Notes on Character Creation

CHARACTER CREATION RULES PATHFINDER

Character Template: Please use the Example NPC provided as an online template to use for your own online PC character sheet.

Character Stats: Stat generation is as follows: All stats begin at 10. Players have 20 points to spend at a cost for 1 point for 1 stat point. No stat can be lowered below 8 (for +2 points) and no stat can be raised above 18 prior to Racial modifiers in which a stat could potentially be 20. On the first session, the roll up session, for fun each player will be given an opportunity to roll 2d6 +6 for all 6 stats. If these rolls are better then what they could achieve with the 20 points given, they may keep these values instead. If these rolled values are poor they may keep their initial point buy values.

Character Class and Race Information: Any character class or race in the following Pathfinder books are allowed: Pathfinder Core Rulebook, Advanced Players Guide, Ultimate Magic and Ultimate Combat. If you do not possess these books I have some of them on PDF and I can make them available to you via Dropbox. Alternatively, there is a lot of Pathfinder information located here: Paizo PRD

Traits: Each character will begin play with 2 traits. If you need help with these please create a thread in the forums section and I will help you. Traits are located in the Advanced Players guide on pg. 326-333. Note: You may not select traits that afford your character more money. Also you may not select Campaign or Regional Traits.

Starting Money/Equipment: All starting money is what is listed in the Core Rulebook (pg 140)and elsewhere for other classes not in the Core Rulebook. It is listed as an average. This average value is the amount you will use. You may not take any feat or trait that affords you more money. The equipment you buy with this sum is actually equipment given to you by your mentor/trainer. The list of allowable equipment is also in the Core Rulebook. If you find an item you want in another source, let me know where it was found so I can decide if the item would be allowed or not. Masterwork items are not allowed as you can not afford them. After you purchase what you want any remaining coin will vanish.

Update:
All characters are rolled up at 3rd level with maximum Hit Points. You are allowed 1x 3000gp magic item and 2x Masterwork items. All other reasonable mundane equipment is free and the character will end up with 100gp. No riding mounts will be allowed. Only light armor will be allowed. In some cases medium armor will also be allowed with GM approval.

Equipment, Encumbrance and the Environment:

Equipment, Food, Water, ammunition, Material Components, Inscribing materials and Encumbrance rules will be enforced. The player will keep track of their own supply. Prolonged shortages of food/water could cause fatigue effects. Please be verbose to where you place items and containers, it may save your life.

Note: 1 ration is considered 1 day of food. 1 Waterskin is considered to be 2qts or 2 days of rationed water. I.E. One week of food and water is 7 Rations and 3 Filled waterskins give or take. If food and water is scarce, a rationing of water and food can take place however after the third day characters will be forced to make Fortitude checks to overcome fatigue for exerting themselves. Small characters use 1/2 the amount of food and water. Normally, if potable water can not be found on the third day of having no water, all characters without such water will begin to suffer fatigue effects regardless.

Casters are considered to have a starting “supply” of Material Components according to the rules and for the first two levels of spells the cost is negligible. It will be assumed that characters get a new supply for free each time they level. Higher level components however, might have a cost associated to them. Component pouches, Focuses, Familiars and their locations must be displayed on the character sheet.

Movement and Carrying Capacity rules are located in the Core Rulebook. (pgs 170 & 171)

At camp:

Several activities can be done at camp where the party is at rest;
Memorizing/praying for spells, repairing gear, foraging for food and water, eating, sleeping and standing guard. Please read up on these activities as they have changed slightly in Pathfinder.

All armor worn MUST be removed to sleep. (Unless an item or feat allows otherwise) If a character opts NOT to remove their armor each night to sleep, they must make a Fortitude chack DC15 or suffer from Fatigue effects. Armor takes a certain amount of time to remove and to Don. Donning and Removing Armor

Transportation and Riding Animals:

Much of this info can be found in the PRD, Horses are located in the Bestiary, pg 177.

