Character Creation

The Terredei campaign uses a Pathfinder rules system, with several house rules, restrictions and variations.

## Step one : Attributes

Attribute scores are determined by a point buy system . A distinction is made between lead and support characters.

* **Heroes** (and important named NPC's) get to spend 20 points on character creation.
* **Secondary characters** (and minor NPC's) will have to make do with 15 points.
* **Nameless nobodies** (and puny redshirts) will have to make do with 10 points.

## Step Two : Race

Next , a racial selection is made. A broader description of Terredei races can be found here. Apply the racial modifier, note the racial abilities and move on to the next step.

 Elf
 Gnome
 Half Human
 Jacobite
 Human
 Dragonborn
 Golem
 Fairy

## Step Three : Pick a class

Note that not all Pathfinder classes are available in the Terredei setting and that some of the available classes have been modified from the standard Pathfinder rules. When in doubt, ask a GM, but as a general rule assume that the mere fact a rule or class exists on SRD means nothing, if not covered by the setting.

**Favored Class**: Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Prestige classes (see Prestige Classes) can never be a favored class.

### Classes of Terredei

Terredei is set in an Enlightenment age (18th century) background, and the allowed classes will reflect this. The classes listed below will function exactly as they do in 'classic' Pathfinder.

#### Common Hero classes

* **Gunslinger** : it's an age of muskets and the gunslinger is having his moment in the sun
* **Swashbuckler** : Rapiers and sabres are the fashion of the day, not full plates and greatswords.
* **Rogue** : You'll always have knaves
* **Barbarians** : Provided they are 'urban barbarians' , brutes still exist. All other types of barbarian (including the standard one) are considered rare.
* **Cleric** : This is the way the Church trains their priests. See the specific religion pages for allowed domains.
* **Alchemist** : In the age of reason, this style of magic is steadily spreading across Europe.
* **Bard** : In in age of thriving culture and art, there is no lack of superior artists.
* **Cavalier** : the age of the knight is over. That being said, military colleges still readily train Cavaliers, but only in the age appropriate archetypes. (eg. gendarme, military commander etc).
* **Wizard** : *Arkhane Styl* is going strong these days. Note that 'Necromancy' is highly restricted and most unlikely as a school for any character unless he offers good reason. 'Necromancer' specialists are by definition outside the law, as no accepted university trains wizards in this discipline.

#### Rare Hero classes

* **Magus** : some blooded nobles prefer a more martial approach. They are all of the Eldritch Scion archetype. All other types are considered to be exceedingly rare (and probably Persian of origin, rather than western).
* **Inquisitor** : Though the Church certainly sustains such specialists, they are much less common than the more balanced 'Cleric'.
* **Investigator** : Still in its infancy, but the secular version of the 'inquistor' above, is steadily making his way across Europe.
* **Warpriest** : exceedingly rare in the West, though some Michaelites or Gabrielites may still follow this path.
* **Paladin** : see warpriest
* **Bloodrager** : Once a more common phenomenon among the noble classes, this way of being is now almost extinct. (very good explanation needed)
* **Fighter** : The good old fighter is going out of style with the coming of firearms. Some old masters exist, but it is a dwindling art.
* **Brawler**: Though sometimes practiced by bare knuckle fighters on the streets, or by some ageing 'fechmeisters' of times past, one doesn't ofter encounter such a specialist.
* **Slayer** : Only trained assassins or elven-style Chasseurs would practice this style, which makes them very rare.
* **Druid** : this is no longer the age of the Wyld, the 'warden' is dwindling, with only a few remaining, except in the nation of Avalon, where a uniquely 'rational' and almost wizardly style of Druidism is taught at the Merlinite colleges. (They have a different archetype).
* **Shaman** : Even more rare than the druid, and probably only found on the outskirts of 'civilization'.

#### Altered Classes

* **Blooded Noble** : is the setting's version of the Sorceror. Though it operates largely as the classic Pathfinder sorceror, it has an altered skills list and of course the restriction of bloodlines, which in this setting are limited to the Draconic Bloodlines only.
* **Saint** : is this setting's version of the Oracle. Though it operates largely as the classic Pathfinder oracle, it has an altered skill list and an Angelic-based rework of its blessing and curses. [*Exceedlingly rare, only 12 are supposed to exist at any time.*]
* **Witch** : In Terredei, Witches are of the Wyld. They have a severly altered spell list to reflect this. (In essence, losing all demonic or divine-inspired powers from their list, but replacing them with more Wyld appropriate powers from the Druid and/or Shaman list). Similarly, the only Patrons allowed are the Grand Fey and familiars are by definition Wyld creatures as well. [*Exceedlingly rare, only 12 are supposed to exist at any time.*]

#### Exotic Classes

* **Monk** : maybe in an Eastern adventure, but in the standard 'Europe' based Terredei character creation, there is no such class.
* **Skald** : May have existed once, but is now considered obsolete, unless there is a very good explanation.
* **Omdura** : While there are rumours of some 'Sufi' Gabrielite warriors with similar abilities, consider them even more rare than the 'monk'.
* **Shifter** : Barring the occassional Lycanthrope, this mode of living has been eradicated from the Western World.

