Character Generation

  • Available races have been limited to only Core races. Gnomes are not allowed as a PC Race.
  • 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 class is not allowed, it has been merged with the Wizard.
  • All Core classes (except as noted with the Sorcerer) are allowed. Base Classes, Hybrid Classes, etc are only available as 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.
  • 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.
  • Characters are either a divine caster, or an Arcane caster. Multi-classing as both is BANNED. Classes / Prestige Classes / Archetypes / etc that contradict this rule are likewise BANNED.
  • Feel free to modify your character with traits, & archetypes found under the individual classes on (DM approval before actual game play is required). NOTE: Most of the classes listed below are also listed with specific archetypes noted. These are not the only archetypes allowed for the class, mere ones which jumped out at me as being good fits for the class (for one reason or another) within the campaign limitations.
  • Psionics, Planar Travel, Shadow Magic, Negative Energy / Necromancy, and anything which deals with Firearms is universally banned. (See the Spells and Magic section of the LCM Ruleset for a complete list of restricted magic.)
  • Scribe Scroll and Brew Potion are not allowed as Feats. “Potions” as such are covered as Alchemy items, and Scrolls are now Mage research notes (which offer a bonus to learn the spell in question).

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.



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.

  • As a class feature Alchemist automatically gain Skill Focus: Alchemy (+3 to craft alchemy items).



The Bard has access to some divine magic, such as Cure Light Wounds. These spells are considered to be cast as an arcane bastardization of the spell and generally looked down upon by the church. As such these spells suffer a 1 dice size downgrade penalty (1d8 becomes 1d6), this healing is also not as good as true divine magic and tends to result in more scarring, etc and is more akin to accelerated natural healing than to the divine channeling practiced by Clerics and Priests.

  • Linguistic Training Bards may raise Language skills 2pts per level.
  • 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 and Knight
  • 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.


  • 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, (unless LCM – Spell Compendium Overhaul is being used, in which case they are part of the Restoration spell classification) 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. While Healing Magic is “miraculous”, like all other forms of magic, it also faces severe limitations.
  • Scribe Scroll and Brew Potion are BANNED.

Good Domain: Healing is increased by the level of the caster plus their Wisdom bonus (if any). Ex, Cure Critical Wounds cast by a 8th LvL caster with a 15 charisma would heal 4d8 +8 (base) + 8 (level) + 2 (stat) = 4d8 + 18. Like always, the static numbers are divided in half and the spell will trigger once every other minute for 1d8 + 9.

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


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.
  • Druids have notoriously long life spans as they actually age slower than normal for their race by a factor of their wisdom. IE Wisdom bonus of +3 = x3 slower aging.


  • Armor Mastery stacks with DR/Armor

Inquisitor – Base Class

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

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. Note that as an alternate base class it is not supported by the archetype options.

  • 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).
  • While the Knight is an excellent NPC class for the purpose of RP flavor, some may find that it falls behind Warrior classes such as the Fighter or Paladin in terms of combat versatility and damage output.

Magus – Base Class

  • Ultimate Magic – pg 9. Excellent class design, feel free to use the class as written.
  • The Magus learns spells like a Mage and uses INT to determine their spell casting abilities.
  • Concept: Magus as a dwarf. Chainmail + War Hammer.


  • Monks are proficient with all monk weapons (duh!).
  • Martial Artist. A less mystical version of the monk.
  • Brawler – Base Class Very similar to the Martial Artist, but allows for the use of light armor. Less mystical than the core monk.
  • Warpriest with Unarmed combat would also fill this role


  • 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)


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.
  • Scribe Scroll and Brew Potion are not allowed as Feats.

(see cleric)


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. Their Cure X spells trigger every other minute.
  • 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.
  • A foe flanked in Melee by allies of the Rogue, is still considered flanked if attacked by a rogue regardless of positioning and may be used at range. See the LCM Combat section for more on the new flanking rules.
  • Rogues may flank & sneak attack at up to short range of a missile weapon.
  • Ranged sneak attack is always a standard action (per d20 RAW).
  • 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


The Sorcerer class is obsolete due to campaign changes to the magic system. As such this class is not allowed in the campaign.


Has been approved for use within the Campaign.


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.


  • All Wizards must specialize. May take the BattleMage or Summoner base class as a form of specialization (other specialized base classes may be allowed as long as they strongly support the campaign theme and feel).
  • All Wizards use the Sorcerer Spells per Day table. This table already includes the bonus spells for specialization.
  • 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.

Lastwall’s Roughnecks

Character Generation

Lazlo COS Pathfinder lazlo_campaign