CHARACTER CREATION (Part 2)
Character Creation
You begin play at 1st level
Choose a Race
You pay play one of the following races: Aasimar, Changling, Dhampir, Dwarf, Duergar, Elf, Fetchling, Half-Elf, Gnome, Halfling, Hobgoblin, Human, Nagaji, Tiefling
and no others...
Choose a Class
I will be choosing 6 characters. I wish a balanced party and so will be looking to fill positions. If you want to enhance your chances on being chosen. provide character concepts to fill a couple positions.
Primary Combatant
1. Barbarian
2. Cavalier
3. Fighter
4. Paladin
5. Ranger
6. Slayer
Primary Arcane Caster
1. Arcanist
2. Kineticist
3. Magus
4. Psychic
5. Sorceror
6. Witch
7. Wizard
Primary Divine Caster
1. Cleric
2. Druid
3. Inquisitor
4. Occultist
5. Oracle
6. Shaman
7. Spiritualist
8. Warpriest
Primary Skilled
1. Alchemist
2. Bard
3. Hunter
4. Investigator
5. Occultist
6. Rogue
7. Vigilante
Secondary Combatant
1. Bloodrager
2. Brawler
3. Gunslinger
4. Monk
5. Ranger
6. Swashbuckler
Secondary Caster
1. Alchemist
2. Bard
3. Hunter
4. Inquisitor
5. Medium
6. Mesmerist
7. Skald
Notes:
1. Divine Caster's such as Clerics, Inquisitors, Warpriests or Anti-Paladins must worship Asmodeus, or, an Ideal or Lesser Power that is compatible with Asmodeus.
2. All NPC classes must stay NPC classes as they level until 4th level. then they may change at 4th level. The Adepts Level adds to the Caster Level if they go into a Spell Caster Class (Any).
3. Only the classes/archtypes listed in the Pathfinder RPG Reference Document, or in the Way of the Wicked material, are playable.
4. Choosing Gunslinger as your class brings with it the two problems of less gear designed for them within the campaign and theres always the problem of counter acting any stealth activities while shooting a firearm.
Ability Scores
We will be using a 30 Point Buywith no ability score may be below an 8 or above an 18 (before racial ability modifiers)
The 4 NPC Classes Adept, Aristocrat, Expert Warrior Gain an additional 5 points (35 points) for the buy
The Commoner gains +10 points for the buy (40 pts).
IMPORTANT: Part of the reason you have a high point buy is that in this campaign, every character must be able to hold their own in combat, AND, socially. You are playing villains becoming dark lords, building an organization of minions you must lead, trying to steal a kingdom, etc. Every PC must be proficient in at least 2 of the four social skills (Bluff, Diplomacy, Intimidate and/or Sense Motive), and, I strongly advise against "dumping" charisma.
Alignment
We are playing a villainous campaign, on a mission for Asmodeous.
Your character must be either Lawful Evil (preferred), Lawful Neutral, Neutral Evil or True Neutral. No Chaotic and no Good alignments allowed.
Available Books for creation
No Wizards of the Coast 3.5 material, nor PF 3rd party material (except the adventure path) is available for use. Only official Paizo Pathfinder material and Way of the Wicked original content.
Hit Points
We will not roll Hit Dice for Hit Points. Instead you get max at 1st level, and then take average-rounded-up for every other level (e.g. a d6 gets 4, a d8 gets 5, a d10 gets 6 and a d12 gets 7.)
Skills
All PCs get 2 EXTRA Skill Points every level, from 1st level onwards (per the Player's Handout) these must be used in either a Profession or a craft skill at each level. the other in a skill thats tied to the characters background agreed upon with the DM at character creation.
IMPORTANT: Just like what was mentioned above, every character needs to be able to hold their own socially. That's part of the reason for the extra skill points. ALSO, -every- Knowledge skill will see use (yes, even Knowledge Engineering and Knowledge Nobility), as will Appraise, some Profession skills, etc. The party needs to be versatile skills-wise, make sure it's all covered. Having access to Divinations also helps.
Traits
You can take up to 2 traits of your choice. The RP of the traits can be refluffed as necessary for your character concept, however, you must obey the limits of one Trait per category (e.g. you cannot take two Traits that are both listed as "Combat", or two both listed as "Magic", etc) and of any Race traits (unless you spend your Social option on "Adopted")
Note: The Commoner will gain an extra Trait.
Note: Traits that increase initiative or increase starting wealth will not see play.