Ability Scores: 22 point buy
-In addition to the six normal ability scores (str, dex, con, etc.), there is a seventh score in the campaign setting called bloodline. The Bloodline ability score gets you special abilities based on factors such as how high the score is as well as it’s strength, all bloodlines have a level of minor, major, greater or true (yours will all start at minor). See the charts and list of abilities under Chapter 2: Blood and Regency (under the Campaign Setting header on the wiki page).
-After all points are spent, at the same time racial bonuses are applied, you gain a +8 bonus to your character’s Bloodline score, this bonus is treated as though a racial bonus or the bonus points you get to ability scores every fourth level (and indeed those increases can be applied to your characters bloodline score).
-While the races from the setting show some different than normal abilities, we will be using the races from chapter two of the core rulebook in their normal way for ease of use (though some of the setting specific abilities may be available for getting as feats. If you look at there alternate abilities and are interested, talk to me, we might be able to work something out).
-The exception are gnomes and half-orc, neither race exists in the setting and therefore are not available at all.
-Elves don’t worship human deities (and have none of their own), and so cannot take levels in any class with divine spellcasting or other divine powers, other than ranger (see class notes below).
-The following classes are not available: gunslinger, monk, and the ninja/samurai variants. The tech level of the setting is just not there to support the gunslinger class, and there isn’t really an Asian like analog in the setting to give rise to the others.
-There are a few setting specific classes on the website (two base classes and two NPC classes), and quite frankly they’re not interesting enough that I’d want to spend time pathfinder-izing them, so unless you’ve already looked at them and have fallen in love, please look elsewhere.
-A flavor note for arcane casters in the setting, there is two kinds of arcane magic, basically a lesser and greater form. The lesser form is used by any arcane class that maxes out at sixth level spells (except the magus), this form taps into a kind of ambient magical energy to power spells and requires nothing more being taught how to harness it. The greater form is used by any caster that has ninth level spells (and magi). Greater arcane magic taps into a great well of power in the earth called mabhaighl (pronounced meh-VALE) and requires either elven heritage, or one to be a blooded scion (somebody with a bloodline) in order to harness this power.
-A flavor note for divine casters, ALL divine power (even druids) comes from the gods, with the exception of the ranger. The ranger just taps directly into the land to power its spells and abilities.
-Hide in Plain Sight does not exist, whether it comes from ranger, shadowdancer or any other source. It will be replaced with Skill Focus (Stealth) as a bonus feat in all instances.
-There are a few setting specific skills that are added in this campaign, all of them are pretty much only used for things on the domain level, so it may take some time for them to become useful; but as long as we do in fact use the domain level play, they will get used. A basic description of them and which classes gain them as class skills, are as follows…
Administrate (Wis): You are a capable administrator and understand the workings of the apparatus of government and the governmental hierarchy. You also have a practical, working knowledge of a government’s legal system and codes.
Lead (Cha): You are a born leader who draws great devotion from your followers. Use this skill to inspire followers, incite revolutions, increase morale, and otherwise motivate people on a large scale through inspired speech and rhetoric.
Warcraft (Int): You have been educated in the military sciences of strategy, tactics and logistics. You are skilled at commanding groups of soldiers at both land and sea, whether entire armies or just a small squad of soldiers. You have studied advanced techniques for defeating military fortifications.
-In addition, some old skills have new/modified uses as noted below…
Intimidate: Apparently I missed the change were it was noted that if you have a bonus to saves against fear they applied to your defense against intimidation (which was the case in 3.5). I like that way so that is how I will continue to do it. Also, to those that were bitching about the magus in the bandit ruins not being affected (by what was only a slightly above average skill check I might add), there are these things called circumstance modifiers that can apply to nearly everything including Intimidate checks (that boss, leader, demon-god, etc. might just be a little harder to intimidate than your average peon, okay people).
Knowledge (Planes) is replaced by Knowledge (Shadow World); the campaign setting has pretty much only one other plane, the corrupted spirit realm called the Shadow world. Knowledge (Shadow World) is the equivalent of Knowledge (Nature) only pertaining to the Shadow World, and Knowledge Nature gives no benefit in the Shadow World.
Knowledge (local) is broken up by region.
Knowledge (Bloodlore) deals with blood abilities, the abilities and strengths associated with particular family lines or derivations, and methods for investing and destroying bloodline energy.
Linguistics: There is no common tongue in Cerilia. The five human tongues act as a de facto common tongue in each respective area of Cerilia. The most commonly spoken Cerilian languages include: Anuirean, Low Brecht, Basarji (Khinasi), Rjuven, Vos, Sidhelien (Elven), Karamhul (Dwarven), and Goblin. A wide variety of less common (or forgotten) tongues exist throughout Cerilian, including: Andu (Ancient Anuirean), High Brecht (Ancient Brecht), Draconic, Giant, Gnoll, Halfling, Orog, Ogrish, and Troll. Some of these languages have ancient or archaic forms that scholars often learn in order to read ancient writings. Sidhelien is the oldest commonly spoken language of Cerilia; the elvish tongue has remained remarkably unchanged over thousands of years.
-A note on the languages listed above, Anuirean in the language of the region the campaign will take place in, so that will pretty much serve as the “common” language.
-Pretty much anything is game, though if it is outside of the Core rulebook it must be run by me beforehand.
-There are many feats listed on the website, if you’re interested in one let me know. They are built for 3.5, so may require some pathfinder-izing, but in general should be available.
-Alignments suck as a game mechanic for the most part and nobody agrees what they mean, and characters can easily be described by several sometimes, and alignments suck (did I mention that) so people generally do not have alignments. That’s not to say that evil doesn’t exist in the world, just that it isn’t Evil (unless its Azrai, then its EVIL). Certain creatures or even high powered people can still have them, for instance, angels and demons and pretty much anything with an alignment subtype still operates as a if it were that alignment, and a high level paladin of the church of the Impregnable Heart of Haelyn has earned his lawful good. Every one else is considered neutral as far as spells and abilities are concerned, unless noted other wise.