Restricting Classes based on Homelands?


Homebrew and House Rules

Dark Archive

I am in the process of building a campaign world and I am thinking of having the players choose a nation to be their homeland. This choice would do a couple of things, first it would provide a bonus language. Second, it would provide contact with that nation.
But what I am stuck on is do I restrict classes based on homelands. For example, I have a nation, the Aegrian Empire, who is based on Roman Empire, and as I envision the empire it is very magic and infantry heavy. This means that players would not be able to select Gunslinger, Ninja, and maybe the Samurai/cavalier would be out. The reasons is that the empire relies on magic not technology and that assassinations are guild controlled and legal.
What are thoughts on this?

Sovereign Court

If you'd like to restrict particular classes from a game your going to run, you really need to be talking to your players about that and not us. You and they are the ones who will be playing and living with that decision after all. :)


I have done this concept with weapons alongside Weapon Group Proficiency Feats. Like Morgen said. Talk to your Players. It might go over well because of the Flavour it can generate.

Dark Archive

As the DM, you are totally within your rights to do this. But PLEASE

  • TELL YOUR PLAYERS FIRST
  • LET THEM DISCUSS IT WITH YOU

They may love the idea! Or they may hate it! They're more likely to love it than hate it, but you will want to know WELL IN ADVANCE of actually playing!


Assuming you're going to talk to your players, you might want to give them some additional value in return for restricting choices. "If you're from the Imperial Protectorate, you can't choose any arcane-magic classes except Bard, but you can treat Samurai and Ninja as favored classes, if you multi-class, and you start with one exotic Eastern Weapon proficiency" or "In the Aegrian Empire, there are no Gunslingers, Ninjas, Samurai, Cavaliers, Druids*, or Monks, but all spellcasting classes start with an extra spell known and martial classes start with an extra feat," or everyone starts with an extra trait, or something. Otherwise, as a player, it seems like restricting options arbitrarily.

*There is no way a Romanesque** Empire allows Druidic magic. Barbarians would probably be unwelcome, as well, since they have beards. Now, the Celtic nations to the North would have Druids and Barbarians, but probably no Wizard, Magus, Monk, or other literate classes.

**Okay, technically, "Roman-like" isn't what Romanesque means, but I kinda like the idea of a Romanesque Empire, where everybody is a little curvy.


Kelt Nations would have Bards and Monks. Though Monks would probably be Martial Artists.

I would make it:

If you are in the East you gain a free Exotic Eastern Weapon Proficiency. In a Hellenistic Society you get a free Weapon Proficiency Feat.

BTW: Romanesque just refers to Archetecture & Art. The actual term is Hellenistic. Which encompasses Rome, Greece, Macedon, and various others.


That's solid, and less work, though doesn't really solve the "more flavor for the region" problem. I'd drop Monks for the flavor, and use a Fighter martial artist, though. They'd definitely have Bards. Though, arguably, the Romans had cavaliers (at least, in the early empire), in the equites, and ninjas (in the sense that they had trained assassins).

OT: I've also heard Romanesque used in terms of people, as well (which is what I meant), as in "having curves like a Romanesque arch."


Romanesque when used to a person actually is in effect calling them a w****. As it refers to the fact that Rome was famous for having at least 1 Male and 1 Female Prostitute on every corner. And the Prostitutes were free.

Dark Archive

...Does it count as a profession if you don't get paid for it?


To them yes. As the City provided Food and Housing for them.


I just realized that I meant "rubenesque." No wonder it didn't make sense. Also, that's a heck of a public works' project.

Reading "w****" as "witch," it occurs to me: would the Witch class be banned in a civilized Roman-like society? Certainly, Oracles would work, and probably Inquisitors, but it might be nice to limit Witch (like Barbarian and Druid) to the Gauls, again, for flavor.


try it backwards

have them pick the race/class they want to play then help them to find a homeland that is fitting for it in your creation

or just, you know, do what has already been mentioned and talk with your group about it instead of with thread people

Dark Archive

I talked with one of the players and she seemed to like it, but my main idea is not to restrict the core classes, only those in the Advanced player guide, Ultimate magic and Ultimate combat since i am allowing only the hardcover books, unless the players talk to me first. I would provide a sheet with the nations well before hand, I have a world books I have been working on for a quite a while that they will have access to, in addition to a summary sheet.


