ahayford
First Post
Character Generation
I strongly encourage people to read the brief introduction I wrote up, along with some general Golarion background on the race/class combo you are interested in playing. Please try and develop a reason your character would want to aid and support the city of Cauldron. I would like each player to write out a brief bulleted list of general character background (or written out in prose if you are feeling inspired). When everyone has some general background, I encourage you to read each others background and possibly come up with one connection to something in one other characters background and add it to your character. We'll see where this takes us The players don't necessarily need to know each initially, but I thought it might speed things along.
As for the crunch, as stated previously, characters will be generated using a point buy system used by Pathfinder Society:
Pathfinder Society uses the “purchase” system for
generating ability scores, as explained on pages 15–16 of the
Pathfinder Roleplaying Game Core Rulebook. Pathfinder Society
uses the “High Fantasy” choice of 20 points, allowing you
to build a solid PC at 1st level. Please remember that no
score can be reduced below 7 or raised above 18 using this
method. Racial modifiers are applied after the points are
spent, so it is possible to begin play with a low ability score
of 5 and a high ability score of 20, depending on your race
choice.
Allowed Sources:
Pathfinder Core
Pathfinder APG
Pathfinder Complete Magic
Pathfinder Complete Combat
Other Paizo books must be approved
No 3rd Party
I will allow Tiefling and Aasimar Characters however, Tieflings must take Infernal Bastard, and Aasimar must take Fallen Angel
Infernal Bastard
You are a tiefling. You might be an escaped slave, a hidden shame, or a homeless vagabond, but whatever your upbringing, life has been particularly hard on you. You have suffered greatly, nearly starving to death one winter, nearly being beaten to death by racist sailors one summer, and so on. Whether or not these experiences have made you a bitter and cynical scoundrel or a pious and hopeful optimist is up to you, but one thing is certain—you are something less than even your tiefling kin. Perhaps it is a result of your hard life, or perhaps it is due to some fault in your fiendish heritage, but you lack a tiefling’s standard resistances to cold, electricity, and fire—instead, you merely have a +2 bonus on all saving throws made against these effects. Likewise, you do not have the ability to use darkness as a spell-like ability once per day—instead, you may choose any one 0-level spell that you can instead use at will as a spell-like ability.
Fallen Angel
You lack an Aasimar's standard resistances, instead you merely have a +2 bonus to all saving throws made against these effects. Likewise you do not have the ability to use daylight as a spell-like ability once per day-instead you may choose any one 0-level spell that you can instead use at will as a spell-like ability.
In addition to the Traits listed above, all players (including Tiefling and Aasimar) *may* choose a racial, combat, regional, or religious trait
In addition to the Traits listed above, all players (including Tiefling and Aasimar) must choose one of the following Campaign traits (or I can assign randomly if you prefer)
Child of Jzadirune
One of your ancestors lived in the gnomish enclave of Jzaridune at the time the Vanishing struck. You are especially resistant to diseases, but find the prospect of becoming sick yourself horrifying.
Benefit:
+2 bonus to disease save
Drawback:
Suffer -2 morale penalty on save vs fear while in the ruins of Jzadirune or when fighting any creatures that are diseased or can inflict disease
Demonscarred
One of your ancestors was a half-fiend. As a result, you carry some of the taint with you
Benefit:
Regardless of you actual alignment, spells and spell-like abilities with the evil descriptor will treat you as if you are evil. Magic items are similarly fooled.
Drawback:
Regardless of your actual alignment, spells and spell-like abilities with the good descriptor will treat you as if you were evil.
Dream Haunted
Your dreams are haunted by strange visions of tortured landscapes and deformed monsters. In some of the dreams, YOU are the deformed monster.
Benefit:
You are used to fatigue and suffer no penalties when you become fatigued. If you are exhausted, treat it as fatigued.
Drawback:
-2 vs saves against madness, insanity, or sleep effects
Long Shadowed
You are descended from a tribe of indiginous people who died out as a seperate tribe many centuries ago. Still, this tribe's penchant for necromatic magic runs in your blood.
