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== Character Creation == '''System''' This game is going to run Pathfinder 1st Edition. You don't need the books to play, simply used the SRD which is linked above. '''Level''' Everybody starts at level 1 with 0 experience points. '''Attribute Points''' We are using the 25 point-buy system. Spend your points before applying racial modifiers to your attributes (this makes getting higher stats cheaper for races with bonuses). You cannot buy an attribute above 18, only racial modifiers can get you to 19 or higher at the start of the game. '''Hit Points''' You start with the maximum possible for your chosen class/constitution bonus. '''Alignments''' Evil characters are allowed but make sure you follow House Rule 1 above. Divine characters like Clerics and Warpriests must stay within 1 alignment step of their deity. Failure to do so will count as becoming an Ex-Cleric or Ex-Warpriest, etc. Atoning will shift their alignment back to be in line with their deity. * Oracles are not subject to this, their powers are forced upon them by the gods, they did not gain their powers via worship and sacrifice. * Shamans are not subject to this, their powers come from relationships with spirits, not deities. * Paladins and Druids are not subject to this, they already get nerfed into the ground if their alignment shifts so no additional penalty here. '''Deities''' Speaking of deities, we will be using the Forgotten Realms pantheon, not the Galorian pantheon. Here is a great resource for looking up deities, and for domains/etc for Clerics: https://forgottenrealms.fandom.com/wiki/Portal:Deities '''Races Allowed''' * All Core, Standard, Featured races are allowed * Uncommon and Monstrous races will be considered on a case-by-case basis (Monstrous in particular is very likely no but I will consider them for the right character) * No Advanced, Very Powerful, or Unknown Race Points races are allowed (see House Rule 4) * Alternative Racial Traits & Racial Feats are generally acceptable as long as they don't go against my House Rules above, run them past me if you want to use any Please Note - Non-humanoid races might get some pretty brutal reactions from people. While Waterdeep is generally open to all by the law, people don't take kindly to Gnolls or Minotaurs walking down the streets. You might face some uncomfortable situations if you play a more unuusal race. It's also worth noting that if people wrack up Race Points then I get to ramp up the CR of encounters a fair bit so it might make things much harder on the group. '''Languages''' Please be sure to note which languages you have Linguistics in. If you select a race that doesn't get Linguistics (Common) automatically, I highly recommend you consider spending a skill point on it. '''Classes Allowed''' * All Core, Base, Hybrid, and Occult classes are allowed except Monk and Brawler, see House Rule 3 above * Alternate Classes will be considered on a case-by-case basis but Ninja and Samurai (see House Rule 3) is a hard no and I'm not fond of Antipaladins so likely these will be denied * Unchained classes are most likely fine except Unchained Monk (see House Rule 3). * Prestige classes (if we get that far), should be fine as long as it doesn't violate House Rule 3 * Class Archetypes & Alternative Class features should be fine as long as they don't violate my House Rules, but run them past me in advance for a final yes '''Traits Allowed''' * You start with 2 Traits, each must be from a different category (i.e. you could take one Combat Trait and one Social Trait, but not two Combat Traits, etc). * All non-mythic traits are allowed as long as they don't go against the spirit of the House Rules * Campaign traits are restricted to what is listed below unless you give me a good pitch as to why you should have a trait from another campaign Additionally, the following Campaign traits which are available, they are all mutually exclusive with each other unless you give me a good pitch: * Acolyte - You are a member of a local church (see https://www.realmshelps.net/faerun/organizations/waterdeep3.shtml for some examples). You get a +1 trait bonus on Knowledge (Religion) and Knowledge (Local) checks * Caravaneer - You grew up running trade routes to and from Waterdeep, spending most of your youth in the wilds. You get a +1 trait bonus on Survival and Knowledge (Nature) checks. * Nobleborn - You were born into the top 1%. You gain a +2 trait bonus on Knowledge (Nobility) * Pirate - You were raised on a pirate ship which frequently makes birth at Waterdeep. You get a +1 trait bonus on Swimming and Knowledge (Geography) checks * Tower Apprentice - You learned your arcane ways through the Blackstaff Tower school of magic (see https://www.realmshelps.net/faerun/organizations/waterdeep1.shtml). You get a +1 trait bonus on Knowledge (Arcana) and Knowledge (Local) checks * Waterdeep Native - You were born and raised in Waterdeep. You get a +2 trait bonus on Knowledge (Local) checks I am open to other Campaign trait ideas. But nothing to do with any criminal activity. If you want to be involved in the thieves' guilds you need to join through gameplay. '''Starting Gold''' All characters start with the maximum amount of gold you could roll for your selected class. ::::Example: ''Alchemists start with 3d6x10gp, so you would start with 180gp. Whereas a Paladin would start with 300gp (5d6x10 maximized).'' '''Starting Equipment''' All characters start with '''ONE''' of the following equipment packages in addition to their gold and anything granted by their class/archetype/etc: {| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;" |- ! scope="col" | Magic Item ! scope="col" | Consumable Magic Items ! scope="col" | Talented or Gifted Character |- | Some magic item has been passed down to you from a family member or close friend. Maybe they were an adventurer or came about the item through business or other means. Regardless of how it came to you, it's yours now. Select '''ONE''' of the following magic items, it '''must be an item your character is capable of using''' (no Wizards with +1 Full Plate armor, for example): * +1 weapon (not enchanted ammunition) or * +1 armor or * +1 shield || You have in your possession a variety of consumable magic items which you have gained through trade or perhaps previous adventures. Unlike the first package, '''you may select items here that your character is not capable of using themselves'''. Select '''ANY''' of the following magic items in any combination, however the total value of them cannot exceed 1,000gp: * Up to 1 Wand (may be partially charged, limited to level 0 or 1 spells) * Up to 1 Potion of spell level 2 * Up to 5 Potions of spell level 0 or 1 * Up to 1 Scroll of spell level 2 * Up to 5 Scrolls of spell levels 0 or 1 || You were born with a natural talent which gave you an edge over your peers. Select '''ONE''' of the following bonuses: * Gain 1 bonus feat (you must meet the requirements of it) * Gain 2 bonus traits (both may be from the same Trait category) * Gain the Good Fortune special ability as per the Cleric Luck domain power, usable once per day. * Gain 1 Rogue Talent (you must meet the requirements of it) |}
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