Of Kings and Dragons
This page contains rules and guidelines that are to be used when creating a player character and throughout the campaign.
Pathfinder Books/Materials Allowed
- Core Rulebook
- Game Master Guide
- Advanced Player’s Guide
- Ultimate Magic
- Ultimate Fighter
- Attributes are generated using the standard rules on page 15 of the core rule book. (4d6, drop the lowest)
- After generating your scores and assigning them to their attributes, but before any racial or level adjustments, a player may choose to lower an attribute by 2 points in order to raise another attribute by one point. No attribute may be dropped below 9 or raised above 18 using this process. A player may drop up to two attributes with this method, allowing a maximum of two points to be assigned to another attribute or one point to two other attributes.
- All races of the core rulebook are allowed.
- Ulfin are the most common of the human races. Other ethnic groups are uncommon and shunned, often considered too weak for the harsh frigid environment.
- Dwarves and gnomes are common in many parts of the land, and a few half-orcs are not uncommon in the Kingdom of the Ironbound Islands. The other demi-races often suffer great prejudice.
- Any PCs, regardless of race, will be untrusted outside their home lands, unless their reputation score is sufficient to compensate.
- All core base classes are allowed, with barbarians being the most common encountered. Many NPCs will have at least one level of barbarian along with other surprises.
- Open arcane magic is rare and often earns scorn and distrust from the locals. However, powerful magical weapons and armor are revered.
- PCs will begin play at 3rd level.
- Any prestige class must be pre-approved by the DM.
- There is no “Common Tongue” in this campaign. (I hate the common tongue thing used in any role playing game.) If you want to communicate, you will need to know the language, or have some other form of communication.
- PCs take beginning languages by the land or region they are from. The kingdom write ups includes the languages used in that reagion. Regardless of race or class, these are the only languages you can choose from for starting languages.
- If a PC is a foreigner, he may pick from the list of languages in the Inner Sea World Guide – or the web entries on the country of origin – as his starting language.
- If a PC has more starting languages available than he has available from his starting region, he may take additional languages from the lands immediatley surrounding his or he may use an additional slot to learn to read/write a starting language he already has (see below). He may also save these slots to spend on languages after play begins during a level up.
- All additional languages can only be learned by spending skill points per the normal rules under Linguistics.
- Having a language does not mean you can write or read it. For the purpose of this campaign, it only means you can speak it. This is a change from the normal rules. You must spend a skill point to read/write a language. This includes starting languages. You may spend starting language slots to learn to read/write other starting languages.
- Skald is the primary language of the Linnorm Kingdoms. Without it, PCs will have a difficult time even ordering a beer.
- Since PCs are beginning play at 3rd-level, they may have already spent skill points to learn to speak and to learn to read/write additional languages.
- The trade tongue of Golarion is Taldane. A beginning player may only take this language by spending skill points, or be from a region/land that has this language available. You do not have to originate from the Linnorm Kingdoms.
- No one may take Adlet, Undercommon, Drow, Drow Sign Language, or Elder Thing.
- PCs begin play with 3,000 gp and may purchase gear from the Pathfinder Core Rulebook. (per the character wealth table)
- PCs may purchase magical gear but any magical gear purchased must meet GM approval prior to beginning play.
- Magical gear may not be duplicated among the players. If more than one player wants to begin play with a piece of magical gear already selected by another player, the second player will have to make a different choice.
Cost of Living
- Cost of living rules will be used.
- A beginning PC must declare their level and pay the initial cost out of starting gold.
- Additional cost will be due at the first of each month of in game time. This payment pays for the coming month.
- A player may declare a change of life style at the start of any month and pay the appropriate cost.
- PCs begin play with the first level points plus 2d6 additional points if they are from the Linnorm Kingdoms. If they are from outside the lands, they begin with the points of a first level character minus 10 points.
- PCs may spend reputation points prior to play beginning. But remember, you don’t start play with many points.
Armor and Damage Reduction
- House rules for Armor Class and Damage Reduction will be used throughout the game.
Character Death and Resurrection
- Character death can often be considered a glorious act and earn the character a large reputation boost if someone lives to tell the glorious tale.
- However, resurrection is most often viewed by the superstitious locals with fear. If a PC resurrection is common knowledge, he earns a large negative modifier to reputation.
- The gods of Galorion are not here to serve the characters. The characters are expected to serve the gods. Resurrection from a god not directly worshiped by the PC is costly and risky. One god has only limited control over the worshiper of another god. Healing spells work normally, but resurrection spells are more complicated. The god called upon to resurrect a PC may simply refuse to assist (especially for opposite aligned PCs or PCs who worship gods at odds with the chosen god) or he may require a dire task/service to fulfill the spell.
- The moral of this rule is worship your deity in game and it doesn’t hurt for your primary deity to be the one the local cleric calls on.