Benefit:
You automatically stabilize if reduce <0 hitpoints. Reduce all negative energy damage by 5hp
Drawbacks:
Healing magic works poorly on you. You gain -1 hp per character level, to a minimum of -1 per healing die rolled.
Mark of the Beast
One of your ancestors was a Lycanthrope. Select a predatory animal of your choice; that animal feels a mystic bond with you.
Benefit:
Animals of the chose type feel a strange reticence to attack you suffering -2 to all attack rolls. If you have wild empathy, gain +1 to all wild empathy checks with that animal type.
Drawback:
-4 vs save vs lycanthropy. Take +1 dmg from silver weapons
Nobility
You were born into a noble family
Benefit:
Start play with +200gp. +1 to all Diplomacy and intimidate checks in Cauldron and surrounding villages. Certain NPCs may treat you differently. I will work with you to pick a family.
Drawback:
You suffer -4 penalty to all disguise checks in Cauldron and surrounding villages. Certian NPCs may treat you differently
Scarred Soul
You've led a particularly tough life. Perhaps you're an orphan or maybe you suffered a traumatic experience as a kid. Whatever the cause, your childhood experiences have left you jumpy and haunted
Benefit:
+2 Initiative checks
Drawback:
Your mind is less able to deal with traumatic experiences -1 will saves
Scion of Surabar
You are a descendant of the man who discovered Cauldron and helped settle the region, and aided in the defeat of an ancient demonic army.
Benefit:
Pride in your lineage helps gird your mind and soul. +2 vs fear, death, insanity, and confusion.
Drawback:
Demons you encounter in the Cauldron region can instinctively sense your lineage and connection to their old enemy and gain +1 bonus to attack rolls and damage against you.
Wyrm Blooded
One of your ancestors was a half-black dragon. You have some sort of distinctively draconic feature. Be it reptillian eyes, scales on the backs of your hands, or tiny vestigial horns.
Benefits:
You gain +4 save vs acid, +2 bonus to swim, +1 bonus to listen/spot
Drawbacks:
Your body isn't as limber as it could be, take -1 reflex save.
I strongly encourage people to read the brief introduction I wrote up, along with some general Golarion background on the race/class combo you are interested in playing. Please try and develop a reason your character would want to aid and support the city of Cauldron. I would like each player to write out a brief bulleted list of general character background (or written out in prose if you are feeling inspired). When everyone has some general background, I encourage you to read each others background and possibly come up with one connection to something in one other characters background and add it to your character. We'll see where this takes us The players don't necessarily need to know each initially, but I thought it might speed things along.
As for the crunch, as stated previously, characters will be generated using a point buy system used by Pathfinder Society:
Pathfinder Society uses the “purchase” system for
generating ability scores, as explained on pages 15–16 of the
Pathfinder Roleplaying Game Core Rulebook. Pathfinder Society
uses the “High Fantasy” choice of 20 points, allowing you
to build a solid PC at 1st level. Please remember that no
score can be reduced below 7 or raised above 18 using this
method. Racial modifiers are applied after the points are
spent, so it is possible to begin play with a low ability score
of 5 and a high ability score of 20, depending on your race
choice.
Allowed Sources:
Pathfinder Core
Pathfinder APG
Pathfinder Complete Magic
Pathfinder Complete Combat
Other Paizo books must be approved
No 3rd Party
I will allow Tiefling and Aasimar Characters however, Tieflings must take Infernal Bastard, and Aasimar must take Fallen Angel
Infernal Bastard
You are a tiefling. You might be an escaped slave, a hidden shame, or a homeless vagabond, but whatever your upbringing, life has been particularly hard on you. You have suffered greatly, nearly starving to death one winter, nearly being beaten to death by racist sailors one summer, and so on. Whether or not these experiences have made you a bitter and cynical scoundrel or a pious and hopeful optimist is up to you, but one thing is certain—you are something less than even your tiefling kin. Perhaps it is a result of your hard life, or perhaps it is due to some fault in your fiendish heritage, but you lack a tiefling’s standard resistances to cold, electricity, and fire—instead, you merely have a +2 bonus on all saving throws made against these effects. Likewise, you do not have the ability to use darkness as a spell-like ability once per day—instead, you may choose any one 0-level spell that you can instead use at will as a spell-like ability.
