
GM Blood |

For those I invited to this game, here are character creation rules:
Character Creation
It will be a 35 Character Point game, meaning that your Race Points and your Build Points must total 35 added together. So if you play a 10 point race it will be a 25 point buy, but if you play a 15 point race it will be a 20 point buy.
For math lovers: BP+RP=35 or if that doesn't makes sense 35-RP=BP
Starting Stats Minimum 8 and Maximum 18 before any racial adjustments
Race – Any Paizo Non-Core. Alternate Racial Traits are approved.
Examples of Races and their Race Point Values:
Aasimar 15 RP
Changeling 9 RP
Dhampir 11RP
Drow 14 RP
Duergar 8 RP
Dwarves 11 RP
Elves 10 RP
Fetchling 17 RP
Goblin 10 RP
Gnomes 10 RP
Grippli 6 RP
Half-Elves 10 RP
Half-Orc 8 RP
Halflings 9 RP
Hobgoblin 9 RP
Human 9 RP
Ifrit 6 RP
Kobold 5 RP
Orc 8 RP
Oread 6 RP
Ratfolk 9 RP
Suli 16 RP
Svirfneblin 24 RP
Sylph 6 RP
Tengu 13 RP
Tiefling 13 RP
Undine 7 RP
Vanara 8 RP
Class - Any Paizo class except Core Rule Book classes. Any archetypes and prestige classes are fine. Alternate Favored Class choices are approved. Use Golarion deities.
Feats – Any Paizo feat should be accepted with the exception of leadership and antagonize. Also creation feats will be limited to potions, scrolls, and wands. As a houserule, the following feats are automatically known as long as you meet the pre-reqs for them: Weapon Finesse for light weapons, Power Attack (Str 13 and BAB +1), Deadly Aim (Dex 13, BAB +1), and Combat Expertise (Dex 13). This also applies to monsters!
Traits - Any one Trait picked by you, and 1 Campaign Trait modified from the Player's guide. The Campaign trait will be determined by or choices limited partially by your random background rolled. (See below).
HP – Max @ 1st level, 1/2 dice+1/2 for each following level (ie 1d8 -> 1d4+4)
Cash – Maximum starting cash for your class, but could vary after determining your background rolls (See Below)
Important Houserules
I am eliminating some of the more basic magic items. (Weapons, armor, shield, cloaks of resistance, stat boosting items). Instead you will get bonuses every level to compensate for not getting these items. This will require a spot on your character sheet keeping a log of what you chose and when. The bonuses are from training and experience and not magical.
Every level you can choose from one of the following five categories (Melee, Ranged, Armor, Shield, Saves). You will get a +1 bonus to that category everytime it is chosen. You can choose any one of the five once every block of 4 levels (1-4, 5-8, 9-12, 13-16, 17-20). So you cannot choose +1 to saves at 3rd and 4th level, but can choose them 4th and 5th level.) This starts at 1st level
Every even level your character will receive an extra +1 to a stat over the normal rules. That means at 2nd you get to raise a stat +1, 4th a +2, 6th a +1, 8th a +2, etc) You cannot choose to raise the same stat twice in a row.
Weapons The bonus is an enhancement bonus but does not make your weapon magical. For that you need to find an item with a magical power on it (like flaming or keen) or cast a spell like magic weapon. It makes having these weapons useful for overcoming DR and having less chance to break. Masterwork weapons still give a +1 to hit if you haven’t chosen the weapon bonus and also has 1 additional point of hardness. (The extra point of hardness should be added to magic items).
Armor/Shields The bonus is an enhancement bonus but does not make your armor magical. For that you need to find an item with a magical power on it (like fortification or slick) or cast a spell like [i]. Finding magical armor makes the armor harder to destroy. Masterwork armor reduces armor check penalty by 1 (This includes magical armor)
Saves The bonus is a resistance bonus.
Ability Boost All boosts to a skill are considered enhancement bonuses and are from experience and training. For this game, enhancement bonuses stack up to a total of +6 maximum. So you could have boosted your strength up +2 and cast bull's strength for another +4 for a total of +6. But if you boost your strength up another point for +3, bull strength still only boosts to +6. That means that the top score for most playable races will be 26.
For the most part this means that you should keep and use the magic items you do find. Getting magic items are valuable for trade or payment (More like bartering for debts or payments as a reward)
Background - I have a random back ground creator that does events and things to shape your character. We will roll for each character made, then you take the events rolled and write up their background folding those things in. (Then I may tweak them again or have suggestions to add to fit into the campaign). For your results you will also get some minor bonuses beyond normal character creation. (Like a skill point in a specific skill or extra class skill or maybe even more starting money. They may not all come out equally for each character, that's the way the dice rolls.)