Alternate Information on mounts and encumbrance: Mounts and Encumbrance

OGL/D&D 3.5

Standard 32 point buy system, (see pg, 169 DMG 3.5) Character creation using PHB and any of the books listed below only but may not select starting packages listed for each class in the PHB 3.5. All equipment must be purchased ala carte. Characters are First Level with max possible HP to start. Only the races listed in the PHB are allowed! Only classes/feats in the PHB are allowed with no approval necessary. All other classes/feats require approval to use them! If you decide to become a Druid or Barbarian you must start in the Village, all other classes will start at Port Lissop. 32 point attribute buy system. (stats start at 8, 1point for 9-14, 2 points for 15-16 and 3 points each 17-18.) All other character creation is as normal. Starting money for each class is located on pg, 111 of the PHB.

Allowable 3.5E books:

Players Handbook I and II (PHB I, II), Dungeon Masters Guide I and II (DMG I, II), Complete: Adventurer, Arcane, Champion, Divine, Mage, Scoundrel and Warrior (C-Ad, Ar, C, D, M, S and W) I have included Races of the Wild (RotW) as well but only because some of the Prestige classes and Feats are going to be allowed.

I have these books on PDF in an online folder and they can be downloaded. I can share the folder which is on Dropbox to you.

Any Classes, Feats, Abilities not listed in the PHB are required to have the book name (abbreviated as shown above) and the page number where it can be found listed on your character sheet as well as express permission to use them. This Campaign is designed to be used with the Core rules but some allowances for character flavor will be considered.

Languages:

Certain ones will not be in abundance. Popular ones are Elvish, Dwarvish, Orcish and Gnomish. Ones less likely which require some note in your background: Draconic, Giantish, Goblin and Gnoll. Wizards or learning based magic users might know: Draconic, Abyssal, Infernal and Celestial. On rarer occasion and with special note in your backgrounds: Aquan, Auran and Ignan. Druids will know Druidic and might know Sylvan. Rangers might also know Sylvan. Evil characters might know Abyssal, Undercommon and Infernal.

Equipment, Encumbrance and the Environment:

Only Items listed in PHB allowed, Masterwork items allowed provided that they can be afforded.

Equipment, Food, Water, ammunition, Material Components, Inscribing materials and Encumbrance rules will be enforced and the GM will keep track of each character’s supply. Prolonged shortages of food/water could cause fatigue effects. Please be verbose to where you place items and containers, it may save your life.

Note: 1 ration is considered 1 day of food. 1 Waterskin is considered to be 2qts or 2 days of rationed water. Normally in this hot, humid environment a laborer consumes 1 gallon of water per day. If potable water can not be found on the third day all characters without such water will begin to suffer fatigue effects.

Casters are considered to have a starting “supply” of Material Components according to the rules and for the first two levels of spells the cost is negligible. It will be assumed that characters get a new supply for free each time they level. Higher level components however, might have a cost associated to them. Component pouches, Focuses and their locations must be displayed on the character sheet.

Use the following site for Encumbrance and Movement/Maneuver rules: Encumbrance Rules

Armor:

The campaign is mainly in a hot, humid place. Heavier armors are not normally allowed. In fact, a chain shirt or Breast-plate are about the heaviest you will see worn by most anyone. There will be penalties associated with the wearing of any armor worn heavier then those mentioned above.

At camp:

Several activities can be done at camp where the party is at rest;
Memorizing/praying for spells, repairing gear, foraging for food and water, eating, sleeping and standing guard.

All armor worn MUST be removed to sleep. (Unless an item or feat allows otherwise) If a character opts NOT to remove their armor each night to sleep, they will suffer from Fatigue effects. Armor takes a certain amount of time to remove and to Don, pg.123 PHB.

Transportation and Riding Animals:

Your going to be primarily in the swamp, an environment not suitable for most riding animals. The primary mode of transportation is by boat or on foot. If your mount can not easily ride in a small, flat bottomed boat it is not likely suitable.

Information on mounts and encumbrance: Mounts and Encumbrance

Money:

Each character will be responsible for safekeeping their own coin and all wealth must be accounted for on the character sheet including its location. Haggling over prices (Diplomacy) and checking item qualities (Appraisal) are encouraged.

Gods and Alignments:

Any and all gods and their corresponding alignments are available as listed in the rules, however there are strict penalties for unlawful actions. If you start as a Lawful Good character and begin doing evil things and committing crimes, even crimes that are committed for the common good, your alignment is subject to change. The numbers in the parenthesis are the starting alignment values. The GM will be secretly keeping track to these behind the scenes. If a character goes against his general alignment often it is likely that they will spontaneously change alignments. For some characters it will not be obvious, for others…it can be devastating. Cross the gods you follow and their favor may be lost.

