@ group 2:
that is the updated version of the first post in this thread; please refer to this for character creation.
a small fawn:
All characters will be human with animal totem (see House Rule 00 -
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They will start as level 3 adventurers.
They are thus recently appointed journeymen, starting off on their own.
They all belong to the same adventuring guild, that is the
Leuwaard College of High Wizardry (see here for details
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All have a Maester ( specialist of the same school of magic) that they can talk to (they do not necessarily get along though).
Every one is a specialist wizard (you'll need to talk this through, we shan't have twice the same specialist, and avoid having the same opposition schools). No elemental schools, no sin magic, no words of power, no archetype that replace specialization, etc.
Most material from paizo will be accepted when it comes to feats, spells, etc. No 3rd party stuff.
Some House Rules will apply (see
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( I need to update that thread)
Stats will be point-buy,
17 points ; upon becoming journeymen (Level 3), you get a +1 to two different stats, and again upon becoming Maesters (Level 5). This replaces the standard +1 upon reaching level 4.
HP are max at fist level, and average rounded up thereafter.
Starting gold : double the max random starting gold for your class, +100 gp
The setting will be low magic.
You can read about E6 in the house rule thread, but in a nutshell it means that you stop gaining levels after 6. Instead, you receive feats and skill points every 5000 xp you get. Which means you will still be getting stronger, but not quite as exponentially as per the traditional XP system.
E6 applies to each and every PC and NPC in the setting, which means no one can teleport except for a fed very rare wizards who get to break the "6th level" capstone. Also, no one can raise dead, or grant wishes, etc.
It also means that as level 3 journeymen, you guys are already quite potent on the local scale, and would be able to take down most city guards or highwaymen with a few spells.
Go ahead and discuss your choice of totem (race) and school of specialization here.
Note that even if you are all wizards, it would be good to have one that can play scout (illusionist? transmuter?), one that can be the face (enchanter? illusionist?), one that can be the tank or summon tanks (conjurer? transmuter?) and one with just a little bit of healing.
As totems go, try aiming for diversity.