Character Creation

As a first word, this is a game of House Rules. A ton of the Pathfinder has been re-customized to fit what I believe to be the spirit of the rules. While I don’t think you’ll have any problems with the rules I’ve made (they’re all trying to reinforce common sense) we’ll still go over some of the more ambitious ones. I’ll consider repealing a rule, especially if everyone just finds it to be downright offensive.

There’s a lot stuff here, and to a new player, it might look like that you’ve gotten into something that is too complicated for you. The best arguing point that I can make is that when this whole dance is done in person, I can just simply answer any question you have with nothing irrelevant. Here I have to consider and spell out every possibility players can possibly take ever. So the ensuing walls of text are really D&D’s principle strength: its infinite possibilities. Don’t worry so much, we’ll be doing all of this in person, everything here is just theorycraft. Really, it’s like the half fun for some of us.

  1. Choose Region: Your region is more important than anything else as it dictates your race choices, ability scores, powers, and all the roleplaying goodies.
  2. Choose Race: Many are familiar to D&D-Pathfinder setting, none are the same. For those that are familiar with Pathfinder, please note that ability score modifiers for races have been halved. Regions are intended to play a more significant role versus race.
  3. Choose Ability Scores: Point buy system, 10 points. Minuses and pluses to ability scores are added in after determining how many points you spend/receive.
  4. Choose Class: Classes are almost untouched – but nothing remains a virgin to my DM touch shudder. Like the races, most of the changes are about context: how this class is seen differently in roleplaying world than it would in standard D&D. Monks are practitioners of an obsolete Elven art, while Druids consort with barbaric fiends; a good, man-grown Fighter is the salt of the earth. All of the classes fit aesthetically into the campaign setting; yes even the ninja, monks, gunslingers, and samurai. If you don’t have the rulebooks on you, this is a great substitute.
    1. Anyone that is considering being a divine spellcaster should read this.
    2. Anyone that is interested in being an arcane spellcasters should read this.
  5. Pick Traits: Two specifically. This campaign will use the ‘Traits’ rules found in the Advanced Players Guide. There are the standard APG traits along with some special ones and their special requirements.
  6. Gain one Hero Point: This campaign will also use the ‘Hero Points’ rules found in the APG. Because everybody likes Hero Points.
  7. Generate Vital Stats: I like how Pathfinder puts the “vital” statistics after everything else. Well I consider them more important anyways; after all your name, gender, height, weight should probably make more of an impression on others than if you took Improved Initiative vs. Stand Still. I have a comprehensive list of all the vital stats here.
  8. Choose Alignment: Choose your alignment. For anyone that plays D&D for any length of time, this becomes one of those sources of constant confusion and misinterpretation. I will discuss in person, as I consider it to be the first or second more important thing about your character. For easiest purposes, a lawful versus chaotic alignment dictates how you carry out your methods; and a good versus evil alignment dictates how society views your actions.
  9. Favored Class:: Choose your favored class. Favored class = +1 hp/level or +1 skill point/level. Keeping with infinite customization, there are also alternate favored class choices in the APG.
  10. Pick Skills & Choose Feats: Skills are largely untouched. Every character receives a free fatality feat. As you’ll quickly find out, it is the furthest-reaching of the house rules and the one I would certainly consider pulling from the campaign.
  11. Buy Equipment: Each new character begins the game with an amount of gold, based on his class, that can be spent on a wide range of equipment and gear, from chainmail armor to leather backpacks. Refer to here for starting values and campaign-unique items. You also get a haversack, which is described in the previous link.
  12. Charter Business: The premise of the campaign is that (insert number) young adventurers of promise from different walks of life are handpicked by a patron to form a charter. As you quickly find out, this kind of arrangement is not uncommon. A name is decided on, a few ground rules are established, and a charter alignment is decided upon (which serves as the alignment of the patron). Every character in that charter must start within one degree of the alignment (patron chooses like-minded individuals), and the alignment of the charter itself says a lot about how you conduct yourselves.

The campaign will start in Salermium, a port city in southern Campagnia.

Character Creation

Campagnia Wellzzer01