Agnostic/Atheist: It is possible to be Agnostic or even an Atheist as well in which case Alignment will mean even less.

Law vs. Chaos

The law versus chaos axis in Dungeons & Dragons predates good versus evil in the game rules. In esoteric Greyhawk setting lore, too, the precepts of law and chaos predate good and evil in the world’s prehistory. Players often consider law and chaos less relevant to their character than good and evil. Confusingly, a lawful alignment does not necessarily mean that a character obeys a region’s laws, nor does a chaotic alignment necessarily mean that a character disobeys a region’s laws.

Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.

Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.

Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. They are honest but can be tempted into lying or deceiving others.

It is more common for creatures to be neutral with regard to law/chaos than good/evil. Certain extraplanar creatures, such as the numerous and powerful Modrons, are always lawful. Conversely, Slaadi are chaotic, representing beings of chaos. Dwarven societies are usually lawful, while Elven societies are most often chaotic.

Good vs. Evil

The conflict of good versus evil is a common motif in Dungeons & Dragons and other fantasy fiction. Although player characters can adventure for personal gain rather than from altruistic motives, it is generally assumed that the player characters will be opposed to evil and often fight evil creatures.

Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.

Evil implies harming, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient or if it can be set up. Others actively pursue evil, killing for sport or out of duty to some malevolent deity or master.

People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships.

Paladins, altruistic heroes and creatures such as angels are considered good aligned. Villains and violent criminals are considered evil, as are inherently evil creatures such as demons and most undead. Animals are considered neutral even when they attack innocents, because they act on natural instinct and lack the intelligence to make moral decisions.

Lawful=67-100(100)
Neutral=34-66(50)
Chaotic=0-33(0)

Good=67-100(100)
Neutral=34-66(50)
Evil=0-33(0)

Awards:

This campaign is a low magic, low reward campaign for the most part. For good RP in and out of the game, I will reward players with boons. Spontaneous things like finding an item perfect for them, a bag of gold half submerged in the muck, a free luck roll etc. Every little bit helps!

Special Items:

In this campaign PC’s may run across a magic item. Some items are just magical, others, are special. Special items have ranks that must be learned to achieve, characteristics innate to this one item. Some can be divined by magic, some are granted by the amount of time shared with the item and daily study. Examples are: The Name of the item, A significant event that involved the item, A task that must be accomplished with the item etc.

Events, Encounters, Information and Puzzles:

There are a multitude of Events, Encounters and Puzzles in this campaign. Characters are encouraged to seek resolutions that benefit themselves the most however, not every encounter is designed to be defeated. Some are extremely dangerous and could easily cause “casualties”. Though it is my wish for everyone to have fun playing in this Campaign, I will not pull punches when it comes to encounters and remember, fleeing is always an option. That said as the GM controlling the action, I am subject to my own bad or good luck as well. I may not want to kill a party member or more than one but I have no control over that as luck/skill or unluck/lack of skill are what determines that.

Information can come in several forms but mainly in text form through character interaction with their environment. Sometimes the information will be useful fairly soon. It may be prudent to write down notes about information that might be important.

Puzzles will appear and some may seem impossible to figure out. As a play tester to this game before it was published I can certainly say that there are solutions and some involve the use of more than one person. Take time if you have it, talk it out in character and the solution will be discovered.

Disclaimer:

It is my wish to bring the realism and harshness of this RP environment to life but to also keep in mind that I wish for the players to have a lot of fun. I realize that some of the things I am including; Food and Water, removing armor while sleeping etc. can bog/slow the campaign down, however I have also found that it also helps to maintain a certain atmosphere for the players. That said it is also my wish for the players to have a real sense of accomplishment when they overcome obstacles. The Swamps that surround Kith’takharos can be an adversary all its own, good luck.

Individual Character abilities can be numerous. I will appreciate any and all help to keep them in the know as we adventure together using the D&D 3.5 system. This campaign is designed for 4-6 players.

Notes on Character Creation

Kith'takharos, The Wild Frontier BishopOmega