Stat Spread: 18, 17, 16, 15, 14, 11. These can be put in any order.
Age: Players can be of any age, and so characters who favor mental stats can take an advanced age to get the bonuses and penalties that come with the advanced age.
Races: Core Races + Standard Races + Advanced Races are available. Note however, that with the segregation of races you may very well find suspicion, especially if you are of a monstrous looking race.
Classes: Core Classes + Base Classes + Hybrid Classes + Unchained Classes. No alternate classes, occult classes, or psionic classes. Note the Alternate Rules post- it will probably affect your class choices.
Languages: The "Common" language is replaced with "Human". Human is only a standard language for humans and half-humans (half-orcs or half-elves for example). Other races get their racial language and do not gain human (or common). They may take it as one of their bonus languages for high intelligence if they wish.
Literacy is a "language". Literacy allows you to read and write all languages you know. This can be taken as a bonus language by people with high intelligence. Lack of literacy can protect you from certain language-specific effects (such as reading explosive runes or sepia's snake sigil).
The linguistics skill is used to decipher regional dialects, slang, etc.
Sign language can be purchased for any language you know as 1 "language point" (either learned as a bonus point or as a language when taking ranks of linguistics). Each language would have its own developed sign language. In order to understand the sign language, you must have sign language and the original language. Sign language can be interpreted with comprehend languages-though this doesn't let you speak it. Tongues does not decipher sign language.
For a more generic non-verbal communication, consider Bonded Mind.
Equipment: Max gold for their class, but it all must be spent on your starting equipment. These are things you were able to get ahold of. Leftover wealth is lost.
Level: 1st level. Max HP/level. Note your encumbrance.
Alignment: All characters begin as true neutral unless your class requires an alignment (such as a cleric or a paladin). Note, a god may have followers of any alignment, so if you are a bard who worships a CN deity you're still true neutral. Over the campaign your deeds may give you an alignment. This will only be revealed via detect spells or how spells affect you.
Traits: You may take 2 traits. They need not be from other "categories". Some traits that require a specific social environment might be disallowed. A drawback may be taken for a extra trait. Note the additional traits and drawbacks in Bonds of Friendship.
Feats: Note the "Blood Magic" feat listed under alternate rules if you're going to be a caster.
Read up on the setting and the alternate rules, as it might affect your class choices.
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