Greetings Templore players! This thread will provide us a place to discuss the game and create characters, since I already know all of you a recruitment thread would be unnecessary. I'm aware some of this may seem confusing, so please ask any and all questions you may have here or via private message. This thread will be used for my upcoming campaign, In Absentia Deorum, and probably for any other Templore games I run here as well.
Character Creation Information:
All characters may be of any base race or base class as described in the Pathfinder core, in addition to the Icho race described in the Templore campaign setting document. Options such as archetypes and traits are generally allowed by approval of the GM. All material, unless otherwise noted, must come from an official Pathfinder source. Third party material must be reviewed by the GM before being considered allowed in the game.
Players should be aware of the roleplay and mechanical differences of the races between the Pathfinder core and the Templore setting, as detailed in the campaign document.
Ability scores are to be generated via point buy method, as described on page 16 of the Pathfinder core rulebook. A character receives 15 points to spend, and all characters will begin at 1st level.
House rules, get your house rules here!
The following changes have been made to the rules to support the overall atmosphere of the game, as well as to help fix some balance issues (namely, the gap in power between melee fighters and arcane casters). These changes may be found in the Templore Player's Guide document, in addition to many less-significant house rules.
VARIANT: WOUNDS AND HIT POINTS
Light wound: When a character has less than half (50%) of their total hit points, rounded down, he is considered to have a light wound. He suffers a -1 fatigue penalty to attacks, damage, saves, AC, and all checks(including concentration checks), and to the save DC for all spells, spell-like abilities and supernatural abilities. Characters who suffer a light wound cannot take a 5-ft. step or move more than their base speed for the remainder of the round.
Heavy wound: When a character has less than one quarter (25%) of their total hit points, rounded down, he is considered to have a major wound. A character who is heavily wounded must make a DC 20 Fort save or be dazed for one round. Heavily wounded characters suffer a -3 fatigue penalty to attacks, damage, saves, AC, and all checks (including concentration checks), and to the save DC for all spells, spell-like abilities and supernatural abilities.
Creatures immune to fatigue (such as a barbarian using his Rage ability) are immune to these fatigue penalties. In addition, only creatures which are vulnerable to critical hits are affected by these penalties. The fatigue condition is separate from these penalties and both affects stack with each other.
ARCANE SPELL COMPONENTS
Starting components
Each spellcaster receives an amount of components when they begin a Templore campaign, regardless of level. They receive components for every spell they can cast that require them, as determined by the table below:
Spell Level Number of Components
0 2d10 +Int Mod
1 2d8 +Int Mod
2 2d6 +Int Mod
3 1d10 +Int Mod
4 1d8 +Int Mod
5 1d6 +Int Mod
6 1d4 +Int Mod
7 1d3 +Int Mod
8 1d2 +Int Mod
9 0 +Int Mod
A caster never begins play with any spell component with a GP cost listed in the Pathfinder Core rulebook.
VARIANT: COUNTERSPELLING
As per the Pathfinder core rules, a character may ready an action to counterspell another caster by specifically stating their intention.
If the target of the counterspell attempts to cast a spell, you may make a Spellcraft check (DC 15 + the spell's level) in order to successfully identify the spell. This check is a free action. If you succeed the check you identify the spell and may attempt to counter it. If you fail, you can do neither.
To complete the counterspell, you must then cast an appropriate spell. You may use any spell to counterspell, but success is automatic only if you use the same spell as the one being cast, or one of equal or greater level whose affects are the exact opposite (i.e. counterspelling haste with slow, or enlarge person with reduce person). Use of any other spell requires you to make a Spellcraft check with a special bonus equal to the spell you are using as a counterspell. The counterspelling DC is equal to 10 + caster level of the enemy caster + enemy spellcaster's spellcasting ability modifier + level of the spell you are attempting to counterspell. In addition, because spells in Templore are cast with words from mortal languages, any time you attempt to counter a spell being cast in a language you speak. you gain a +2 bonus to your Spellcraft check to counter that spell.
VARIANT: BONUS LANGUAGES
Language barriers are still very much an issue in Templore, as can be expected with so many different types of cultures existing beside one another. There has yet to be established a "common" or trade tongue, though certain languages are more prominent than others. Most humans, for example, speak Corinthian, the language of the Cathartan Empire. Characters in Templore do not receive bonus languages with their Intelligence Modifier as normal; rather, they begin play knowing the base languages for their race, as follows:
Dwarf: Dwarven
Elf: Elven
Gnome: Gnomish
Halfling: Birth region language
Half-elf: elvish and one human birth region language
Half-orc: orcish and one birth region language
Human: Birth region language
Icho: Tribe language (Deer, Wolf, Bear, Cougar, Boar, Shark, etc.)
Dwarves, elves, and gnomes have some variation in dialect from place to place, but most of their languages are similar enough that each member of their respective race can communicate with others of their kind. For instance, even though there are minor differences in their speech, dwarves from the Klaani mountains can communicate with dwarves from the Korangor mountains without much trouble. Human regions tend to have the most differences in language, and so each human begins play knowing the language of the region they were raised in. Half-breeds tend to speak only the language they were raised on, though most know at least some of both parent's languages. Halflings from human lands have long since forgotten their racial language, so they too speak only what their human masters teach them.
Additional languages may be learned by purchasing ranks in the Linguistics skill, as per the core rules. Also, characters do not begin play literate; a character who wishes to read and write the languages she knows must purchase a rank in Linguistics. Anyone wishing to learn a new language or to read and write must contact someone or seek the proper literature which already possesses such knowledge to learn it from, which may incur additional monetary costs or other compensation.
The list of human regional languages, (and the regions they are commonly spoke in), is as follows:
Corinthian (Catharta, Linovia, Sargosa)
Sargosian (Sargosa, Sangre Desert)
Fjorse (Brundholde, Drachmord)
Valecian (Valece)
Sheax [pronounced 'shay'] (Lyndwyrme Isles, Valece, Ostfield. Coreymont)
Linovese (Linovia)
Sargosan (Sargosa)
Hakhiri (Hakhir)
VARIANT: INTELLIGENCE AND WEAPON PROFICIENCIES
Fighters, paladins, and rangers may apply their Intelligence modifiers to learn new types of weapon proficiency as they would bonus languages. This bonus may be used to gain proficiency in one new weapon or shield type. For instance, a fighter with a +2 modifier may learn two new proficiencies of his choice. This variant can also be used to gain proficiency in exotic weapons, but not armor.