Character Generation Rules
This time around, due to the overall theme and location of this plot, only Core Races should be used. The Core Races are Dwarves, Elves, Gnomes, Half-Elves, Halflings, Half-Orcs and Humans. Their various alternative racial traits, racial feats, racial archetypes and other variable options should all be fine, though you should read carefully since some 3rd party stuff is also displayed on their SRD pages. Certain races might become available to players during the course of gameplay.
Every class will find they are particularly suited to deal with various challenges that crop up over the course of the campaign, but not all classes are suitable for the theme and style of this adventure. As such, you shouldn't use any version of the Summoner or Gunslinger classes, or any class introduced in the Occult Adventures (the "psychic" classes) or Ultimate Intrigue (Vigilante and friends) books. Certain classes might become available to players during the course of gameplay.
For your Ability Scores, Hit Points, the number of character Traits you begin with, as well as your starting cash and Hero Points, you need to select one of the three options presented below. Consider carefully before you make your choice, because once you have begun generating a character using that option, you cannot change your mind! If you don't understand something about how these rules work, don't be afraid to ask.
- Option A: Numerology Is A Science!
|Ability Scores||15 pointbuy||15 pointbuy to purchase your ability scores with. Refer to one of the online Pathfinder calculators around the internet such as this one.|
|Hit Points||median||Your first HD is assumed to have landed on its max. For each HD that you gain after the first, the result is the median value of the die. Keep your decimals because they do add up.|
|Wealth||average at level 1||Your level 1 starting wealth depends on your class (and possibly traits). You begin play with the average of your potential starting cash. Refer to your class entry for more information.|
|Hero Points?||NO||You do not begin play with any Hero Points, though you might earn them through good roleplay.|
|Traits?||2||You begin play with two character Traits, one of which must be a Kingmaker campaign trait (consult the Kingmaker Players' Guide). You may buy a third character trait by taking a Drawback.|
|Starsign?||pick||Select the Zodiacal sign your character was born under. You were not born during an unusual astrological event.|
This option is pretty standard for "low fantasy" these days. It uses purely deterministic numbers for your character's attributes, abilities and wealth and so forth. It's "safe" in that it's reliable, but of course the trade off is that you give up the possibility of landing on extremely good (or extremely bad) numbers. Use this method if you believe that Chaos is a pest.
- Option B: The Dice Have Spoken!
|Ability Scores||[1+(5d4d1)]x6||Roll 5d4, keep the 4 highest results, sum those four, add +1 to that total, and write it down. Repeat this process five more times. These six numbers are your Ability Scores, and you may assign them to whichever attribute you like.|
|Hit Points||roll||Your first HD is assumed to have landed on its max, any others you need to roll in-game upon leveling up.|
|Wealth||dice x15||Roll your class's starting wealth according to your class's rules entry, but instead of multiplying the dice by 10, multiply their result by 15.|
|Hero Points?||1d3||Roll 1d3 — the result is the number of Hero Points you begin play with.|
|Traits?||1+1d3+1d2||You begin play with one of the Kingmaker campaign traits as well as 1d3 other Traits that you qualify for and 1d2 Drawbacks.|
|Starsign?||Roll||You must roll to randomly determine your starsign. In addition, you need to roll to discover whether you were born during an unusual astrological event: you roll through all the checks to create each set and then take the set you prefer.|
This option is for those who, for whatever reason, want the dice to decide everything. It's possible to roll very well… but it's also possible to not roll well. That's just the risk you take on when you keep Luck as your mistress. The probability curves here are "bell"-shaped, so extreme results are less likely.
