Post by Kenneth New on Oct 19, 2013 18:10:56 GMT -5
Characters for the Karthis campaign should avoid being too narrow. Stories will involve fighting, investigating, social interaction, dungeon delving, travel and exploration. A character who has nothing to add in multiple scenarios may be less fun to play than one who is capable in 3 or more of the areas mentioned above.
Races
The following races are most common in Karthis and the Neimocrands.
Elf
Elfblood (Half-Elf)
Dweir (Dwarf)
Human
Kith (Halfling)
The following races are less common, but still common enough not to evoke notice.
Lepary (Catfolk)
Orcblood (Half-Orc)
Quazry (Ratfolk)
Tieflings
The following races are uncommon in town (and may be confused with other races by NPCs), but are well established in the setting.
Dhampir
Fetchlings
Gnomes
Scatha
Therans
Ability Scores
Use the point buy system at the Heroic level. All PCs receive 20 points. You should avoid ability scores below 8.
No race in Rhiada gets a -2 to CHA as an ability adjustment.
Dweir get +2 CON, +2 WIS and -2 DEX
Tieflings get +2 to any ability score and a -2 to all attempts to handle animal or ride (or any other skill or talent when attempting to influence animals and magical beasts).
Character Class
All the Core classes and Base classes from the Pathfinder system are available, although the flavor text of the class may change to reflect the setting. Characters who are multiclass should be designed that way from the beginning of play. Very few classes can be picked up after play starts without requiring some time away from adventuring so the character can get training. We will be using a variant on the 3.0 rule for playing multiclass characters at first level.
Starting Age
In the world of Rhiada, different PC races achieve maturity at about the same time, despite differences in their lifespans. A character is considered a youth, with most of the rights of adulthood, at age 16. Full rights of adulthood come at age 21. Most character classes require several years of training. A University education, for example, requires 4 years.
No character may begin play younger than 16, and it is recommended that characters be at least 21 years old so they do not experience societal limitations on what they can do. If you wish to play a character below the age of adulthood (21) be aware that you may find obstacles that other characters do not have.
At the GM's discretion, older characters may receive story benefits deriving from their back history.
Starting Wealth
Characters begin with average starting money for their character class. Please remember that for story purposes 1 cp is roughly equivalent to $1 in cash. This comparison may not be perfect for prices listed in the book, but it works well enough to put character wealth into perspective.
Hit Points
Characters begin play with maximum hit points for their class. At each level they gain a number of hit points equal to 1/2 the maximum on the die plus 1. NPCs will often have random hit points.
Languages
All characters regardless of race begin the game knowing Karthian. They may begin the game with knowledge of a number of extra languages equal to their INT modifier.
Traits
Characters may begin the game with up to two traits. Generally, traits cannot be added once a character has entered play without GM permission. As always, good story trumps hard and fast rules. If a new trait better describes a character, players will be allowed to retroactively add it in consultation with the GMs.
Well Educated
This background trait can be taken by any character who has earned a degree through one of the many educational institutions in the Neimocrands. A character with this trait may choose up to three INT based skills and add them to his or her list of class skills. If the skill is already a class skill for the character, the character receives a +1 trait bonus any time he or she uses that skill.
Races
The following races are most common in Karthis and the Neimocrands.
Elf
Elfblood (Half-Elf)
Dweir (Dwarf)
Human
Kith (Halfling)
The following races are less common, but still common enough not to evoke notice.
Lepary (Catfolk)
Orcblood (Half-Orc)
Quazry (Ratfolk)
Tieflings
The following races are uncommon in town (and may be confused with other races by NPCs), but are well established in the setting.
Dhampir
Fetchlings
Gnomes
Scatha
Therans
Ability Scores
Use the point buy system at the Heroic level. All PCs receive 20 points. You should avoid ability scores below 8.
No race in Rhiada gets a -2 to CHA as an ability adjustment.
Dweir get +2 CON, +2 WIS and -2 DEX
Tieflings get +2 to any ability score and a -2 to all attempts to handle animal or ride (or any other skill or talent when attempting to influence animals and magical beasts).
Character Class
All the Core classes and Base classes from the Pathfinder system are available, although the flavor text of the class may change to reflect the setting. Characters who are multiclass should be designed that way from the beginning of play. Very few classes can be picked up after play starts without requiring some time away from adventuring so the character can get training. We will be using a variant on the 3.0 rule for playing multiclass characters at first level.
Starting Age
In the world of Rhiada, different PC races achieve maturity at about the same time, despite differences in their lifespans. A character is considered a youth, with most of the rights of adulthood, at age 16. Full rights of adulthood come at age 21. Most character classes require several years of training. A University education, for example, requires 4 years.
No character may begin play younger than 16, and it is recommended that characters be at least 21 years old so they do not experience societal limitations on what they can do. If you wish to play a character below the age of adulthood (21) be aware that you may find obstacles that other characters do not have.
At the GM's discretion, older characters may receive story benefits deriving from their back history.
Starting Wealth
Characters begin with average starting money for their character class. Please remember that for story purposes 1 cp is roughly equivalent to $1 in cash. This comparison may not be perfect for prices listed in the book, but it works well enough to put character wealth into perspective.
Hit Points
Characters begin play with maximum hit points for their class. At each level they gain a number of hit points equal to 1/2 the maximum on the die plus 1. NPCs will often have random hit points.
Languages
All characters regardless of race begin the game knowing Karthian. They may begin the game with knowledge of a number of extra languages equal to their INT modifier.
Traits
Characters may begin the game with up to two traits. Generally, traits cannot be added once a character has entered play without GM permission. As always, good story trumps hard and fast rules. If a new trait better describes a character, players will be allowed to retroactively add it in consultation with the GMs.
Well Educated
This background trait can be taken by any character who has earned a degree through one of the many educational institutions in the Neimocrands. A character with this trait may choose up to three INT based skills and add them to his or her list of class skills. If the skill is already a class skill for the character, the character receives a +1 trait bonus any time he or she uses that skill.