Fallen Angel
You lack an Aasimar's standard resistances, instead you merely have a +2 bonus to all saving throws made against these effects. Likewise you do not have the ability to use daylight as a spell-like ability once per day-instead you may choose any one 0-level spell that you can instead use at will as a spell-like ability.
In addition to the Traits listed above, all players (including Tiefling and Aasimar) *may* choose a racial, combat, regional, or religious trait
In addition to the Traits listed above, all players (including Tiefling and Aasimar) must choose one of the following Campaign traits (or I can assign randomly if you prefer)
Child of Jzadirune
One of your ancestors lived in the gnomish enclave of Jzaridune at the time the Vanishing struck. You are especially resistant to diseases, but find the prospect of becoming sick yourself horrifying.
Benefit:
+2 bonus to disease save
Drawback:
Suffer -2 morale penalty on save vs fear while in the ruins of Jzadirune or when fighting any creatures that are diseased or can inflict disease
Demonscarred
One of your ancestors was a half-fiend. As a result, you carry some of the taint with you
Benefit:
Regardless of you actual alignment, spells and spell-like abilities with the evil descriptor will treat you as if you are evil. Magic items are similarly fooled.
Drawback:
Regardless of your actual alignment, spells and spell-like abilities with the good descriptor will treat you as if you were evil.
Dream Haunted
Your dreams are haunted by strange visions of tortured landscapes and deformed monsters. In some of the dreams, YOU are the deformed monster.
Benefit:
You are used to fatigue and suffer no penalties when you become fatigued. If you are exhausted, treat it as fatigued.
Drawback:
-2 vs saves against madness, insanity, or sleep effects
Long Shadowed
You are descended from a tribe of indiginous people who died out as a seperate tribe many centuries ago. Still, this tribe's penchant for necromatic magic runs in your blood.
Benefit:
You automatically stabilize if reduce <0 hitpoints. Reduce all negative energy damage by 5hp
Drawbacks:
Healing magic works poorly on you. You gain -1 hp per character level, to a minimum of -1 per healing die rolled.
Mark of the Beast
One of your ancestors was a Lycanthrope. Select a predatory animal of your choice; that animal feels a mystic bond with you.
Benefit:
Animals of the chose type feel a strange reticence to attack you suffering -2 to all attack rolls. If you have wild empathy, gain +1 to all wild empathy checks with that animal type.
Drawback:
-4 vs save vs lycanthropy. Take +1 dmg from silver weapons
Nobility
You were born into a noble family
Benefit:
Start play with +200gp. +1 to all Diplomacy and intimidate checks in Cauldron and surrounding villages. Certain NPCs may treat you differently. I will work with you to pick a family.
Drawback:
You suffer -4 penalty to all disguise checks in Cauldron and surrounding villages. Certian NPCs may treat you differently
Scarred Soul
You've led a particularly tough life. Perhaps you're an orphan or maybe you suffered a traumatic experience as a kid. Whatever the cause, your childhood experiences have left you jumpy and haunted
Benefit:
+2 Initiative checks
Drawback:
Your mind is less able to deal with traumatic experiences -1 will saves
Scion of Surabar
You are a descendant of the man who discovered Cauldron and helped settle the region, and aided in the defeat of an ancient demonic army.
Benefit:
Pride in your lineage helps gird your mind and soul. +2 vs fear, death, insanity, and confusion.
Drawback:
Demons you encounter in the Cauldron region can instinctively sense your lineage and connection to their old enemy and gain +1 bonus to attack rolls and damage against you.
Wyrm Blooded
One of your ancestors was a half-black dragon. You have some sort of distinctively draconic feature. Be it reptillian eyes, scales on the backs of your hands, or tiny vestigial horns.
Benefits:
You gain +4 save vs acid, +2 bonus to swim, +1 bonus to listen/spot
Drawbacks:
Your body isn't as limber as it could be, take -1 reflex save.
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