • Scribe Scroll and Brew Potion are BANNED.
  • Good Aligned Clerics gain their class level as a save bonus to resist any form of mind control, soul possession, etc from Undead, Demons, Devils, Evil Outsiders, Boogey Men, etc
  • 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 is increased by their Wisdom bonus (if any).

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 nature spirits for their power. Druids are close in nature to both Rangers and Witches and will associate with such folks even when others will not. Druids are considered to be “dangerous folk” by many city dwellers, and that is just find with the Druids. They are masters of elementals magics, environmental magics, and shape shifting (a form of magic which only they have mastered).

  • Druids are considered to have a Summon Natures Ally I – VII as a permanent “Domain Spell” as per the Cleric.
  • Automatically gain Knowledge: Religion at first level which levels with the character (free, requires no skill point investment). In addition to its normal aspects it functions as Knowledge: Arcana but only in regards to Divine Spells and effects. If attempting to use this skill to gather knowledge about arcane magics, all such attempts are made at a -4 penalty, and typically only general information will be revealed.

Inquisitor – Base Class

Inquisitors cast spells like a cleric and use Wisdom to determine their bonuses spells, and Charisma to calculate their DC saves.

  • Inquisitors gain 1/2 their level as a save bonus to resist any form of mind control, soul possession, etc from Undead, Demons, Devils, Evil Outsiders, Boogey Men, etc

Knight – Base Class

The knight class has been added as an additional base class to help balance against some of the holes in the Cavalier class (heavy dependency on mounted combat), and as a more specialized alternative to the fighter and non-spelling alternative to the paladin. These characters are featured heavily among the Knights of Ozem.

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

Magus – Base Class

  • The Magus learns spells like a Mage and uses INT to determine their spell casting abilities.

Monk

  • Monks are proficient with all monk weapons (duh!).
  • Martial Artist. A less mystical version of the monk.
  • Brawler – Base Class More of a Fighter / Monk hybrid class with access to additional Feats and Light Armor. The Brawler is a very solid choice for an Unarmed combatant if you feel the Monk is simply too mystical.
  • Warpriest with Unarmed combat could also fill the role of “Monk”

Paladin

  • Paladins detect both Evil and Undead as a general / vague sense of unease which intensifies with the intensity of the aura in question (based upon HD/CR of the creature being studied).
  • Paladin’s gain a +4 bonus to Sense Motive checks (this replaces Detect Evil)
  • Paladins gain 1/2 their level as a save bonus to resist any form of mind control, soul possession, etc from Undead, Demons, Devils, Evil Outsiders, Boogey Men, etc

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. They are proficient with simple weapons and no armor. 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.

  • Domains are gained two at 1st LvL, one at 3rd LvL and an additional one every 3 levels thereafter
  • Automatically gain Knowledge: Religion at first level which levels with the character (free, requires no skill point investment). If attempting to use this skill to gather knowledge about arcane magics, all such attempts are made at a -4 penalty, and typically only general information will be revealed.
  • Good Aligned Priests gain their class level as a save bonus to resist any form of mind control, soul possession, etc from Undead, Demons, Devils, Evil Outsiders, Boogey Men, etc
  • Scribe Scroll and Brew Potion are not allowed as Feats.
  • 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. 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
(see cleric)

Ranger

See Druid for campaign details on spell casting Rangers and how they are viewed by the common population.

  • NOTE: Rangers get Feather Fall as a LvL 1 Spell (Castable at Ranger LvL 4)
  • 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.
  • 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.
  • Ranger cast spells like a Druid.
  • Spell-less Ranger is an alternative class which is available as a PC class as written. I’ve reviewed it briefly and consider it an excellent addition to our campaign.

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.
  • 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
  • open feats that are gained normally every other level may instead be spent on Rogue Talents
  • Survivalist is an excellent archetype option to allow for a “Scout” or “Ranger” feel. Instead of Resist Elements the survivalist gains a + 4 bonus to Survival checks

Swashbuckler

Has been approved for use within the Campaign.

WarPriest

This base class has been approved for use within the Campaign. It is a solid class with lots of Cleric and Fighter features and may be a good alternative for those that want to play a Paladin without the alignment restriction.

Witch

See the entry for Druids on how they are viewed by the common people of the campaign.

Wizard

  • All Wizards must specialize.
  • Opposed schools: Necromancy (campaign requirement) + 2 other schools
  • Evocation – BattleMage
  • Abjuration
  • Conjuration
  • Illusion
  • Necromancer – NPC Only
  • Enchantment / Charm
  • Divination
  • Transmutation
  • All Wizards use the Sorcerer Spells per Day table. This table already includes the bonus spells for specialization. All schools have 2 opposing school.
  • Spells scrolls in this campaign are merely notes from another mage on how to cast a specific spell. This may be used as research material when researching a new spell or metamagic feat.
  • Familiars
  • Feat: Spell Mastery permanently adds spells to the Wizard’s spell matrix.
  • Automatically gain Knowledge: Arcana at first level which levels with the character (free, requires no skill point investment). When attempting to use this skill to gather knowledge about divine magics, all such attempts are made at a -4 penalty.

    Prestige Classes

  • Require heavy Role Playing to qualify for. This is not simply a matter of Feats and Skills to attain, and thus always require express DM permission. Prestige Classes do not exist in my campaign outside of this context.

Character Generation

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