What to Know:
All standard D&D 3.5 character classes and races have a presence in the country of Sloan. Having said that, here is some important information about the races and classes as they pertain to this campaign:
Elves & Half-elves: As the preview foreshadowed, the elves of Sloan will be facing a gradual and gruesome persecution. This not meant as discouragement to those of you who may want to play an elf. In fact, it will add an interesting dynamic for all of the members of the party who could find themselves in danger simply by being associated with elves.
Halflings: Halflings are few and tend to stick together in the Cobbler and Free Quarters Districts as well as the Outskirts. Because they are small in population and stature they tend to be under-represented in governmental matters. There also tends to be a frequency with which they are mistaken for small children. There has been more than one report of a belligerent Halfling waiting in a holding cell for days while the City Watch or Peacekeepers waiting for their parents to pick them up. It is not a surprise that many Halflings have a bit of a chip on their shoulder.
Dwarves: For centuries the Dwarves were the miner slaves to brutal humans. Four hundred years ago Reichart Sloan led an expedition to explore the continent and discovered the brutality in the mines beneath the mountains. He gathered an army of elves and humans and conquered the slave masters. He freed the Dwarves and founded the country of Sloan. The Dwarves had held a steadfast allegiance to the Sloan family and an admiration for the humans and elves they came to see as their liberators.
Gnomes: The gnomes share a similar history as the dwarves, only some bloodlines were working alongside the humans only with little or no official authority until the liberation. There still tends to be bad blood between the dwarves and some of the gnomish families.
Half-Orcs: Half-orcs tend to stick to the outskirts of the country. However, they do not identify as half-orcs as no one has knowingly seen an orc. They are considered uncultured outsiders, but no one ever says that to their face without enough backup.
Humans: Um…they’re human.
Fighters: All fighters receive military training in Shallowmane Barracks and can apply for rank in the City Watch for their district. Exceptional candidates may be groomed for a position in the Royale Guard or the Royale Army. Those who do not meet the qualifications for the City Watch often work under the district Peacekeepers or the Outskirts militia.
Clerics, Monks, and Paladins: Members of the holy order are trained under the order of the Holy Council. Their training is exclusively within the Shallowmane district. They are forbidden outside contact throughout the duration of their training, and often work at the behest of the council upon graduation (Level 1). Paladins are the exception to this rule as they do receive military training in the Barracks.
Sorcerers and Wizards: These arcane magic users are trained in another section of the Shallowmane district. Most sorcerers are elven, but other races do have the rare genetic anomaly of inherent arcane power.
Bards: Bards tend to be untrained sorcerers who have found another use for their talents.
Rangers, Druids, and Barbarians: These classes usually come from the families living in the Outskirts who need to rely more heavily on skills for survival in the wilderness.
Rogues: Rogues aren’t trained officially. They tend to be a product of survival in a large crowded city.
Some other races and classes that are featured in supplemental Pathfinder and 3.5 books will be acceptable for the campaign. However, I prefer no one use races with an EL greater than 1.
My philosophy on running a game is that we are all working together to create a story and in the process have a lot of fun. When it comes to character creation I am typically open to all kinds of ideas provided the decision is one that 1) is character driven, 2) offers rich plot detail, 3) is something that will make the character a more interesting piece to the story, and D) is not going to come at the cost of other players having fun. The more thought you put into your character, the more strings I can pull to get you involved in the game.
We will be playing under the Pathfinder rules for this campaign. It has been described as D&D 3.75 and was developed under the OGL. The following guidelines will be used for character creation.
- Everyone starts with a 10 in each ability.
- You then have 22 points to add to your stats in any way you see fit.
- Stats may not be higher than 18 (before racial modification)
- Only one ability may be an 18 (before racial modification)
This can result in pretty powerful ability stats. That is by design. You are the heroes in this story, and your abilities are what made you stand out from your more average peers.
Gold and Equipment:
Roll for Gold (Table 6-1)
The listed average is the minimum
You can use the gold to buy weapons and equipment of your choosing
Each player gets one free item that is necessary to their class (one weapon, one spell book, one set of thieve’s tools, etc.) This was acquired prior to the first session.
Pathfinder’s skills per class are the same ar 3.5 without the x4 at first level.
Instead, all class skills that are given skill ranks get a +3 bonus
There are no half ranks for cross class skills, but there is no +3 bonus
This is all on Table 4-1
Some of the feats in 3.5 have been modified in Pathfinder (for the better) so be sure to re-read them
Feats from other Pathfinder or 3.5 books may be acceptable as long as they make sense for your character.