Witch actually fits in with Hellenistic Cultures as well. Similar to how a Ranger might fit in.

The difference is whether they would be approached by the Familiar or would study and then gain the familiar as a special type of Wizard. Heck, I could see a Hellenistic Culture making it to where only Men could be Wizards and Women must be Witches.


I don't know if you should restrict classes based on homeland, but rather encourage classes from certain homelands.

For example - in your Rome nation - if you pick Fighter or Wizard as a class, you gain, say, a particular bonus feat that's helpful, but not overpowering (like a variant of the barbarian rage power as a bonus feat - you can throw a weapon - preferably a Pilum/Javelin - and still make your charge attack in the same charge). Fighters gain Quick Draw, Wizards get...I dunno. Spell Focus: Evocation?

I think encouraging certain builds rather than restricting builds is better. Also, the certain odd build is a fantasy trope and can be some of the most interesting characters. A Paladin from a decidedly evil nation (which would have been forbidden under the system you suggest) suddenly has a deep connection to his magic - seeing his friends all turn to evil, and just knowing, inherently, it was wrong - it drove him to run away and dedicate himself to goodness.

When possible - because it isn't always possible - favor positive reinforcement over negative reinforcement.

Liberty's Edge

To the OP. I see no problem doing what you suggest.

Since this is a new campaign, I don't see the need to 'ask' the players what they think. However, when you recruit your players, you should inform them that there will be restrictions on weapons, classes, feats, etc based on culture, location, social rank, etc. Of course, my guess is that if a player has a character concept and back story that sounds good and that fits well into the game, you may decide to give him access to some of the restricted material.

I see too many posts by players that feel they are entitled to use anything and everything that paizo publishes. Just because books are released, they feel that GMs should allow the content into the campaign. I am an old school player and I still believe that the GM has the first and final say on everything, including what he will allow in his/her game.

My own upcoming game will be likely be set in Varisia in a modified version of Golarion. Because the game takes place in Golarion, there will be no samurai, ninjas, monks, or eastern items. I am also placing the average tech level around the same as 900 AD Europe, so there will be no guns (and gunslingers). Much of the material from books other than the Core Rulebook and the APGis also being restricted. Before the game begins, I will tell the players that the restricted content will not be known to their characters, but some may be able to be discovered as the game progresses. Some may not. I want the players to have more in the game than just an the opportunity to kill a monster and get the next powerful item. Restricting classes and feats from players means that they have to discover it or seek it out, which means eventually finding and creating relationships with NPCs. I think some excellent role play opportunities can be created from this.

I also see too many posts by players that feel they are entitled to use anything and everything that paizo publishes. Just because books are released, does not mean that GMs have to allow any part of the content into the campaign. Some players will baulk content restrictions saying it's not fair. To those players, I say 'give the game a try for a month or two'. If you don't find yourself enjoying the game at any point, it's ok to walk away and there will be no hard feelings.

So to the OP, I say good luck. The book-keeping for this sort of thing could be time-consuming, but if you can pull it off, I think that it will add t your game.


That is actually a better method. Maybe also make any non-standard class require a good background.

@RedDogMT: You might want to reread some of Golarion because AFAICT the era that would sync up with that time had trading between the Tian and Avistan.

Guns are really the only thing that would be a bit rare and probably only be in the hands of Dwarves & a rare few Humans. Most of which would be Higher Level. So more towards Very Rare Guns. That is unless you are rewriting most of Golarion's History.

Liberty's Edge

Azaelas Fayth wrote:
@RedDogMT: You might want to reread some of Golarion because AFAICT the era that would sync up with that time had trading between the Tian and Avistan.

Not to derail the thread, but I said a 'modified' Golarion. In my Golarion, the Route to Tian Xia has not been discovered yet.


That changes a LOT of Golarion's Lore...

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Restricting Classes based on Homelands? All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules