The Hero's of Kassen
Notes on Character Creation
Character Template: Please use the Example NPC provided as an online template to use for your own online PC character sheet.
Character Origin: Preferably, All characters will have been born and lived in the Village of Kassen, thus the Village information I have provided. Please take a look at this information and become familiar with it. If you decide to know another player’s character then you may. All characters at 17 years old or their racial equivalent (Elves etc). If you do not wish to be born from there, please select another place like Lastwall etc. And perhaps you are there to learn from a Mentor. In other words you must have some tie to Kassen that is important to your character.
Character Level: All characters will be Level 1 Pathfinder Characters.
Character Stats: Stat generation is as follows: All stats begin at 10. Players have 20 points to spend at a cost for 1 point for 1 stat point. No stat can be lowered below 8 (for +2 points) and no stat can be raised above 18 prior to Racial modifiers in which a stat could potentially be 20. On the first session, the roll up session, for fun each player will be given an opportunity to roll 2d6 +6 for all 6 stats. If these rolls are better then what they could achieve with the 20 points given, they may keep these values instead. If these rolled values are poor they may keep their initial point buy values.
Character Class and Race Information: Any character class or race in the following Pathfinder books are allowed: Pathfinder Core Rulebook, Advanced Players Guide, Ultimate Magic and Ultimate Combat. If you do not possess these books I have some of them on PDF and I can make them available to you via Dropbox. Alternatively, there is a lot of Pathfinder information located here: Paizo PRD
Traits: Each character will begin play with 2 traits. If you need help with these please create a thread in the forums section and I will help you. Traits are located in the Advanced Players guide on pg. 326-333. Note: You may not select traits that afford your character more money. Also you may not select Campaign or Regional Traits.
Character class and Mentor/Trainer: The Village of Kassen has several people who will serve as class mentors/trainers for each character. Please see the People of Kassen area for this information. For classes not listed among the available mentors, “the best fit” for class and mentor/trainer will be assumed.
Starting Money/Equipment: All starting money is what is listed in the Core Rulebook (pg 140)and elsewhere for other classes not in the Core Rulebook. It is listed as an average. This average value is the amount you will use. You may not take any feat or trait that affords you more money. The equipment you buy with this sum is actually equipment given to you by your mentor/trainer. The list of allowable equipment is also in the Core Rulebook. If you find an item you want in another source, let me know where it was found so I can decide if the item would be allowed or not. Masterwork items are not allowed as you can not afford them. After you purchase what you want any remaining coin will vanish.
Equipment, Encumbrance and the Environment:
Equipment, Food, Water, ammunition, Material Components, Inscribing materials and Encumbrance rules will be enforced. The player will keep track of their own supply. Prolonged shortages of food/water could cause fatigue effects. Please be verbose to where you place items and containers, it may save your life.
Note: 1 ration is considered 1 day of food. 1 Waterskin is considered to be 2qts or 2 days of rationed water. I.E. One week of food and water is 7 Rations and 3 Filled waterskins give or take. If food and water is scarce, a rationing of water and food can take place however after the third day characters will be forced to make Fortitude checks to overcome fatigue for exerting themselves. Small characters use 1/2 the amount of food and water. Normally, if potable water can not be found on the third day of having no water, all characters without such water will begin to suffer fatigue effects regardless.
Casters are considered to have a starting “supply” of Material Components according to the rules and for the first two levels of spells the cost is negligible. It will be assumed that characters get a new supply for free each time they level. Higher level components however, might have a cost associated to them. Component pouches, Focuses, Familiars and their locations must be displayed on the character sheet.
Movement and Carrying Capacity rules are located in the Core Rulebook. (pgs 170 & 171)
Several activities can be done at camp where the party is at rest;
Memorizing/praying for spells, repairing gear, foraging for food and water, eating, sleeping and standing guard. Please read up on these activities as they have changed slightly in Pathfinder.
All armor worn MUST be removed to sleep. (Unless an item or feat allows otherwise) If a character opts NOT to remove their armor each night to sleep, they must make a Fortitude chack DC15 or suffer from Fatigue effects. Armor takes a certain amount of time to remove and to Don. Donning and Removing Armor
Transportation and Riding Animals:
Much of this info can be found in the PRD, Horses are located in the Bestiary, pg 177.
Alternate Information on mounts and encumbrance: Mounts and Encumbrance
Gods and Alignments:
Any and all gods and their corresponding alignments are available as listed in the rules, however there are strict penalties for unlawful actions. If you start as a Lawful Good character and begin doing evil things and committing crimes, even crimes that are committed for the common good, your alignment is subject to change. The numbers in the parenthesis are the starting alignment values. The GM will be secretly keeping track to these behind the scenes. If a character goes against his general alignment often it is likely that they will spontaneously change alignments. For some characters it will not be obvious, for others…it can be devastating. Cross the gods you follow and their favor may be lost.
Agnostic/Atheist: It is possible to be Agnostic or even an Atheist as well in which case Alignment will mean even less. The value in the parenthesis below is that character’s starting value for whichever alignment is selected.
Law vs. Chaos
The law versus chaos axis in Dungeons & Dragons predates good versus evil in the game rules. In esoteric Greyhawk setting lore, too, the precepts of law and chaos predate good and evil in the world’s prehistory. Players often consider law and chaos less relevant to their character than good and evil. Confusingly, a lawful alignment does not necessarily mean that a character obeys a region’s laws, nor does a chaotic alignment necessarily mean that a character disobeys a region’s laws.
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.
Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. They are honest but can be tempted into lying or deceiving others.
It is more common for creatures to be neutral with regard to law/chaos than good/evil. Certain extraplanar creatures, such as the numerous and powerful Modrons, are always lawful. Conversely, Slaadi are chaotic, representing beings of chaos. Dwarven societies are usually lawful, while Elven societies are most often chaotic.
Good vs. Evil
The conflict of good versus evil is a common motif in Dungeons & Dragons and other fantasy fiction. Although player characters can adventure for personal gain rather than from altruistic motives, it is generally assumed that the player characters will be opposed to evil and often fight evil creatures.
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.
Evil implies harming, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient or if it can be set up. Others actively pursue evil, killing for sport or out of duty to some malevolent deity or master.
People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships.
Paladins, altruistic heroes and creatures such as angels are considered good aligned. Villains and violent criminals are considered evil, as are inherently evil creatures such as demons and most undead. Animals are considered neutral even when they attack innocents, because they act on natural instinct and lack the intelligence to make moral decisions.
You may go here for additional information: Alignment