1. Point By System 20 Punkte
2. Legale Rassen: Alle Core Rassen (Mensch,Elf, Zwerg etc) + Kitsunen, Nagaji, Tengu und Wayang
3. Legale Klassen: Alle Klassen sind erlaubt (ex: Pathfider RPG Advanced Player’s Guide, Pathfider RPG Ultimate Magic, Pathfider RPG
Ultimate Combat, Pathfider RPG Advanced Race Guide, and Pathfider Campaign Setting: The Inner Sea World Guide ) mit folgenden Ausnahmen/Veränderungen:
Alchemist: Alchemists receive the Extra Bombs feat at 1st level instead of Brew Potion.
Antipaladin: This alternate class is not available to Pathfider Society characters.
Cavalier: Instead of the Expert Trainer class feature, Pathfider 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 spirit receive animal growth as a bonus spell at 10th level instead of awaken.
Shaman: Shamans with the Nature mystery receive animal growth as a bonus spell at 10th level instead of awaken.
Skald: Skalds receive Extra Performance at 1st level instead of Scribe Scroll.
Witch: Witches may not select the cauldron hex.
Wizard: Wizards receive Spell Focus at 1st level instead of Scribe Scroll. Only items listed as Always Available may be selected as the free bonded object granted to a wizard at 1st level.
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.
Your race and class selection impact what languages you start with. All characters gain Common as a free language. You gain free languages
granted by your race, ethnicity (for humans), and class (e.g., Druidic for druids). If you have a high Intelligence modifir, you may select bonus languages from those listed in your race’s entry in the Core Rulebook and the Modern Human Languages list (The Inner Sea World Guide 251). Certain classes grant access to additional bonus languages (e.g., Draconic for wizards). Humans and half-elves with high Intelligence scores may learn all the above languages as bonus languages as well as any other language except Druidic and the languages listed under Ancient Languages on page 251 ofThe Inner Sea World Guide. All languages except Druidic are available by putting a skill rank in Linguistics (see below). Tian characters receive the languages Tien and Common for free.
Characters select feats according to the guidelines in the Core Rulebook. Certain Core Rulebook feats are not available to Pathfider Society characters. These include Brew Potion, Craf Magic Arms and Armor, Craf Rod, Craf Staff Craf Wand, Craf Wondrous Item, Forge Ring, Leadership, and Scribe Scroll. Neither the craf feats nor the item creation section of the magic items chapter in the Core Rulebook are legal for play. Additionally, except for specifi examples cited in this guide or the Pathfider Society FAQ, craftng of mundane items is not allowed in Pathfider Society.
Paizo.com/pathfidersociety/additionalresources contains a book-by-book listing of all campaignlegal feat choices beyond the Core Rulebook.
Check there before taking any feats from a non-Core Rulebook source.
Pathfider Society characters begin play with two traits—minor in-game advantages tied to their background in the campaign world. Complete trait rules can be found in the Advanced Player’s Guide or online in the free Character Traits Web Enhancement at paizo.com/traits. Characters choose their traits from six diffrent 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). Your character’s choice of faction opens up additional trait choices presented in Chapter 4 of this guide. These faction traits count as campaign traits— in effct, they are the campaign traits for Pathfider Society Organized Play. No other campaign traits from any source are legal for characters to choose. In order to
select a faction trait, your character must belong to the associated faction.
7. Start Equipment:
very character in Pathfider Society Organized Play begins the campaign with 150 gold pieces. All of the armor, weapons, and equipment in the Core Rulebook are available for purchase. You may also purchase approved equipment from other Pathfider books listed on the Additional Resources page at paizo.com/ pathfidersociety/resources. Magic items are available for purchase at character creation as long as they are listed in the Always Available Items section in Chapter 5 of this document. Chapter 5 also contains information on purchasing items aftr you have completed your fist
adventure scenario, as well as between all the additional scenarios to follow. An Inventory Tracking Sheet has been included at the end of this document and is to be used for tracking all purchases of 25 GPs or more, as well as what Chronicle sheet the item was purchased from (if any) and any consumables used.
ich wollt nochmal fix die leitende Kraft fragen ob ich dann auch einfach mal alles mitbringen soll für's Pathfindern. Hab zu Hause alles an Minionboxen und Büchern was man braucht. Selbst wenn ich net die ganze Zeit mitspielen sollte würd ich mich freuen wenn es genutzt wird. Dafür is das Zeug ja da
Also falls ich mir die Arbeit mit dem Schleppen machen soll (sind immerhin 50 kg) sagt mir hier bitte Bescheid.
Torsten "Nägsch" Nagat