Character Generation

  • Available races have been limited to only Core races.
  • 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 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: cleric 7 /paladin 5). This is to avoid “splashing” 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 (Example: Fighter 3 /Rogue 5 /Assassin 3).
  • 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).
  • One archetype may be chosen per class.
  • Caster characters are either a divine caster or an Arcane caster, and once chosen may never cast spells from the other group. (The only campaign exception to this is the Dwarven Rune Caster, see below for details. See also the Bard class for additional notation.)
  • Psionics, Planar Travel, Shadow Magic, Negative Energy / Necromancy, and anything which deals with Firearms is universally banned.
  • Characters are never created with magic items, such things are very rare in the campaign. Mundane items from Ultimate Equipment (or other) rulebooks may be used however.

Traits: Pick 2 at character creation to help flesh out your background.

Starting Character points: 22
Table: Ability Score Costs

Score Points
7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
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 rare magical items, spells, or short term alchemical / drug buffs (such as Gloves of Ogre Power, or Cocaine 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. Wizards are Cha & Int, Clerics / Druids are Wisdom / Cha. Bonus spells Cast per day are based off of the base stat (Int or Wis). High stats do not add additional spells to the Matrix of castable spells (IE 4 first level spell are still just 4 first level spells), but does affect the number of times it can be CAST. CHA is used to determine DC bonuses. Those are still limited by class and level. These bonus spells follow the same guidelines as per a Cleric with high Wisdom, all of which are available at first level.

Pclasses

Alchemist

As an NPC “class” the Alchemist is the most common form of “spell caster”. Low level alchemical items are thus more common than low level magic items.

Barbarian

  • Barbarians do not “loose control” while enraged the way they did under Classic D20. The word is “Barbarian” not “Beserker”. Think Conan.

An excellent deity of choice for this class is the warrior god Gorum. A solid alternate, if the character is a Dwarf, would be Angradd.

I also recommend the Armored Hulk Archetype as it makes the class MUCH more forgiving to have a D12 HP and still be able to wear heavy armor. Just sayin. .

  • Alternate Barbarian class progression: Barbarian Dervish Instead of the normal bonuses a Barbarian gets for Rage, you may instead opt for a Bonus to Dex / Con with an additional attack per round at full bab and a -2 to all attacks that round. This option makes for a good Drizzt Do’Urden style character.

Bard

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 + 1 / level (+ 5 max)), 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. Bardic healing is a Healing Over Time effect, apply 1 dice per minute.

Bards cast spells the same way Wizards do. Use the Bard Spells per Days list to determine the active spells slots in their matrix.

Arcane Duelist gets my vote for the best archetype for a “combat bard”, and thus most likely to fit well for the style & feel of our campaign as a whole.

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 composed of Cavalier, Cleric, Fighter, Knight, & Paladin combinations.

Cleric

  • Clerics are required to Multi-class, multi-classing restrictions for the campaign apply normally. Characters may have a max 2 level difference between the classes and one prestige class if they choose (EX: 7 cleric /5 paladin or 3 Ranger /5 Rogue /3 Assassin).
  • Clerics do not automatically convert spells to Curative healing magics.
  • Domains are gained two at 1st LvL, one at 4th LvL and an additional one at 7th (as this would be the campaign cap for a 7/6 multiclass)
  • Domain Spells are always considered memorized for the day as part of the clerics normal spell matrix.
  • All forms of healing magic are now considered part of the Conjuring (Healing/Restoration) Domain, thus resolving the issue of Necromantic Healing spells.
  • All healing spells are cast as healing over time at the rate of 1 Dice healed per minute
  • Divine Channeling healing is instantaneous
  • 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, Regeneration, etc only works on fresh wounds. Once the wound has already healed any lasting damage or maiming is permanent. Spells which remove conditions such as disease or blindness are targeted against the original DC which caused the effect as the DC for the counter spell. The cleric has a number of rounds equal to the level of the affected character to counter the effect, or it is considered permanent and must be treated normally with the Heal skill.

Domains
Good Domain: Healing is increased by the level of the caster plus their Charisma bonus (if any). Ex, Cure Light Wounds cast by a 7th LvL caster with a 15 Charisma would heal 1d8 + 7 + 2.