#### Barred Classes

* **Summoner** : This setting has no need for this class and as such neatly avoids any and all balance problems with this notoriously powerful/broken class.
* **Occult & Psionic Classes** : this setting has no Cthulian 'outer powers'or Psionics. Any and all classes tied to this style of magic, is considered setting-inappropriate.

#### New Classes

These classes are unique to the setting.

* **Gnome Hearthkeepe**r : the consumate wholesome gnome, a healing/support class.
* **Dwarf Artificer** : Makes maximum use of runes and inscription to extract magic from matter, a secret they gleaned from their former masters.

## Step Four : Spend skill points, choose feats & traits

### Altered skills

Terredei skills vary somewhat from the standard skill list offered on Pathfinder SRD. (*eg. knowledge 'planes' does not exist, as there are no 'planes' in a traditional Dnd/planescape sense of the word.*).

#### Knowledges of Terredei :

* **History** : well, it’s history, and the knowing of things thereof.
* **Nobility** : Knowledge of the original dragons, their bloodlines and the way they have disseminated through the European aristocracy. Also used to identify fashion trends etc.
* **Engineering/Mathematics** : cold hard science and construction works, popular among shipbuilders and dwarves alike.
* **Wyld** : Knowledge of wyld creatures, energies, spells and effects, and of local fairy tales and ‘superstitions’. Also knowledge of nature and forests etc.
* **Elemental/Arcane** : Knowledge of the elements (as used eg. in Evocation) , knowledge of arcane/elemental creatures, energies, spells and effects.
* **Religion** : Knowledge of religious doctrines of the different Angelic churches, religious scriptures, saints and   knowledge of divine creatures, energies, spells and effects.
* **Geography** : a thriving academic discipline in the age of maps and high sea exploration.

##### Remaining points of incertainty :

* *Other ? Does it need expansion ? : Know (Commerce) , Know (Criminal) , ...*
* *Know (Medicine) : Could be a substitute for “Healing” ?  (as there are medical universities etc )*
* *Knowledge (Dungeoneering) : what's up with this ?*
* *Knowledge (local) : how does this work ? Is this ‘streetwise’ , is this knowledge of a region?*

**Profession (servant)** : Too broad for a setting featuring many types of household servants , this will be either : (Butler) , (Valet) , (Footman) , (Maid), (Stableboy), etc

#### New Skills

* **Drive (Dex)** : Driving carriages is not the same as riding horses
* **Warcraft (Int)** : Warfare, tactics, strategy in a land-based context
* **Nautical Warfare (Int)** : Warfare, tactics, strategy in a sea-based context.

### Languages

Standard pathfinder rules for languages are obsoleted, and replaced by the setting languages below.

**Language groups** : It is possible to communicate within a language group, at least at a basic level. Eg. An italian has much more chance to be understood in Spain than in Poland. This means that a character who knows a language from one language group is able to speak to others within that same language group. He will clearly stick out as a foreigner, however, unless he also spends a language slot learning another language from the same language group. (Eg. yes, you can get by with German in the Netherlands, but you'll sound like an outsider unless you also buy 'Dutch'.) *(Linguists are kindly requested to swallow any and all very realistic and true comments on the list below, made for game balance as much as linguistic accuracy*).

### Altered feats

**Leadership** : though this feat exists in standard Pathfinder rules, there is no such feat in Terredei. Leadership and followers will have to be determined in game, and no simple feat can give a character the inalienble 'right' to throngs of followers with pre-determined character level.

**Improved Familiar** : Familiars follow setting-specific creation rules, this feat plays a role in this new mechanic.

## Step Five : calculate Hit Points

In order to give all characters a 'fair deal' and not have their permanent hitpoints depend on the luck of the moment, the rolling of Hit Die at each new level is replaced by averages.

* **Heroes and important NPC's** : Receive 80% of their Hit Die each new level
* **Secondary characters and rando NPC's** : Receive 60% of their Hit Die each new level.
* **Nameless extra's and redshirts** : Will have to make do with 50% of their Hit Die.