GM Blood |

You will be starting in Sargava in the city of Eleder which will take the place of Sasserine in Greyhawk/Player's guide.
Water Rat
Most of the Waterfront District’s citizens learn to swim at a very early age, and take to the water as easily as land.
District: Azure (Waterfront).
Benefit: You gain a +2 trait bonus on Swim checks. When wearing light or no armor and not encumbered, fatigued, or exhausted, you can swim at one-half your speed as a move action or your full speed as a full-round action. While swimming, you gain a +2 bonus on initiative checks.
Normal: Without the benefits of this feat, a character swims
at one-quarter his speed as a move action or at one-half speed as a full-round action.
Arena Blood
The blood of an arena champion flows in your veins, giving you a thirst for glory and a drive to succeed.
District: Champion’s.
Benefit: You get a +2 trait bonus on Intimidate skill checks. In addition, whenever you successfuly demoralize an opponent using the Intimidate skill during combat you are immediately healed of 1d4 points of nonlethal damage.
Steadfast Loyalty
Self control and discipline are the birthright of many who grow up in Champion’s District, and you strive to uphold
these ideals.
District: Champion’s.
Benefit: You get a +2 trait bonus on Will saving throws against charm, compulsion, and fear effects.
Suspicious Eye
You are always on the lookout for treachery and wrongdoing, like many of the other people from Cudgel District.
District: Cudgel.
Benefit: You get a +2 bonus on Sense Motive skill checks. However, the DC to take an object from you through the Sleight of Hand or to use the Feint combat maneuver increases by +4.
Merchant’s Tongue
Growing up around the merchants of this district made you glib and gave you a keen eye for value.
District: Merchant.
Benefit: You have already made quite a bit of money, and have a knack for making more. You gain a one-time bonus of 300 gp to your starting cash. In addition, whenever you sell an object, you can make an opposed Diplomacy check to automaticaly sell an object for 5% over its asking price.
Academy Graduate
You attended one of several academies in this district, during which you were schooled in the finer arts of being an aristocrat.
District: Noble.
Benefit: Pick any three Charisma or Intelligence based skills. These three skills are always considered class skills for you.
In addition, you gain a +2 bonus on Knowledge (history) and Knowledge (nobility and royalty) checks, and may use these skills untrained.
Knack for Magic
Magic is not that mysterious to you, and its gifts have made your life a little easier.
District: Noble.
Benefit: You get a +2 trait bonus on Spellcraft skill checks. In addition,you have an innate talent for magic, granting you the following spell-like abilities as a 1st-level caster: 1/day—detect magic, light, and prestidigitation.
Child of the Shadow
You were raised in the streets and back alleys of Shadowshore and have refined several talents and tricks valuable to survival in this neighborhood.
District: Shadowshore.
Benefit: You know Sasserine’s black market quite well, and need not make checks to locate its outlets. Further, in other cities, you have a knack for rooting out the underground markets. You gain a +2 bonus on Diplomacy and Gather Information checks made to learn about a city’s black markets.
You are also adept at fighting in confined areas, such as narrow city alleyways or crowded taprooms. Enemies cannot gain cover from you around a corner.
Student of Nature
The wild has always excited you with its simple beauty and majestic creatures. It is no wonder that many of your talents let you better enjoy the natural world.
District: Sunrise.
Benefit: You get a +1 bonus on Handle Animal, Knowledge (nature), and Survival skill checks. You also get a +2 bonus on Fortitude saving throws to resist special attacks from plant creatures

GM Blood |

Don't worry about how your background will affect you, like money until everything is done. It may go up and down a bit.
Culture Roll = 2 Nomadic
Your character was born and raised in a Nomadic culture. As such those cultures were mounted or uses beasts of burden for transport. Examples to think on Ancient Huns, Gypsies, or American Indians. Ride Skill will be a Class Skill no matter what class you take
Social Status = 8 Destitute
For whatever reason your standing in that Nomandic culture was destitute. Depending on how you envision your characters's Nomad culture, you and your family lived to survive and not much else. You start with 25% of the normal starting wealth
Next up for rolls: First Roll 1d20 for legitimacy. The Roll 1d20 for Family.

GM Blood |

Don't worry about how your background will affect you, like money until everything is done. It may go up and down a bit.
Culture Roll = 9 Civilized
Your character was born and raised in a Civilized culture. You could be from this city or another before you came here. Civilized cultures are noted for Central governments, royal civil engineering, wizards, thieves, naval warfare, and of course taxmen. Examples would be Feudal Japan, or Tolkien's Gondor.
Civilized folk feel more comfortable in the city than outdoors.
You had a chance to develop a hobby.
Social Status = 73 Comfortable
You were the middle class of your civilized culture. You lived in a clean place in a good neighborhood. You ate well regularly, had nice clothes, and access to some books.
Examples in this SS would be scribes, some craftsmen, professors, highly skilled laborers, lower government officials, low ranking military officials, etc.
No adjustments to your starting money. There is a chance you have a family heirloom weapon.
First roll d100 for a chance at a hobby. Then roll d100 for a chance at an heirloom weapon.
Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family.