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 upgraded to being measured in rounds vs minutes. Cleric Cure X Wounds effects are applied once every other round.

Druid

  • Druids are considered to have a Summon Natures Ally I – VII as a permanent “Domain Spell” as per the Cleric.
    *Elementals of appropriate HD/CR may be selected as Animal Companions, subject to DM approval to maintain balance.
    *Druids who have taken the Healing Domain (may also take the Merciful Healer archetype) have access to Raise Dead as per a 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 Druidic Spells (based off of Religion and magic) and effects. If attempting to use this skill to gather knowledge about other forms of magics (divine and arcane), 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.
  • *Druidic healing magic works a little different from standard Divine Healing spells like Cure LIght Wounds. Instead of the Cure X wounds line of spells, they cast Druidic Rejuvenation. Substitute D8s for D4s, divide the bonus by half, and have it last three times as long. (See spell descriptions for full details under Druidic Rejuvenation)

Fighter

  • Armor Mastery stacks with other forms of DR

NOTE: The fighter archetypes listed below add some interesting options for the class, however they also take away class abilities which are both powerful and flexible in order to gain abilities which are powerful but generally static in nature. Be sure to consider the options presented carefully ahead of time.

Inquisitor – Base Class

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).

Magus – Base Class

Ultimate Magic – pg 9. Excellent class design, feel free to use the class as written.

Monk

  • Monks are proficient with all monk weapons.
  • Use full BAB
  • Loose flurry of blows, but automatically gain TWF feat line with Unarmed and Monk weapons.
  • Brawler – Base Class Very similar to the Martial Artist, but allows for the use of light armor. Less mystical than the core 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). This ability also adds a +5 bonus to Sense Motive, but only against an active threat.

Priest

Priests are the leaders within the church hierarchy of the campaign, with Clerics 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
  • Divine Channeling (including Lay on Hands) is instantaneous, healing from spells is 1 dice per round for Priest, 1 dice every other round for Cleric / Druid (with the Healing domain), and 1 dice per 3 rounds for Paladins (with the Healing domain). For anyone without the Healing domain who is not a Priest it is 1 dice per minute.
  • 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.

Domains
Good Domain: Healing is increased by the level of the caster plus their Wisdom bonus (if any). Ex, Cure Light Wounds cast by a 7th LvL cleric with a 15 wisdom would heal 1d8 + 7 + 2.

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 upgraded to being measured in rounds vs minutes. Cleric Cure X Wounds effects are applied once every other round.

Ranger

  • 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.
  • 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

Weapon Proficiency: Rogues gain proficiency with the blade boot, sword cane, and switchblade knife, along with all their usual proficiencies.

Ambush (Ex): During a surprise round, in which the rogue is hidden or has beaten his opponents initiative, the first sneak attack made by the Rogue deals an amount of extra precision damage equal to the rogue’s class level. This ability may be used at range with a standard action. As with all precision damage, this additional damage is not multiplied in the event of a critical hit.

  • A foe flanked in Melee by allies of the Rogue, is still considered flanked if attacked by a rogue regardless of positioning.
  • Rogues may flank & sneak attack at up to short range increment for their weapon type. The minimum for this type of attack will always be at least 30’.
  • Ranged sneak attack is always a standard action.
  • May use the Bushwhacking rules as per ranger.
  • If attacking with a small weapon or light weapon (such as a dagger, shuriken, rapier, hand crossbow, etc) the sneak attack dice is improved to d8
  • Survivalist is an excellent archetype option to allow for a “Scout” or “Ranger” feel. Instead of Resist Elements the survivalist gains the Ranger class ability of Favored Terrain

Sorcerer

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

Swashbuckler

After reviewing this class I have decided that it looks fine and should present no issues in the campaign.

Wizard

  • All Wizards must specialize.
  • All Wizards use the Sorcerer Spells per Day table. This table already includes the bonus spells for specialization.
  • Scribe Scroll is not allowed as a Feat. Spells scrolls as such do not exist.
  • 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.

Arcane Archer – The class restriction that requires at least one level of arcane spells has been modified. It is now “requires one level of spell casting”, so either Arcane or Divine casters (most commonly a Core Ranger) may qualify.

Lastwall’s Roughnecks
BattleMage

Character Generation

Lazlo COS Pathfinder lazlo_campaign