Character Creation Rules and Guidelines - Myth-Weavers

Character Creation Rules and Guidelines

Character Creation Rules and Guidelines

Alright, down to the good stuff... how to make your character for here at Living Pathfinder!

Basic Steps0. Any questions about this process can be asked in the Character Discussion Thread.
1. Start a thread in the Characters folder
2. Make sure it's named appropriately "First Name Last Name, Optional Fun Title"
3. Copy the format of our handy Character Template.
4. Characters won't be considered without appearance, demeanor, and background.
5. Use the regular Pathfinder Character Sheet from myth-weavers.
6. Once everything is complete, make a post in the Character Discussion Thread so one of our judges can give initial approval.
7. After that, we encourage you to begin role-playing in the Dunn Wright Inn.
8. Any other general questions about our community can be in the General Discussion Thread.
Table of Contents1. Alignment, Background, and Languages
2. Ability Scores
3. Races
4. Classes
5. Skills
6. Traits and Feats
7. Equipment
8. Experience
9. Joining a Game
10. Multiple Characters
11. Retraining, Rebuilding, Retirement, and Death

ALIGNMENTAny non-evil
Divine classes are expected to roleplay to their deity(s).
BACKGROUNDEach background needs to end with a reason why the character ended up at the Dunn Wright Inn in Venza. We are looking for a few paragraphs, not a book report or history lesson.

Characters won't be considered without a brief description of their appearance or demeanor either!
Here is a decent link for giving you some more ideas for developing your character.
LANGUAGESCommon is otherwise known as Venzan or Low Landellian, and is spoken in Venza and the surrounding areas, including Tritower. As Venza is the world’s most developed trade center, the Venzan language serves as the default common tongue throughout the known world. In addition to racial languages and common, each character gets one free regional language to speak.
  • Ancient Languages. Ancient versions of each of the languages are also available to be learned, but not as freebies, as they were spoken before the great darkness.
  • Broken Common Optionally, Common can be replaced by the use of Broken Common or completely dropped all together. It is not recommended for PCs to not speak at least Broken Common, as this make party interaction difficult unless the entire party does speak a racial tongue. But for NPCs in smaller villages, they would speak their regional language fluently, and maybe Broken Common to deal with tourists. It can be expected that some remote villagers would not know even Broken Common.
  • Deltan in the Ouhm River Valley
  • HaGruut by barbarian tribes in Seithr Mountains northwest of Irthos
  • Inner Sea including the areas of the Harran, Heth and Rorn
  • Irthian in Irthos
  • Jira'shae in the lands of Jirago on the western continent
  • Landellian, High is spoken in Landadel Baronies and in the and Tal Hallow
  • Landellian, Middle is spoken in the Landadel Baronies
  • Landellian, Old tends to be spoken in the more far-flung reaches of the Landadel Baronies
  • Northern Isle for the areas near Illi Esse
  • Runic is available only to Dwarves, this is separate from Dwarven
  • Seithr in most of the Seithr mountain Ranges
  • Southern in the Rhat'matanis region

Ability ScoresLiving Pathfinder uses the 20-Point Purchase system to determine Ability Scores.
  • No score can drop below 7 nor go above 18 before racial adjustments.
  • Starting age does not modify ability scores negatively or positively.
  • You can use this Online Calculator to help.
  • Initial level 1 point purchase amounts must be listed in your character thread.

RACESPlayable PC Races
RULE CHANGESPlease consider:
  • Aasimars: Do not gain outsider proficiencies
  • Aasimars: No alternate racial heritages
  • Gnomes: Obsessive racial trait gives a +2 racial bonus on one of the following skills: Appraise, Bluff, Diplomacy, Handle Animal, Linguistics, Profession, Spellcraft or Use Magic Device.
  • Gnomes: The Codex of Sapo is a sufficient replacement of Obsession Log (Gnome Equipment)
  • Gnomes: Knack for Poison. Some gnomes have an instinctive understanding of poisons and their uses. Gnomes gain a +2 racial bonus on Fortitude saves against poison. The bonus on Fortitude saving throws against poisons increases to +4 if the gnome accidentally poisons himself when applying or readying the substance. This racial trait replaces illusion resistance and obsessive.
  • Half-Elves: No Wild Caller racial archetype
  • Half-Orcs: No Blood God Disciple racial archetype
  • Half-Orcs: No Half-Blood Extraction racial spell
  • Tieflings: Do not gain any outsider proficiencies
  • Tieflings: No alternate racial heritages
  • Tieflings: No Fiendish Vessel racial archetype
  • Racial spells, magic items and equipment of the approved races are available for use by other races.
  • Feats with a racial prerequisite cannot be taken by someone outside that race.
  • GMs get to use banned racial features for the bad guys in the same way as if they were using the race from one of the bestiaries.
  • We do not allow custom race-builder races.
  • Don't see a race you like? Make a Proposal! Most importantly, you have to provide justification how the race will fit into our overall Living Pathfinder setting.