GM Blood |

Don't worry about how your background will affect you, like money until everything is done. It may go up and down a bit. I'll summerize it all when done.
Culture Roll = 9 Civilized
Your character was born and raised in a Civilized culture. You could be from this city or another before you came here. Civilized cultures are noted for Central governments, royal civil engineering, wizards, thieves, naval warfare, and of course taxmen. Examples would be Feudal Japan, or Tolkien's Gondor.
Civilized folk feel more comfortable in the city than outdoors.
You had a chance to develop a hobby.
Social Status = 83
Your family when growing up was Well-to-do. That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled. Your parents were not approving of your choice of the adventuring life You start will 150% of starting gold
Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family

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Fairly certain I want to go Ifrit Swashbuckler. Once concern I have is working through the immediate actions that swashbucklers utilize in the PbP environment. I don't want to slow down combat... we may want to set up some guidelines to have the GM assume certain actions in certain circumstances and roll on my behalf.

Tirion Jörðhár |

Legitimacy: 1d20 ⇒ 15
Family: 1d20 ⇒ 1
Crellan - if you go Swashbuckler, then I will take Brawler which should pretty well fill out the martial requirements. No real tank, but decent damage dealing.
These were not asked for, but since Chainmail had the same "9" on the first Background roll, figured I would put them here.
Hobby: 1d100 ⇒ 82
Heirloom Weapon: 1d100 ⇒ 100
Nice - figures that the one who fights with his fists would get a "100" on the heirloom weapon roll.

GM Blood |

Don't worry about how your background will affect you, like money until everything is done. It may go up and down a bit. I'll summerize it all when done.
Culture Roll = 10 Civilized-Decadent
Your character was born and raised in a Civilized but past its prime culture. Decay has begun to set in and people are jaded and hedonistic. The government has become self-perpetuating and careless of the people's needs. Historical example would be the latter centuries of the Roman Empire. You get a +2 to save vs any spell or effect that causes insanity
Civilized folk feel more comfortable in the city than outdoors.
Social Status = 86 Well-to-do
Your family when growing up was Well-to-do. That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled. Your parents were not approving of your choice of the adventuring life You start will 150% of starting gold
Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family

GM Blood |

Yes I was supposed to include hobby, but you wanted low not high anyways! So no hobby and no heirloom weapon (Which your social status wouldn't have included a chance anyways).
You were a legitimate child, lived only with your immediate family which included your mom and dad.
Next up for rolls: 1d20 for siblings (IF Any), followed by another d20 for birth order (Unless only child then I will ignore)
Then Time of Birth: Roll 1d12 for month (assume the same as our calendar), then d* for day of the month (Depending on your first roll). The d24 for hour and d60 for minutes.

GM Blood |

You were a legitimate child, lived only with your immediate family which included your mom and dad. (Not Extended)
Next up for rolls: 1d20 for siblings (IF Any), followed by another d20 for birth order (Unless only child then I will ignore)
Then Time of Birth: Roll 1d12 for month (assume the same as our calendar), then d* for day of the month (Depending on your first roll). The d24 for hour and d60 for minutes.

GM Blood |

No hobby, no heirloom weapon
You were a legitimate child, lived only with your Grandparents. (Parents were either dead or had deserted the family for some reason, whatever you would like to include.)
Roll 1d2 1=Father's parents, 2=Mother's Parents that raised you.
Next up for rolls: 1d20 for siblings (IF Any), followed by another d20 for birth order (Unless only child then I will ignore)
Then Time of Birth: Roll 1d12 for month (assume the same as our calendar), then d* for day of the month (Depending on your first roll). The d24 for hour and d60 for minutes.

Tilnar |

Siblings: 1d20 ⇒ 9
Birth Order: 1d20 ⇒ 10
Month: 1d12 ⇒ 2 February.. Or Callistril, depending
Day: 1d28 ⇒ 25
Hour: 1d24 - 1 ⇒ (3) - 1 = 2
Minutes: 1d60 - 1 ⇒ (11) - 1 = 10
So: 25 Calistril at 2:10am (assuming Golarion calendar) .. Meaning I was born under the sign of the newlyweds. (Assuming Golarion astrology/comic stuff)

Tilnar |

So, just to confirm, we have a brawler, swashbuckler and arcanist, and we're a 5-person party?
So we need a skill character and a divine caster .. Which means not so much with the boltslinger?
Because I'm actually playing an investigator (empiricist) in another campaign, and slayer's a mite too much like the ranger I'm currently playing...
Guess I'll go Warpriest or Shaman.

GM Blood |

Head of household had one primary job full-time and one secondary job on a part-time basis.
Primary Job roll 1d10+2
Secondary Job roll 1d20
Also see what noteworthy things you remember about your parents:
Roll 1d3. This is the amount of noteworthy things about them. For each one of of those roll a d20 and a d6