B: Character Generation.   Posted by GM StarMaster.Group: 0
GM StarMaster
 GM, 2 posts
Wed 22 Jul 2020
at 22:08
1: Character Generation
These are the rules for generating a character:

Standard Ability Scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.

Everyone should start with the following Ability Scores. These already INCLUDE your Racial Adjustments, your 4th and 8th level Ability Score progressions, and your Mental Prowess and Physical Prowess bonuses from the Automatic Bonus rules.

Ability Scores: 20, 19, 18, 16, 15, 11.

Assign those scores to your Abilities in whichever order you prefer. Note: the 11 represents your Achilles heel.

All the standard races are viable: Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Halflings, and Humans. Additional PF races that Iíll accept include Catfolk, Drow, and Rat-folk. Others may be accepted on a case by case basis.

I've never been keen on anyone in my games playing a character with an Evil alignment. Never understood why anyone would want to. If you want to be a neutral alignment with slightly evil tendencies, that I can handle, but remember: ultimately, you need to be one of the good guys! That doesn't mean you have to be a 'goody-goody two-shoes' character, but this is basically a game of Good vs. Evil... and you're the Good Guys.

Core Classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer and Wizard. Mostly, this is because these are the ones I'm familiar with. Others I'll accept: Alchemist, Gunslinger, Oracle, Samurai, Swashbuckler, Witch.

As a gestalt game, you have two Classes that progress simultaneously at the same level.
At the start of the game, none of the characters will be Mythic Characters yet. You'll have to earn that status by completing the first adventure.

Late addition: because the characters are already gestalts, no multi-classing or Prestige Classes should be used at the beginning.

Unless otherwise specified, every character will start out with 105,000 XP, the minimum needed to be 10th level (at Medium advancement). Anyone joining in the middle of the game will probably start out at one level less than the average party level, but will still not be Mythic yet.

This game will use the Background Skills rules.

You can choose two traits (from Pathfinder).

Iím not looking for a lot of detail here, just something that lets the rest of us know what your character is all about. Maybe youíre a farmer who just fell off the turnip truck, or maybe youíre the son of a son of a sailor thatís just in port (or is trying to get out!), or maybe youíre a mercenary out for gold and glory. Maybe youíre an exiled noble, an outlawed Wizard, an obsessed alchemist (think mad scientist), a lost Ranger, or a down-on-your luck Rogue. A few 'hook' words or phrases will suffice, but feel free to elaborate as you wish. Just don't EXPECT things like Lost Love romance or Vendettas to come into play. (But you never know...)

Some idea of your personality would be good. Things like reserved, talkative, brave, foolish, creative, happy-go-lucky, cheerful, grim, charming, enthusiastic, gullible, cautious, impulsive, etc. will help me direct the story. Quirks and mannerisms are also cool, but I know how hard it is to maintain mannerisms (it is for me!).

All characters will start out with 62,000gp to buy equipment, including magic items.

Any magic items you would like to have must be bought with your starting gold.

Starting HP will be the max for all levels (maximum roll for Class Hit Die + Constitution modifier).

STANDARD HOUSE RULE: All healing from spells, potions, channeling and skill use is always at max when you are out of combat.

Any questions, just ask!

This message was last edited by the GM at 21:35, Mon 05 Oct.