Character creation. This is going to be a modified Pathfinder campaign.
A. Doing a point buy stats
You have three options. 1. Start with 15 points and get a free Feat at 1st level. 2. Start with 25 points and lose your 1st level feat. 3. Start with 20 points and there is no change.
B. No starting stat can be below 8 or above 18 before factoring in racial adjustments
C. All Core Races allowed. Little history on the campaign. We are going to be playing in an alternate Europe. So some of the races come from specific areas. there is no change in any of the stats for races, but a number of races have limited classes.
Humans: There are four core nations. The Pirates of the Spanish Penisula. The Burgoin of Central Europe [France and such]. The Old Roman Empire still holding on in Itally and Greece. And the Germanic hordes of Northern Europe. Each area has their own special clases: Spanish – Monks of Gibraltor. Burgoin – Paladins. Roman – Inquisitors. Germans – Witches. Other than the above and Gunslinger there are no limitations on the classes that Humans can take.
Dwarfs: Concentrated in huge cities under the mountains with their Capital in Switzerland. Dwarves are highly technically advanced and the only race that can use Guns. Can take the following classes: Barbarians [rare], Bards, Clerics, Fighter, Ranger [Cannot have an archetype that uses magic], Rogue, Wizard, Alchemist, Gunslinger, Magus, Oracle, Summoner.
Elves: Concentrated in the islands of Britain and Scotland. Both islands prohibit any non-elf on them other than the small trading town of Dublin on what would be Northern Ireland. Elves rarely leave their islands but can be found on the mainland as their long lives tend to cause wanderlust. Can take the following classes: Bard, Druid, Ranger [Cannot take a archtype that limits spell use], Rogue, Sorcerer. Alchemist [very rare – seen as insane to most elves], Summoner.
Gnomes: Come from the fey locked islands in the Mediterranean. The islands are free to anyone to explore, but you will find little habitation and the near constant harassment by the local fey population makes the island only used by the few pirate captains from Spain that can deal with them. Gnomes are spread through out the countries with the exception of the Roman Empire. They are the third most populous people [behind only half-elves and humans] in Dublin as they are fascinated by Elves. Can take the following classes: Barbarians [very strange], Bard, Cleric, Druid, Fighter, Ranger, Rogue, Sorcerer, Wizard, Alchemist, Cavalier [very rare], Magus, Oracle, Summoner.
Half Elf: All half elves come from Dublin as no Elf would ever make his permanent home away from the main islands. Most stay on the island to be near relatives, but they have an good presence in Spain among the pirates. They have the same limitations as humans for classes, though it is very rare to see them take any of the specific classes like, Monk, Paladin, or Witches and the Romans would never allow anyone other than a Roman or Lower Orc to be an Inquisitor.
Half Orc [Lorc]: Lower Orcs or Lorcs hail from what is now Greece. Over a 1000 years ago a huge invasion of Steppe Orcs ravaged the area. Eventually they were beaten back/left, but a large force stayed behind in the Greece Highlands. For the longest time they battled with the local human nations but eventually through interaction with the humans most of the ‘orcness’ was breed out of them and they became Lower Orcs. Short for Low Land Orcs. They made peace with the local humans and built a solid nation. That all went away about 100 years ago when the area was conquered by the Roman Empire in their attempts to purge Europe of it’s humanoid stains. The Lower Orcs survived as a vassal state to the Romans and while there is a powerful underground force trying to fight for freedom, the Roman’s hold is too great. Can take the following classes [note – the use of magic by an Lorc is a death sentence in the Roman lands so it is very rare]: Barbarian, Bard, Cleric [only magic using class allowed in homelands, but regulated to low levels only], Fighter, Ranger [no spell use], Rogue, Wizard [very rare], Inquisitor [Would have to be a roman sympathizer or found a way to fake it. Would probably be killed on site if unprotected in Lorc lands], Magus [very rare], Oracle [higher rate of oracles than any other race, but usually killed on site by Romans], Summoner [rarest of all magic classes].
Halfling: Urban nomads. They don’t even know what their country of origins is. Only non-human race that is even allowed in Roman held territories because of their hard work ethics. Halfling communities can be found in every major city on the continent and almost always the second most populous race. Have the same limitations as humans for their classes, but very rarely choose the human specific classes. Surprisingly the only other race that can take Gunslinger, but very very rare.
There are going to be a couple of house rules in effect for this campaign. The biggest has to do with Initiative.
- Instead of rolling 1d20, we are going to be rolling 3d6 and adding the Init modifier. This is going to cause the initiative to cluster a bit, but will increase the emphasis on DEX [because highest DEX goes first on ties] and Init modifier [which is changing a lot].
- The Init modifier will be based on different stats depending on class. For all primarily spell casting class [Cleric, Druid, Sorcerer, Wizard, Oracle, Summoner, Witch] the modifier will be based on their primary spell casting stat [i.e. WIS for Cleric & INT for Wizard]. For the spell/combat classes [Bard, Alchemist, Magus] you have to decide at character creation, will it be based on the primary stat or DEX. All other classes are based on DEX.
- To offset this because it is a major advantage for the spell casters, weapons and armor will have Init modifiers. You can only take advantage of a Init modifier if DEX is your primary stat for Init. For weapons, if your primary melee weapon is a light, one handed, then you get +1 to your Init modifier. If heavy or two handed, then you are -1 to your Init modifier. Anything else is +0. Ranged weapons that can be normally loaded as a Move action, are +1 to Init. If it takes a Full action, then it is -1. Anything else is +0. Double weapons will default to +0, unless there is a good argument either way. Along with this, if you are in light armor, you are +1 Init, medium armor is +0, heavy armor is -1.
- Your initiative can go up or down based on what weapons you equip, but won’t change until the next round.
- There are two new qualities to base weapons and armor. Balanced for weapons 75gp]. Both qualities add +1 to initive and may be added to masterwork equipment [for a total of +450gp weapons & +225gp for armor]. Again, anyone that doesn’t use DEX as their Init modifier cannot benefit from these modifiers.
- All magical weapons and armor are assumed to be Masterwork, but may or may not be Balance or Fitted.
- So for an examples: Rogue with 18 DEX, with Fitted Leather armor and a Balance Dagger would be [4+1+1+1+1] +8 on Init modifier. A Cleric with a 12 DEX and 16 WIS would have +3 to Init modifier. Paladin with a 10 DEX, Platemail, and a Greatsword will be -2 to Init modifier.