CLASSESTypically all classes and archetypes from Paizo are allowed
But, with the following restrictions and modifications:
  • Alchemist: lose the 'Brew Potion' class ability and gain the 'Extra Bombs' feat.
  • Alchemist: Vivisectionist archetype gain the 'Bleeding Attack' Rogue Talent in place of 'Brew Potion'.
  • Alchemist: Alchemists will be allowed to create Alchemical Items & Poisons as written in their class description (specifically 'Instant Alchemy'), but they must pay full price as though they were purchasing the item.
  • Antipaladin: this class is not available for play.
  • Cavalier: 'Expert Trainer' class ability is modified as follows:
    'Expert Handler': The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount.
  • Cleric: The 'Leadership' and 'Nobility' domains replace the 'Leadership' feat at 8th level for the following ability:
    When a cleric prepares his spells for the day, he may also choose to endow his companions with superior skill. For each 4 levels a cleric possesses, he may grant 1 companion a +2 morale bonus to all skill rolls linked to a chosen ability (Strength, Dexterity, etc.) for 24 hours. The chosen ability is selected by the cleric and need not be the same for all companions affected by this power, although once chosen it cannot be changed until the following day. The cleric cannot target himself with this power. At 20th level, the bonus increases to +4.
  • Firearms: No firearms classes, except for the Bolt Ace gunslinger archetype
  • Skald: replace 'Scribe Scroll' with Extra Performance feat
  • Witch: lose access to the 'Cauldron' hex.
  • Wizard: lose 'Scribe Scroll' bonus feat and gain the 'Spell Focus' feat for a school of their choice.
  • Wizard: Are not required to begin with all cantrips in their spellbooks (but may do so if they wish, of course).
HITPOINTSMax HP at first level
For following levels you have two choices:
  • Max -2 each level
  • Roll for HP
  • Make sure keep track of your choice and rolls in your character thread
  • This is one-time choice made at character creation
  • Familiars and animal companions need to be fully statted out, either on their own sheet or detailed on the main character sheet.
  • The animal companion starts with the maximum number of tricks for its intelligence including its bonus tricks. Bonus tricks earned at leveling are learned immediately. Time was considered spent in training as it's master approached leveling.
Learning and Sharing Spells and SuchFor wizards, magi and alchemists, learning new spells can be an expensive endeavor. When one befriends another caster of their kind, they have a tendency to share spells in order to increase the power base of both. These are a few of rules for LPF to cover our intention of keeping wealth by level on an even course.

Learning by oneself:
  • A scroll may be purchased at the Mystic Pearl. There is a 25% chance that the Mystic Pearl does not have the scroll in stock on a particular day.
  • A scroll may also come from being part of the earned treasure of an adventure.
  • The spell is then learned by traditional methods with a spellcraft roll and added to a spell book.
  • Limit one spell per calendar, or real life, day. Time is expected to flow at 3 calendar days to one En day for commissioning crafted items, so 1 hour studying + the hour/level scribing time itself leads to a 1/3 En work day roughly.

Learning with a mentor:
  • A friend's spellbook may be used as the source of the spell, instead of a scroll. The cost for using the source remains the same as if purchasing a scroll, (to keep character auditing simple) but the 25% chance of the spell not being currently available at the Mystic Pearl or Arcane Row is negated.
  • Transcription costs and time remain the same as normal.
  • If the friend is acting as mentor and is of the same or higher level than the pupil, the pupil gets a +5 to his spellcraft roll to learn the spell. If a lower level, +2. (Because the mentor still knows the spell already.)
  • Normal Aid Another bonuses are +2, but if the mentor is spending the full hour with the pupil, it should count as something more than a standard action Aid Another.
  • Limit one spell per calendar day. Time is expected to flow at 3 calendar days to one En day for commissioning crafted items, so 1 hour studying + the hour/level scribing time itself leads to a 1/3 En work day roughly. The pupil and mentor need to be in the same location, Dunn Wright Inn, Mystic Pearl, or on an adventure together camping for this time.

All extra spells (other than those gained by level-up) added to spellbooks must have that noted, so that we can easily determine how much they cost when doing character reviews.

