Character Creation

Please read the player’s guide, especially the first chapter.

Attributes will be rolled using the Dice Pool method:

Dice Pool: Each character has a pool of 28d6 to spread across their six abilities. Before the dice are rolled, the player selects the number of dice to roll for each score, with a minimum of 3d6 for each ability. Once the dice have been assigned, the player rolls each group and totals the result of the three highest dice. I will allow one mulligan to re-roll all six scores if you get particularly bad rolls the first time through.

Attributes will be rolled in FG with GM present. Note that you will predetermine how many dice to roll for each attribute prior to rolling for that attribute, this will not be a pool of numbers you can then distribute as you see fit. I’m being pretty generous with the size of the dice pool.

Allowed Races: All Core Rulebook, Tiefling, Deva, Eladrin, Tengu, Catfolk, Fetchling, Ratfolk, Nagaji, Kitsune. Tengu, Catfolk, Ratfolk, Nagaji and Kitsune would hail from Ber. Tieflings from Danor, and Fetchlings from the Bleak Gate.

Allowed Classes: No restrictions on class, with the following exceptions:

  • Paizo-published only.
  • If you want to play a Summoner, I will insist that you use the Unchained Summoner.

We will not be using traits or drawbacks. Instead, every character must select a Theme Feat from the player’s guide. It should be OK if multiple players take the same Theme Feat.

All characters will be members of the Royal Homeland Constabulary (RHC). See Chapter 4 of the player’s guide for information about the RHC.

Experience Points will not be used. Characters will level-up at predetermined milestones.

When gaining a level, players have the option of taking average HP (rounded up), or rolling. If you roll you must take the result with no re-rolls.

This will not be your typical Pathfinder campaign. There will be many non-combat encounters that will rely on skills. Please coordinate with the other players to make sure you have good coverage of most skills. We are using the Background Skills optional rules which will help you in this regard.

It is assumed that all of you have been working together as a team in the RHC for at least a little while, and you would not have been put together as a team if your skill sets did not complement one another. Unlike “four adventurers meet in a tavern”, this is an opportunity to optimize your party roles.

This campaign contains naval engagements and naval combat rules written by the publisher. Certain abilities and skills come into play if you want to plan ahead for this. I won’t list them all here, but you can look in the Roles section to see what those skills are.

Also read the Salary, Stipend and Requisitions section to understand how loot and gear will work. When you initially create your character, you may purchase items using the MAXIMUM starting gold pieces for your class. Firearms are allowed, and have specific rules for this campaign. Eastern Armor and Weapons are NOT allowed, other than those presented in the Pathfinder Core Rulebook.

Make sure you understand the conduct expected of an RHC constable. It’s OK if one of the party is a loose cannon, but if all four of you are, well, that might be an issue.

Please make sure you understand the House Rules that we will be using.

Character Creation

Pathfinder: Zeitgeist rhythmist