Shadows with Tales to Tell - The Grim Islands
Character Creation Rules
Character Creation Basics
These are only the basic character creation notes. Additional house rules and system changes are introduced on other pages of this wiki. Knowing the specific changes is vital to the game; I would suggest familiarizing yourselves with the rules before beginning character creation.
- Players have two options for stats. They may either use point buy 20 to choose their own stats, or they may roll their stats using 2d6+6. No beginning stat may be higher than 18 or lower than 8, even after racial modifiers. Once this choice is made, it cannot be changed.
- Players begin at first level, and may pick from the races and classes listed on this page. Players do not gain favored class bonuses; instead they gain 2 traits at first level, and 1 hit point or skill point per total character level, and maximum hit points at each level. A character may additionally use the variant multiclassing rules from Pathfinder Unchained.
- Exp progression will be set to slow in this campaign, and we will be using both the fractional base bonuses and staggered advancement rules from Pathfinder Unchained. For spellcasters, Caster Level Bonus is added to the list of universal abilities for the purpose of staged advancement.
- Alignment based class restrictions, spell descriptors, and racial subtypes have been removed from the game. Alignment based DR, regeneration, and vulnerability are now overcome by new materials, which are to be detailed on the page Item and Special Material Rules. Alignment domains may still be taken, and certain classes may still have edicts or expectations placed upon them, though these are dependent on their groups doctrines or personal philosophies.
A few races have been added and altered for this campaign. Some of these races come from Thunderscape — The World of Aden, while others come from a myriad of other publications found on d20pfsrd. The general rules for races are as follows:
- Spell-like abilities gained through a race are not converted into sphere abilities, but they also do not count as spells for the purpose of qualifying for prestige classes.
- Races that gain bonus caster levels with certain spell types receive this benefit to both rituals and sphere abilities that would correspond with their effects.
- Some races would not fit well into this campaign world, for either balance or thematic reasons. With this being the case, please ask before taking a race that is not listed below. Depending on the character concept, I may be willing to add or create a new race.
Specific Race Notes
- Drow — Drow are among the main races for Pathfinder, and are available for play in this campaign.
- Dwarf — Dwarves are among the main races for Pathfinder, and are available for play in this campaign.
- Elf — Elves are among the main races for Pathfinder, and are available for play in this campaign.
- Faerkin — Faerkin are a race from Thunderscape — The World of Aden, and are available for play in this campaign.
- Ferrans — Ferrans are a race from Thunderscape — The World of Aden, and all three types (Brute, Predator, and Sneak) are available for play in this campaign.
- Goreaux — Goreaux are a race from Thunderscape — The World of Aden, and are available for play in this campaign.
- Gnome — Gnomes are among the main races for Pathfinder, and are available for play in this campaign.
- Half-Blood — Half-Bloods are the children of parents from more than one race, having mixed bloodlines. Please ask if you intend to take a half-blood race.
- Halfling — Halflings are among the main races for Pathfinder, and are available for play in this campaign.
- Human — Humans are among the main races for Pathfinder, and are available for play in this campaign.
- Jurak — Jurak are a race from Thunderscape — The World of Aden, and are available for play in this campaign.
Many classes and archetypes have been added, altered, or banned. This is due both to the alignment rules and the introduction of 3’rd Party material, especially where Laying Waste, Spheres of Power, and Rogue Glory are concerned. The general rules for classes are as follows:
- Arcane and Divine classes (except for some special exemptions) are banned, as they often do not mesh well with the Spheres of Power system. They are replaced with the classes from Spheres of Power.
- These special exemptions are the Paladin and Ranger.
- Guns and cybernetics do not exist in this campaign. Any class with proficiency in firearms is replaced by proficiency in repeating crossbows and needle launchers.
- Class features and restrictions relying on alignment are replaced or removed, depending on their importance to the class.
- Players intending to take a Prestige Class should make this intention known in advance, as some PrCs interact strangely with the new combat systems in place. It is generally best not to base a character concept around such a class unless you are certain that it will not have strange or volatile interactions.
Specific Class Notes
- Barbarian — Barbarians are all considered to be Unchained. Unchained Barbarians may take the Oiorpata, Tower of Iron Fury, and Vandal archetypes from Laying Waste, in addition to the usual Paizo archetypes.
- Fighter — Fighters may take the Master of 1000 Cuts, Sword Savant, Thunder Mace, and Urchin Knight archetypes from Laying Waste, in addition to their usual Paizo archetypes.
- Monk — Monks are all considered to be Unchained. Unchained Monks may take the Bajiquan archetype from Laying Waste, in addition to their usual Paizo archetypes (except for Zen Archer). Additionally, all Monks are subject to the following changes:
- When making a Ki Strike at 10th level, Monks may choose to treat their unarmed strikes as Primal for overcoming damage resistance, as described on the Item and Special Material Rules page.
- The DR granted by perfect self instead becomes Primal, as described on the Item and Special Material Rules page.
- Paladin — Paladins must take the Sphere Paladin archetype from Spheres of Power, and may additionally take any other archetype usually available from Paizo (though alignment dependent effects will still be either altered or removed). Because Paladins are no longer restricted to good, evil, law, or chaos, they are ruled and powered by their dedication to a respective philosophy. Regardless of their philosophy, all Paladins are subject to the following changes:
- Paladins lose “Aura of Good” and “Detect Evil.”
- Paladins change “Smite Evil” into “Smite Enemy.” The damage on the first attack is increased against all types of aberrations, outsiders, and undead. “Aura of Justice” allows any ally within its area to “Smite Enemy.”
- “Aura of Faith” and “Aura of Righteousness” now cause the Paladin to gain Primal DR, as noted on the Item and Special Material Rules page. “Holy Champion” further improves this DR.
- Divine Bond gains a third option; this option allows the Paladin to become a low caster, and immediately grants an additional magical talent.
- Ranger — Rangers must take the Sphere Ranger archetype from Spheres of Power, and may additionally take any other archetype usually available from Paizo. Sphere Rangers may optionally choose to simultaneously gain an additional magical talent and improve their caster level to low-caster by replacing Hunter’s Bond, while the Skirmisher and Trapper archetypes replace all spell casting (as usual).
- Rogue — Rogues are all considered to be Unchained. Unchained Rogues may take the Chemist, Dungeon Runner, Imperial Flanker, Imperial Flanker, Mageslayer, Medic, Pet Trainer, Stalker, Street Urchin, True Professional, and Weapon Expert archetypes from Rogue Glory, in addition to the usual Paizo archetypes. Archetypes that would use the ambush feature replace either the alternative suggestions or the debilitating injury class feature. In addition, the following class features have been altered:
- The rogue gains new talents from Rogue Glory; these include any of the talents that do not grant spellcasting or require a class feature not being used (such as ambush or guile).
- The Major Magic rogue talent now grants the rogue a casting tradition, one additional magic talent, and an effective caster level equal to the rogue’s level -3. This counts as the Advanced Magical Training feat for the purposes of prerequisites, and is replaced with the usual effects of the feat if the rogue ever gains levels in a spellcasting class.
- The Minor Magic rogue talent now grants the rogue a single base sphere, an effective caster level of 1, as well as a spell pool equal to the rogue’s casting ability modifier. This counts as the Basic Magical Training feat for the purpose of prerequisites, and is replaced by the Extra Talent feat if the rogue gains levels in a spellcasting class.