MKM - Character Creation Rules

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MKM - Start Page

The game is Pathfinder, Epic Six (E6) variant.

First level, 18 point Pathfinder build, max HP at first level, max starting wealth, two traits.

I am going to limit to choice of race to human. This is because I have not yet decided how the non-human races are going to fit in, or even if they are there at all. If you are particularly set on playing another race, PM me.

Each character will be able to speak, in addition to Common, the native tongue of his or her homeland.

Up to two non-class skills can be added to the class skills for the character if written into the background.

New skill: Knowledge (Netherworld).

Each character may start with one magic item of up to 2500gp in value. All you have to do write a description as to how it came into your character's possession. If you want to take something consumable, like potions or scrolls or feather tokens you may take a number of that item up to 2500gp. You cannot mix and match items. This is not a 2500gp spending spree. You don't get to keep the difference.

Here you will find the Four Oracles. Select one Oracle for your character and note it down along with the associated four cards and their descriptors. You may cast as often as you like, but all four cards must come from the same oracle and the same cast. During the game you may use an appropriate oracle to take control of the game and re-write the situation as you so choose in terms of the oracle. Once used, that card is scratched. I have not tried this before, and am not sure how it will work. But regardless, I suspect that it will be interesting.
 

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