Post by Rabbit on Mar 18, 2014 21:12:19 GMT -5
Rules and Resources
This is a Pathfinder game and all rules default to the Pathfinder campaign setting. Even though other campaign settings are used they are intended to be in-story content only. With a few potential acceptations classes, races, spells, feats, etc that are not in Pathfinder are not available to players.
This site is my primary and ruling source. It will have links to any resources that I mention in later posts: paizo.com/pathfinderRPG/prd/gettingStarted.html
Getting Started
Races
Any race in Pathfinder’s “Core Rulebook”, “Advanced Player’s Guide”, or “Advanced Race Guide” is available. Players can choose from a large selection of races which is reflective of the infinite variety of creatures in the multiverse.
Ability Scores
Roll 4d6, re-roll 1's, and drop lowest. Make 7 rolls, drop lowest. Apply 6 remaining rolls to ability scores.
Starting Wealth
Standard as listed by class.
Traits
At creation, a character may be assigned up to two Traits from the “Advanced Player’s Guide: New Rules.” The two traits must be chosen from the three categories (Basic, Campaign, and Racial) but may not be from the same category. For example; you may choose a Basic and a Campaign, but not two Campaign Traits. Or you may choose a Racial and a Basic, but not two Basic Traits.
Plan on working with the GM to flesh out the Traits and how they connect the character to the world.
But wait there's more!
Character Background
This is a “quest” based campaign. Players will be making up a crew of adventurers that will embark on a series of planar adventures, eventually working towards a larger “big picture” goal. The individual motivations of each character can vary, but I think the game will run smoother (and more fun) if players build a cohesive group that wants to work together for similar goals.
Some things players should consider while developing their characters are; how did the character come to The Gatehouse? What Realm are they native to? Are they experienced with planar travel or is this all new to them?
Mythic Powers
I will be utilizing the “Mythic Adventures” book. If found to be worthy, characters can gain new abilities from a mythic source (to be revealed during the campaign), these abilities enhance mythic characters both in and out of battle, allowing them to take part in extraordinary, larger-than-life adventures.
Mythic tiers are similar to levels in a class or prestige class in that the powers gained at each tier are added to all those that came before, but tiers are gained in a different manner from levels. A character gains a new mythic tier by completing a certain trials and challenges that occur during play.
Locations
The Duerger city of Silent Falls and its inhabitants will play a large part in the early adventures of the campaign. The city will be the characters’ home “port” and returning point in between missions. The nature of the city, as well as the diverse planar travelers passing through, will expose characters to a lot of diversity and moral grey areas. (Example: Slavery is a legal and common part of the Silent Falls’ culture. Characters do not have to approve and can even be disgusted by it, but to do business in the Gatehouse characters will have to tolerate the Duergers’ ways.) There is more info on Silent Falls in the “Locations” thread.
Deities
Same as other rules, players need to select their patron deities from DM approved Pathfinder resources. As far as in-story content goes; The Gods are able to oversee multiple Realms in the Prime Material Plane and beyond. Their traditions and modes of worship may vary but they are in essence the same Gods. For example, on Eberron the core Gods are still referred to as the Sovereign Host and The Dark Six, but unlike the original campaign setting that pantheon is now made up of core Pathfinder deities.
(Deities are an area that I don’t want to worry too much about, and will just work with players on specific deities as they become relevant to characters and the campaign.)
This is a Pathfinder game and all rules default to the Pathfinder campaign setting. Even though other campaign settings are used they are intended to be in-story content only. With a few potential acceptations classes, races, spells, feats, etc that are not in Pathfinder are not available to players.
This site is my primary and ruling source. It will have links to any resources that I mention in later posts: paizo.com/pathfinderRPG/prd/gettingStarted.html
Getting Started
Races
Any race in Pathfinder’s “Core Rulebook”, “Advanced Player’s Guide”, or “Advanced Race Guide” is available. Players can choose from a large selection of races which is reflective of the infinite variety of creatures in the multiverse.
Ability Scores
Roll 4d6, re-roll 1's, and drop lowest. Make 7 rolls, drop lowest. Apply 6 remaining rolls to ability scores.
Starting Wealth
Standard as listed by class.
Traits
At creation, a character may be assigned up to two Traits from the “Advanced Player’s Guide: New Rules.” The two traits must be chosen from the three categories (Basic, Campaign, and Racial) but may not be from the same category. For example; you may choose a Basic and a Campaign, but not two Campaign Traits. Or you may choose a Racial and a Basic, but not two Basic Traits.
Plan on working with the GM to flesh out the Traits and how they connect the character to the world.
But wait there's more!
Character Background
This is a “quest” based campaign. Players will be making up a crew of adventurers that will embark on a series of planar adventures, eventually working towards a larger “big picture” goal. The individual motivations of each character can vary, but I think the game will run smoother (and more fun) if players build a cohesive group that wants to work together for similar goals.
Some things players should consider while developing their characters are; how did the character come to The Gatehouse? What Realm are they native to? Are they experienced with planar travel or is this all new to them?
Mythic Powers
I will be utilizing the “Mythic Adventures” book. If found to be worthy, characters can gain new abilities from a mythic source (to be revealed during the campaign), these abilities enhance mythic characters both in and out of battle, allowing them to take part in extraordinary, larger-than-life adventures.
Mythic tiers are similar to levels in a class or prestige class in that the powers gained at each tier are added to all those that came before, but tiers are gained in a different manner from levels. A character gains a new mythic tier by completing a certain trials and challenges that occur during play.
Locations
The Duerger city of Silent Falls and its inhabitants will play a large part in the early adventures of the campaign. The city will be the characters’ home “port” and returning point in between missions. The nature of the city, as well as the diverse planar travelers passing through, will expose characters to a lot of diversity and moral grey areas. (Example: Slavery is a legal and common part of the Silent Falls’ culture. Characters do not have to approve and can even be disgusted by it, but to do business in the Gatehouse characters will have to tolerate the Duergers’ ways.) There is more info on Silent Falls in the “Locations” thread.
Deities
Same as other rules, players need to select their patron deities from DM approved Pathfinder resources. As far as in-story content goes; The Gods are able to oversee multiple Realms in the Prime Material Plane and beyond. Their traditions and modes of worship may vary but they are in essence the same Gods. For example, on Eberron the core Gods are still referred to as the Sovereign Host and The Dark Six, but unlike the original campaign setting that pantheon is now made up of core Pathfinder deities.
(Deities are an area that I don’t want to worry too much about, and will just work with players on specific deities as they become relevant to characters and the campaign.)