Dani's Super Happy Pathfinder Fun Time
This page contains advice and information for creating a character for this campaign.
All Core Pathfinder material is allowed. Advanced Player’s Guide, Ultimate Combat, and Ultimate Magic are also allowed. Gunslinger is banned for thematic reasons, and Summoner is banned for being too much goddamn hassle. Races from Bestiary 1, 2, and 3 and the Advanced Race Guide are allowed on a case-by-case basis.
Use the sheets provided by Obsidian Portal.
We’ll be using 25 point buy, the “epic fantasy” level in the core Pathfinder rulebook. Refer to the Getting Started section in the SRD if you want to make your own stat spread.
Sample ability spreads
- Specialist: 17 16 12 10 10 10
- Focused: 16 15 14 13 10 10
- Generalist: 15 14 14 14 13 10
- Ability score increases: Every 4 levels, characters increase two ability scores by 1 point each. You cannot raise one score by 2 points this way; you must raise 2 separate scores.
Maximum starting gold for level 1 characters.
- Fighter, Paladin, Ranger: 300
- Cleric, Rogue: 240
- Barbarian, Bard: 180
- Druid, Sorcerer, Wizard: 120
- Monk: 60
A standard adventurer’s kit costs 15 gold and contains backpack, pouch, bedroll, flint & steel, two sunrods, 10 days of rations, and a waterskin. Use this as a starting point for your equipment; it contains the basic necessities, and you can build on it from there.
For a character starting above level 1, use this table to determine your wealth.
Evil alignments are explicitly banned. The other six alignments are allowed, but good alignments are encouraged.
Races, classes, feats, spells, and magic items from 3.5 sources will be permitted on a case-by-case basis. Please speak to the GM. Recommended resources include Complete Warrior, Complete Adventurer, and Player’s Handbook II.
Character classes imported from 3.5 supplements will have to be retooled to bring them up to the same levels of utility and versatility possessed by the core Pathfinder classes.
- Characters begin level 1 with maximum starting HP.
- Most races have bonuses or penalties to certain ability scores; remember to apply those after creating your character.
- Don’t forget the Favoured Class bonus! At level 1, you select a favoured class. When gaining a level in that class, you gain either 1 bonus skill point or 1 bonus hit point. It may not seem like much, but it can make a significant difference.
This section has advice on how the different classes and races function in this campaign world’s society.
Keep in mind that if you have an idea for a town, city, or even a small nation, take a look at the map and think of a place where it could be located, then speak to the GM about it as a possibility for your character’s place of origin.
Alchemist: Alchemists are to thank for the leaps and bounds made in science, sanitation, and medicine of both magical and mundane varieties. Viewed by most common folk as mad tinkerers just as likely to blow off their fingers as they are to burn down their house, adventurers and the more magically-inclined appreciate the alchemist’s keen mind and unique talents, as well as their valuable contributions to science.
Barbarian: Savage, wild, and dangerous, barbarians are normally not found in civilized areas, except as mercenaries, thugs, or particularly brutish soldiers. A barbarian is likely to hail from a nomadic tribe, and is likely to have experience with druids, rangers, sorcerers, and others who appreciate the natural world.
Bard: Wandering jacks of all trades, storytellers, minstrels, and vagabonds, bards can be found anywhere at any time doing almost anything.
Cavalier: Cavaliers tend to find themselves in positions of leadership, whether as a sellsword leading a band of bloodthirsty mercenaries, the captain of a unit of elite knights, or the leader of a band of wandering do-gooders. Cavaliers are almost always trained by other knights, whether mounted fighters and paladins or other cavaliers.
Cleric: Lawful, neutral, and good deities tend to have active priesthoods in permanent population centers large and small, while chaotic gods or gods of nature will have their shrines or temples in out-of-the-way places, or their priesthoods will move with a nomadic tribe. As skilled healers both with and without magic, good (and to a lesser extent, neutral) clerics are always valued members of any community. A cleric might also be self-taught, inspired entirely by divine visions.
Druid: Druids are always trained by other druids, either individually or in groves with an entire circle of them. They’re identified at early ages by other druids as having a connection to the natural world, and taken in for training; potential druids who don’t reach their full potential tend to become rangers. Whether in a grove or otherwise, druids are trained in isolation, away from civilization.
Fighter: A fighter can have many origins. He could have a natural talent for combat which was recognized by a militia or army. He could have been trained in the Ruhiim Academy for Martial Studies, either as an orphan taken in or as a student whose family paid for his training. He could be a self-taught warrior, or he could be the apprentice of a single master, following in his footsteps. Regardless of origin, fighters are prized wherever they go for their combat skill, versatility, and leadership.
Inquisitor: Inquisitors are exclusively trained by large, organized priesthoods. Inquisitors are easily mistaken for clerics, and to the common folk, there might as well be no difference between them.
Magus: Though figures throughout history have combined martial skill with arcane arts, none have managed to do so with the harmony of the magus. A relatively recent class, the magus is primarily a human invention, a perfect example of humanity’s predilection for being multitalented and versatile.