In other words, two characters enter the Dunn Wright Inn and sit down to study from the mentor's spellbook. The following calendar day, the pupil may roll to learn the spell from the mentor's spellbook with a +5 (or +2) bonus to the spellcraft roll and transcribe it to his own book. The gp costs remain the same as if he was studying on his own. Because failing the spellcraft roll traditionally locks out learning that spell for a week, the mentoring bonus is a significant boon for novice, or even veteran, casters.

SKILLSNormal skill rules apply, with the following adjustments:
  • Crafting is fluff only, no mechanical or monetary benefit
  • Performance is fluff only, no mechanical or monetary benefit (except for bard stuff)
  • Profession is fluff only, no mechanical or monetary benefit
  • Background Skills. We use them! More fun when you know, you actually incorporate them into your background!

TRAITS AND FEATSYou may select up to 2 traits, and they must be from different categories.

Feats are standard Paizo selection and Progression.
  • No Crafting feats/traits
  • No Drawbacks
  • No Golarian content, everything must be re-fluffed!
  • No Grit feats/traits (unless it's for the Bolt Ace archetype)
  • No Leadership feats/traits
  • No Spellblights from Ultimate Magic
  • No Wordcasting from Ultimate Magic
OTHER CONSIDERATIONSFor those of you power-gamers hiding in the corner, make sure you incorporate your traits into your background and personality.... we see you back there!

That being said, feel free to re-fluff the flavor of your traits to fit your character. Anything that helps add more... character... to your character is a good thing!

EQUIPMENTAll Paizo gear is typically allowed
  • All Level 1 Characters begin with 150 gp.
  • Characters of higher levels receive the amount on the table Character Wealth-by-Level.
  • Characters begin play with one free outfit that costs 10 gold or less.
  • Clothing worn does not count against weight for encumbrance.
  • Masterwork and magic items (scrolls, potions, etc.) may be purchased with starting monies without rolling for it in the Mystic Pearl.
  • Please see if Cost of Living is right for you!

It is imperative that gold costs are tracked on your character sheet. Do this! Or else!
COST OF LIVINGFor those who are tired of continual tracking the incidental costs of minor things, we have a system to buy a one time cost that covers the incidentals. Cost of Living! The purchase of the Cost of Living item should be tracked in the Adventure Log section so reviewers have a general timeline as to when it was purchased. In the inventory section, mark covered items with a `NT`in the cost column.

Poor (0 gp) - default adventurer lifestyle level
  • Communal living in tavern common rooms, or the like
  • Does not track meals of 1sp or less

Average (100 gp)
  • Small apartment, house, etc.
  • Does not track nonmagical expenditures of 1 gp or less

Wealthy (1,000 gp)
  • Sizable home or suite of rooms
  • Does not track non-magical expenditures of 5 gp or less

Extravagant (10,000 gp)
  • Mansion, castle, or similar styled residence
  • Does not track non-magical expenditures of 25 gp or less

Note: Rhibahn is one of Venza's real estate agents, for role-playing purposes of course
Note: the gold piece cost of a specific style of living is a one-time cost.
Note: items 'not tracked' must be replenished in a logical location like a town and amounts must still be recorded on the character sheet for encumbrance purposes.

Character LevelWe don't track experience points, but award one level after successfully completing one adventure.
Longer adventures may award more levels, pending gamemaster adventure design and judge approval.
Leveling up FasterOnline play-by-post moving too slow? Listen up!
  • You can 'buy' levels using Game Master Credits (GMC)
  • What are GMCs? Head over to the Game Masters Corner....
  • Each level costs 6 GMC to increase your max character level by 1.
  • Make sure each 'purchase' is marked in your character thread.
Down-levelingStill want to play your favorite level 17 character but can't find a game because they are too high of a level? No worries! Now you can Down-Level your character to whatever level is needed to fill a slot in an open game!
  • Max Character Level: Completed adventures +1
  • You can play at any level under that.
  • Example: Grog the fighter finished 12 adventures, so he can play in games up to level 13.
  • Keep a copy of your completed character sheet for each character level.
  • Your wealth is still determined by the Character Wealth-by-Level table.
  • Each sheet must still be approved by the GM of the game you're joining.

Joining a gameHere's how to get started roleplaying here at Living Pathfinder:
  • Submit your character for initial judge approval in the Character Approval Thread
  • Judge approval is mostly based on background, appearance, demeanor, and quality of your character thread.
  • After initial judge approval, begin roleplaying in the Dunn Wright Inn
  • The game master for a new game will actively recruit in character in that thread
  • They will invite you to the game (in a separate forum on myth-weavers)
  • Once there, player's will check each other's characters under a high level of mechanical scrutiny.
  • Following the player review, the GM will review every thing.
  • After the GM approves of all characters, let the gaming begin!


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