Character Creation

This wiki will provide the guidelines necessary for players to create their characters within the scope of this campaign.
We will be using the point-buy system, and each player will have 25 ability score points (Epic Fantasy level).
I have enjoyed Ryan’s house rule of stat gains, so we will continue to use that. At 4th level, each character may add + 1 to any two stats. At 8th level, each character adds + 1 to all six stats. This process repeats ( + 1 to two stats at 12th level, + 1 to all stats at 16th level, and + 1 to two stats at 20th level).
Each player, as his character advances, may roll 2 hit dice of the appropriate type and take the better one. You may also reroll any 1s that come up on the dice.
All races and classes (and prestige classes) will be allowed, provided they come from a current Pathfinder source (or pre-approved non-Pathfinder source). Traits, abilities, classes, and the like from older 3.5 era Pathfinder sources will not be allowed without prior consideration. Players should read through the House Rules and Laws of the Land wikis to familiarize themselves with what changes have been made and how that affects the characters. For example, with magic being outlawed and with the legates out hunting for magic-users, a character wanting to play a Summoner would more than likely be quickly detected and killed.
Custom races from the Advanced Race Guide will be allowed, but will have some restrictions as to their implementation. It will be much easier for me to integrate a new race that is based off of an existing one (such as an off-shoot of human or dwarf), so try to keep that concept in mind. The point value limit for the modified race will be the same as the race being modified. I may allow for points over, providing you come up with a very good reason for it. Please also try to not give the race abilities based upon the character you wish to build. Try and limit the racial abilities to what would be available to all members of the race. You should also come up with a good story for the race and why it has the abilities it does. Once you have come up with an idea, you should then type it up and email the finished product, including back-story to me so that I can review it. I probably won’t have an immediate answer for you, so if you wish to play a custom race, you should send your ideas to me well before we play (and by “well before” I mean at least a couple of weeks).
Some classes will have campaign-specific modifications, and I will list these changes here.
- Monk: Because monks train in secret, even right under the very noses of the dark armies, their selection of weapons will be modified to reflect this. The monk is proficient with bo staff, club, dagger, handaxe, light hammer, light pick, quarterstaff, sap, sickle, throwing axe, and sling. This modified proficiency list does not overrule an archetype that bestows alternate proficiencies (such as the Zen Archer). Alternatively, the monk may choose to not be proficient in any normal weapons and instead gain the Catch Off Guard feat. This choice must be made at character creation, and once selected, it cannot be changed.
- Paladin: The paladin may elect to turn his aura of good on or off at will as a free action.
This is an epic scale campaign where the PCs will play a central heroic role. As such, all characters will start play at 3rd level. This also means that characters will start with 3,000 gps worth of magic items and gear.
All characters will advance using the standard medium progression. Experience will be handed out as equal shares of total group experience (meaning that all characters will progress at the same rate). Any new characters introduced to the group will start out at the current party level and experience total.
We will be using the Hero Points alternate rules (found in the APG), including all of the optional feats. Beginning characters, regardless of level, will start with 3 Hero Points.
We will be using the Wounds and Vigor optional rules (found in Ultimate Combat), including all of the optional feat modifications.
The Fly, Knowledge (Engineering), and Knowledge (Nobility) skills will be removed from the skill list.
Characters that are called upon to make a Fly check (due to a maneuver or ability) will substitute Acrobatics instead. Characters and creatures with a natural fly speed will gain a + 8 racial bonus on these checks.
I liked Ryan’s rules for selecting regions of area knowledge based upon skill ranks, but in this system, we will use Knowledge (Geography) for the base skill. Any feat, trait, or other ability that adds a bonus to the Knowledge (Geography) skill (such as the Skill Focus feat or the Scholar of Ruins trait) adds the bonus amount to the number of regions known. Once I have more of the campaign world where play will start set up, I will post a list of geographical regions for the players to select from.
At the start of the campaign, the characters in the party will all begin play knowing each other. Each character is tied to Kurgun Falls in one way or another, either having been raised there or having recently traveled there. Players are encouraged to write a brief history for their characters and how they know one or more of the other characters.
Due to the dire circumstances present in Kurgun Falls, the local laws regarding travel and weapons have become a little lax. Characters with high Survival skills are encouraged to go out and hunt, the use of bows and other hunting weapons are overlooked (although they are still not allowed within the settlement). Likewise, those characters with crafting skills are encouraged to work as much as they can. Of course, all things belong to the dark armies, which means that all game hunted, all food grown, and all goods crafted go directly to Sub-Lieutenant Toad and his men. Anything left over is then given to Mayor Dunkan to distribute amongst the rest of the people. Failure to turn over all goods results in lashing and a suspension of privileges.
What this means for starting characters is that craft and profession skills (as well as Survival) will be looked upon favorably. All characters begin play with 2 free skill ranks that can be used for any Craft or Profession skill, or for Survival. These bonus ranks cannot raise a character’s skill ranks above normal limits.
Players are encouraged to spend all of their starting wealth on equipment and supplies. Even though the hoarding of food and supplies is outlawed, the characters will more than likely have a safe place away from civilization, where they store their gear.
Due to the severe climate in the starting region, players are encouraged to purchase survival gear. Cold weather gear, cleats, snowshoes, tents, and the like will be in demand on the snowy, wind-swept flanks of the Tusk Mountains.
