Creation System

Character Creation
Each and every character starts with 1 Fate Point, the point may be used at creation or saved and used during game play.

A Fate Point may be used to purchase:
1. to enchance purchased weapon to +1
2. +1 Magic Protection item
3. to enhance purchased armor +1
4. Ability Score +1
5. In game fate changer (ie…Heal Spell Cast, Divine Intervention, Max Damage + Crit)
6. Chosen of ones God (See Chosen)
6. House Gestalt Creation (See Below)

Without spending Fate point character creation defaults to the Pathfinder Core Rules
Method 1: Pathfinder Core Rules (Zero Fate Point)

Ability Scores: (As per Standard) Roll 4d6, discard the lowest die result, and add the three remaining results together. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit.

Race: There are seven basic races to choose from the Core book.

Class: Chose from the classes in Pathfinder Core Rulebook, Advanced Players Guide or Ultimate Guides.

Details: No alignment restrictions, no sex restrictions.

PC Death: If PC dies, unless restored by party the Player makes new PC at 1st level.

Method 2: Pathfinder Society Rules (Zero Fate Point)

Ability Scores: These are purchased as with the system for generating ability scores, as explained on pages 15–16 of the Core Rulebook. Pathfinder Society uses the “High Fantasy” choice of 20 points, allowing you to build a solid PC at 1st level. Please remember that no score can be reduced below 7 or raised above 18 using this method. Racial modifiers are applied after the points are spent.

ABILITY SCORE COSTS
7 costs –4
8 costs –2
9 costs –1
10 costs 0
11 costs 1
12 costs 2
13 costs 3
14 costs 5
15 costs 7
16 costs 10
17 costs 13
18 costs 17

Race and Class: Select your character’s class and race from the choices offered in the Core Rulebook. Additional class and race options from resources like the Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Ultimate Magic, Pathfinder RPG Ultimate Combat, and Pathfinder Campaign Setting: The Inner Sea World Guide. (Bestiary’s are not included)

Please note the following such changes:
Alchemist: Alchemists receive the Extra Bombs feat at 1st level instead of Brew Potion.
Antipaladin: This alternate class is not available to Pathfinder Society characters.
Cavalier: Instead of the Expert Trainer class feature, Pathfinder Society cavaliers receive Skill Focus (Handle Animal) as a bonus feat.
Cleric: Clerics with the Nobility domain get the
Persuasive feat at 8th level instead of the Leadership feat.
Clerics with the Rune domain receive Spell Focus at 1st level instead of Scribe Scroll. Clerics of Irori receive Improved Unarmed Strike as a bonus feat so they can use their deity’s favored weapon (unarmed strike) without provoking an attack of opportunity.
Druid: Druids with the Nobility domain get the Persuasive feat at 8th level instead of the Leadership feat.
Oracle: Oracles with the Nature mystery receive animal growth as a bonus spell at 11th level instead of awaken.
Witch: Witches may not select the cauldron hex.
Wizard: Wizards receive Spell Focus at 1st level instead of Scribe Scroll.
If you wish to apply a legal archetype to your character, you may do so at 1st level as normal. Additionally, you may apply an archetype to an existing class any time you level up as long as the first alternate ability does not replace an ability granted at a previous level.

Traits: You begin with 2 as per Advanced Player’s Guide. Characters choose their traits from six different categories: basic, campaign, equipment, race, region, and religion. A character can have only one trait from each category (or subcategory, in the case of basic traits, which
fall into the areas of combat, faith, magic, and social).

Alignment: No evil alignments are allowed in Pathfinder Society. You may select any other alignment for your character, keeping in mind the alignment restrictions of the various classes.

Hit Points: Pathfinder Society characters begin play with a set number of hit points and gain a specific number of hit point each time the character gains a level.

Details: Any sex available.

PC Death: If PC dies, unless restored by party the Player makes new PC at 1st level.

Method 3: House Gestalt Rules (1 Fate Point)
This method defaults to ability rolls of 4d6, drop the lowest dice and place these numbers in order. A seventh roll is rolled for Comliness by 4d6 adding all. PC death: the player starts new PC at 1/2 average level of the party.

PC start’s with 5 Character Points and 1 character point at every level AFTER 1st. Player’s may use character points during creation or save them for during game play to purchase:

Take Pathfinder Core Rulebook Race 0CP
Take Pathfinder Core Rulebook Class 0CP
Bestiary 1,2,3 Race 1CP
Bestiary Class (Includes race) 1CP
Advanced Players Guide, Ultimate Guides, House Approved Class 1CP
Stat re-roll (rolling method matches, take new roll) 1CP
Hit point re-roll (always reroll 1’s) 1CP
Skill Check, Saving throw, Attack, Damage, Critical Confirm Reroll 1CP
1 roll on the NEWELY redone (3-08-12) Pathfinder Birthright Table 1CP
1 roll on the Pathfinder Trait Table (May take up to three) 1CP
Forgotten Realms 3.5 Class (per class) 1CP
Alternate Class Feature (per feature) 1CP
Racial Class Substitution 1CP
NEW Flaw Randomly Determined (up to 3 max) 1CP per flaw
100 Extra Gold Pieces 1CP
Pathfinder Favored Class Option 1CP
After Creation New Class (removes character from Gestalt tree and back into single class structure) 1CP
Prestige Class (removes character from Gestalt tree and back into single class structure) 1CP
10% Bonus to Divine Intervention Roll 1CP
Switch 1 prime stat with another 1CP

Switch Comeliness Stat with Another Stat 2CP
Stat re-roll (guaranteed 1 point increase, rolling method matches) 2CP
Roleplaying Opposite Sex (Includes use of Spell, Spell-like, Magic Items and Disguise) 2CP
Roleplaying Neutral Alignments (LN, CN, N) 2CP
NEW Flaw Chosen (up to 2 max) 2CP
Template (per template if applicable, if more than +0 CL than goes to “class level”) 2CP
After Creation New Class/An Original Class (keeping Gestalt tree) 2CP
Prestige Class/An Original Class (keeping Gestalt tree) 2CP
Forgotten Realms Prestige Class (removes character from Gestalt tree and back into single class structure) 2CP

Forgotten Realms Prestige Class/An Original Class (keeping Gestalt tree) 3CP
Arrange Rolled Stats in Chosen Order 3CP

One Starting Stat Guaranteed 18 (you choose) 4CP
All stats start at 10 and player rolls 1d8 to determine final stats 4CP
Start at 1 level lower than group after dying 4CP

Start at the Average Level in the Group after Dying 5CP
Roll 4d6 keep all, arrange in chosen order 5CP
Take an 18, 17, 16, 15, 14, 13 and 4d6 for Comliness, arrange in chosen order 5CP

Free Switch Out 7CP

Creation System

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