Lazlo COS Pathfinder

NOTE: Feel free to use the Advanced Players Guide, Ultimate Magic & Ultimate Combat for additional options on customizing the Base Classes found in the Core Rule Book. Be aware that the only classes allowed outside of the core book are The Magus, & The Martial Artist (see below).

Starting Character points: 20
(refer to PathFinder Core book–pg 16)

Characters again an additional stat point every even level, with feats every odd level.

Hit points: max HP at first level, following which roll twice and take the best result at each new level gain.

Bonus Spells from High Stats: Please note that bonus spells for high stats only effect the number of spells you may cast per day, but not the number of spells which you have actively memorized in your Matrix for the day. Example you may still only know 3 spells, but could cast from them a total of 5 times. All bonus spells are available at first level, thus if your Cleric has an 18 Wis they could cast Cure Light Wounds and extra 4 times for that day.

Character Races
Races of the Known World

Pclasses

Barbarian

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

Bard

  • Bards do “a little bit of everything” which can mean in theory that they have a very diverse skill set to allow them to be useful in all sorts of different capacities. In practice however their lack of specialization tends to cause problems if the party doesn’t already have 1 of each of the 4 main classes. If the party already has the main roles covered then a bard makes for an excellent 5th or 6th slot (the other would ideally be another core damage class, ideally ranged). NOTE: Linguistics & Use Magic Device have both been removed from game play which has a dramatic effect on the usefulness of this character class.

Suggested options to make the Bard a more playable class:

  • Arcane Duelist – Advanced Players Guide pg.80
  • Dervish Dancer – Ultimate Combat pg.33
  • (Concept Build) – Archer – Consider with use of the Arcane Strike feat (helps to make the bard a more solid 5th slot)

Cleric

  • Clerics do not automatically convert spells to Cure X Wounds spells
  • Domains are gained two at 1st LvL, one at 4th LvL and an additional one every 4 levels there after
  • Domain Spells are always considered memorized for the day as part of the clerics normal spell matrix as “free” slots
  • Spell LvL 7 – 9 are restricted to Domain & Meta-Magic Spells only.
  • All forms of healing magic are now considered part of the Conjuring (Healing) Domain, 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.

NOTE on Raising the Dead: Resurrection, True Resurrection & any of the Reincarnate spell lines are not accessible in my campaign. These spells are completely barred. Raise Dead is now a 7th LvL spell of the Healing Domain. (Raise Dead follows the same rule as Hero Points: Not allowed in situations which were blatantly suicidal or for which you were repeatedly warned against. You soul has already departed, re-roll.) Raise dead is only accessible if the full body is intact. Death by fire, beheading, acid, massive damage, etc results in too much destruction to the body for the spell to be effective (spells like regeneration will only work on a LIVE body). Death results in all spells for the day being lost as if cast. Death for normal NPC’s is typically permanent as their souls depart quickly & worse the simple cost of Raise Dead vastly exceeds the financial abilities of most families.

Druid

  • Druids are considered to have a Summon Natures Ally 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 have access to Raise Dead.
  • 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 3 – 5 times slower than normal for their race.

Fighter

Armor Mastery stacks with Adamantine Armor

Magus

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

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)

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.

Rogue

  • 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. Any attack within 30 ft is considered to fall within the “Short range” description.
  • Ranged sneak attack is always a standard action.
  • May use the Bushwhacking rules as per ranger.

Sorcerer

  • Sorcerers are the only Casters capable of Casting Wish & Limited Wish
  • Note: Meta-magics do NOT increase casting time, and may be added dynamically at the time of casting. Refer to the magic section for more details.
  • spells may be changed when at full rest in a safe environment and require 1 week worth of rest to do so.
  • 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.

Wizard

  • All Wizards must specialize in a school of magic.
  • Wizards cast dynamically from their daily spell matrix (like a Sorcerer does).
  • 7th through 9th level spells are Specialty School only
  • 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.
  • May not cast Wish or Limited Wish
  • Evoker: Intense Spell: 1/2 Level + INT bonus.
  • Evoker: Force Missle: Cast Magic Missle as a free action with each use.

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. As such they do not exist in my campaign outside of this context.