- Option C: Variety Is The Spice Of Life!
|Ability Scores||16, 8, (6+3d3)x4||Roll 3d3, sum them, add 6 to that number and write the result down. Repeat this process three more times. Those four numbers along with a 16 and an 8 are your Ability Scores. You may assign them to whichever attribute you like.|
|Hit Points||average of two||Your first HD is assumed to have landed on its max. For each HD you gain beyond the first, roll your HD twice, add the results together and then divide by two to find the number of HP you gain from that HD.|
|Wealth||half and half||Consult your class's description to find out how many die you roll for your starting cash. Separate the dice into two piles. Calculate the average result of the smaller pile of dice, then multiply that number by 10. Add one more die of the same size to the other pile. Roll the other pile of dice, sum them and then multiply that result by 10. Then add the two final results together to find your starting cash. If your wealth uses only one die (such as Monks), then roll that die twice, sum them and multiply the result by 10.|
|Hero Points?||1||You begin the game with a single Hero Point.|
|Traits?||2+(1 or 0)||You begin play with one of the Kingmaker campaign traits as well as one other Trait for which you qualify. Flip a coin to find out whether you have a Drawback to buy a third Trait with.|
|Starsign?||roll||You must roll to randomly determine your starsign. You may roll once to discover whether you were born during an unusual astrological event.|
This option is for those who aren't as wild about having pure randomness determine their gameplay, but still find that some "surprise" adds zest to their experience. The swings aren't as wild as you might see if you ran with purely dice-driven results, but they're also not as "safe" as you might get if you just ran "by the numbers". Use this option if you're ok with a bit of chance, but you believe that Prudence is the better part of Fortune.
All characters need to determine their birth sign according to their character generation option chosen above. If you let Fate decide your birth month, you roll 1d13 and refer to the table presented there to find your birth month. If it is possible you were born during an unusual astrological event, you need to consult that section carefully because many of the possibilities there cannot occur simultaneously and some of them are only possible during certain days or months.
How do I determine my starsigns randomly?
The cosmic dance of the spheres is complicated, and their relationships just as well. If you are having trouble parsing the probabilities and options available to you, here is a simplified procedure to use in determining your starsigns:
|0.||Option B or C?||If you chose to generate your character via Option A ("Numerology Is A Science"), then you were not born under a rare astrological event. Otherwise, you need to determine if you were and if so which one. If this is the case, continue.|
|1.||Roll 1d365||If the result is 365, you were born on Burthoven, or Birth's Eve. A special holiday which does not belong to a month or zodiacal sign. It has its own special effects. Burthoven never occurs during a lunar Turning or a solar Saga.|
|2.||Roll 1d13||This is your Zodiacal sign. It is the month you were born in. Consult Table – Signs to find which month it is. All PCs are especially blessed by their starsign and receive unique gifts from this relationship.|
|3.||Roll 1d28||This determines if you were born during a Turning or a Saga. If the result is 1, 8, 15 or 22, you were born on a lunar Turning. If the result was 13, see below, because you might have been born on a Saga. The Turnings occur in an ordered sequence each month: a result of one = The Veiled Turning, 8 = The Maiden, 15 = The Matron, 22 = The Crone|
|4.||13th? see Month||If the result of your 1d13 roll (step 1) was 2, 5, 8 or 12, you were born in a month of the Saga. It is possible you were born on the night of the Saga. If the result of your 1d28 roll (step 3) was 13 as well, you were. The Sagas occur in an ordered sequence each year. Compare your birth month with Table – Sagas to discover the effect of yours.|
|5.||1st? Roll 1d256||If you were born on the 1st of a month, roll 1d256. If the result is 256, you were born during an Eclipse, a special event which empowers the Veiled Turning's gift to you. Your mother died in childbirth.|
|6.||Roll 1d128||If the result is 128, you were born under a Comet or a Meteor. Flip a coin to determine which (1 = Comet).|
|7.||Roll 1d365||If the result is 350 or higher, you were born during a Trine. If the result is between 336 and 350, you were born during an Alignment. If the result is between 322 and 336, you were born during an Apposition. Consult their sections to determine the specific effect of yours.|
|8.||Roll 1d1028||Yes, you read that correctly, it's one chance in 1,028 to have been born under a Nova.|