Monk: There are academies in the Northlands and Eastern Continent that teach unarmed fighting arts, passing down a variety of unarmed fighting styles; all have a common origin dating back thousands of years, to a time when a tyrannical kingdom outlawed the carrying of weapons by commoners. Legends tell that it was Mideo who taught these people how to fight like the animals, using only their bodies, to overthrow their oppressors. These fighting styles are also taught at the Ruhiim Academy of Martial Studies.
Ninja: While similar to a rogue in utility, ninja are never self-taught. They require discipline and instruction to learn their ki powers, but fill a similar role in society to rogues as spies and assassins. The island nations of Fusu, off the coast of the Southern Continent, are thought to be the origin of ninja arts.
Oracle: Wielding strange powers and suffering stranger afflictions, oracles are a mysterious lot about which little is known. Oracles make most clerics nervous because of their divine powers without devotion to a specific deity.
Paladin: Some are born with a connection to the divine, and like sorcerers, this gift usually manifests around puberty. These children are recognized at an early age by good-aligned priesthoods, and taken in for training as paladins. A paladin may be taught by another paladin or by a cleric of a lawful good deity, or self-taught and inspired by divine visions.
Ranger: Like the druid, sorcerer, and barbarian, many rangers come from tribal backgrounds, while others might be professional trackers trained by the military, hunters from small communities, or bounty hunters.
Rogue: A rogue might be a street urchin, raised on the mean streets, learning to fend for himself, perhaps being taken in by a gang or even a Thieves’ Guild in a major city. He may be an assassin taught be a secretive cult, a military scout, a professional treasure hunter, or even a student at the Ruhiim Academy.
Samurai: Samurai fill the same role in a given society as cavaliers, but tend to serve lords and clans more than causes. Their use of specific weapons and a certain style of armor makes them stand out from cavaliers, and like the ninja, are found mainly in the island nations of Fusu. Carnir used to be home to several prominent orders of samurai, but the rise of Zalam has destroyed many cultures there.
Sorcerer: Unlike wizards, a sorcerer’s power springs from within; it is inherent and doesn’t require the intense study of massive tomes of arcane knowledge, so a sorcerer is just as likely to be self-taught as he is trained by a mentor. Major cities are likely to have some kind of magic academy, and the armies of large nations place high value on sorcerers and wizards.
Summoner: While many mages and priests cast spells to summon creatures, the art of summoning an eidolon is considered a lost art. In many civilized societies with strong magical traditions, excessive use of summoning spells is seen as dangerous, and the belief is that it weakens the boundaries between planes. There are rumors that research by Zalam mages has rediscovered this lost art.
Witch: There are reasons the term “witch” is used in a derogatory way. Clerics look down on them for their rejection of divine providence, while wizards shake their heads at the witch’s pacts with beings of questionable motives and divine status. Druids, oracles, and sorcerers best understand the witch, sympathizing with their connections to otherworldly forces and their unorthodox methods. Most witches simply claim to be wizards to avoid trouble.
Wizard: Wizards are almost always trained by other wizards, lacking the sorcerer’s benefit of being naturally magical. A wizard might be trained by a military’s battlemage, in a proper academy, or by a hermit sage in isolation.
Humans: You’re one of them. They live everywhere, do everything, are impetuous, passionate, versatile, and ambitious.
Dwarves: In this campaign setting, dwarves are industrious mountain-folk whose society is on the cutting edge of technological advancement. They’re masters of metallurgy and mechanical advancement, and unlike in many settings, are enthusiastic traders and explorers, traveling and cooperating readily and eagerly. Their cities, whether above or below ground, are open to merchants and travelers of all stripes.
Elves: Elves live primarily in forested areas, and while they are content to mind their own business, they are not actively isolationist — they do not turn travelers or merchants away. When they aren’t nomadic tribes, elven villages are built into trees grown to enormous sizes with the aid of druidic magic. Many have integrated themselves into the human kingdom of Aradain, enjoying the life of honest prosperity that the kingdom offers.
Gnomes: While many gnomes share the forests with elves, many more have integrated themselves into human cities, loving the fast-paced and exciting life in the hustle and bustle. The gnomes who stay behind in forests live in small tribes, or in the tree-villages of the elves.
Half-Elves: Primarily the result of elves living in the human kingdom of Aradain, half-elves are welcome in both lands, unlike the shunned pariahs of other campaign settings. Half-elves can be found anywhere humans can.
Half-Orc: The term “half-orc” is considered a racial slur, never something you’d say to one of their faces — they call themselves Farem. This is because half-orcs have their own unique society, consisting mainly of peaceful nomadic tribes in the tundra of the Northlands and the deserts of the Eastern Continent. Humans and dwarves have welcomed the peaceful farem into their societies, and while the elves are willing to look past their ancient hatred of orcs, they still interact with farem only grudgingly.
Halflings: Halflings claim no cultural homeland and control no settlements larger than rural assemblies of free towns. Far more often, they dwell at the knees of their human cousins in human cities, eking out livings as they can from the scraps of larger societies. Many halflings lead perfectly fulfilling lives in the shadow of their larger neighbors, while some prefer more nomadic lives on the road, traveling the world and experiencing all it has to offer.