Post by gamedave on Oct 14, 2012 18:06:00 GMT -5
1. ABILITY SCORES
Characters have 15 Ability Score Points (see Core Rulebook page 16). You may also use the standard array: 15, 14, 13, 12, 10, 8.
2. RACES
All of the core races (CRB 20-27) are available, with some changes, as noted below. Also, racial options from the Advanced Race Guide may be available on a case by case basis. All races may pick bonus languages from the following list: Chelish, Dwarven, Elven, Gnome, Halfling, Hallit, Orc, Skald, Taldoran.
Dwarves
Andoroth dwarves lack the hatred racial trait. In Andoroth, orcs are not racial enemies of dwarves (see Half-Orcs, below), and goblins are infrequent monsters, not an established race at war with dwarves.
Gnomes
Andoroth gnomes lack the hatred racial trait. Andoroth does not have true races of goblinoids and reptilian humanoids; such creatures may be encountered as monsters, but not as established races with a history of warfare against gnomes.
Half-Orcs
Andoroth "half-orcs" lack the orc blood racial trait, and are not actually half-human. The orcs of Andoroth were originally a tribal people, considered savage and brutal by the other races, but not actually evil. Centuries of territorial warfare against human invaders have pushed the few remaining orcish tribes into marginal areas. Most orcs in Andoroth have partially assimilated into human societies, living in human lands as individuals rather than as members of coherent and independent tribes. These assimilated orcs are derisively referred to as "half-orcs" by tribal orcs, a term adopted by most members of other races.
Humans
Humans in Andoroth belong to one of four distinct human cultures: Chelaxian, Kellid, Taldan, or Ulfen. Humans being play speaking Common and their cultural language.
3. CLASSES
All core classes and base classes are available. Alternate classes are not used. Class archetypes may be available on a case by case basis, depending on how well they fit in with the feel and tone of the setting. Most prestige classes will be available, but check with the DM to make sure.
Starting Level
Characters in this campaign are experienced monster hunters. All characters begin at 5th level.
4. SKILLS
Skills are as listed, except for available languages (see below).
Linguistics
Available Languages:
5. FEATS
Pretty much all feats are available. Specific feats which deal with material not found in Andoroth may not be available.
6. EQUIPMENT
All of the equipment in the Core Rulebook is available. Most material from other sources will be available, but material with an "oriental"/asian, primitive, or otherwise particularly exotic flavor will not be available. Early firearms are rare, but do exist. Advanced firearms do not exist. Even when equipment is available in the campaign setting, it might not be available in any particular location. While full plate certainly exists, for example, it won't be found for sale in the average village.
Check with the DM for your starting equipment. In general, you will have a +1 weapon, a set of +1 armor, one or two miscellaneous magic items, and your class equipment kit (see Ultimate Equipment pp. 56-75).
Company Equipment
Your adventuring company has the following equipment:
2 Campsite Kits (each with four bedrolls, four blankets, a day's worth of fire wood, a flint and steel, a tindertwig, four mess kits, a cooking kit, and 8 days of trail rations). 80 lbs. each.
Chirurgeon's Kit (leather pouch, a healer's kit, a bottle of strong brandy, a potion of cure light wounds, a vial of smelling salts, and 2 doses each of alchemist's kindness, antiplague, antitoxin, bloodblock, and soothe syrup). 4 lbs.
Chronicler's Kit (map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord). 4-1/2 lbs.
Cooking Kit (iron pot, iron skillet, ladle, skewer, wooden cutting board, cutting knife, iron tripod for the pot, packet of tinder, and a small selection of seasonings). 16 lbs.
Dragonslayer's Kit (potion of cure moderate wounds, oil of bless weapon, longspear, backpack, three large sacks, sunrod, tower shield, 5 vials of alchemist's fire, 5 vials of acid). 69 lbs.
Dungeoneering Kit (two candles, chalk, hammer and four pitons, 50 feet of hemp rope, hooded lantern with 5 flasks of oil, two sacks, two torches, four tindertwigs). 25 lbs.
2 x Tent, Medium (each holds 2 medium creatures). 30 lbs. each.
Tent, Pavilion (holds 10 medium creatures). 50 lbs.
Troll Slayers Kit (1 vial of alchemist's fire, 1 flask of acid, 10 torches, one tindertwig, 5 flasks of oil). 17 lbs.
Undead Slayer's Kit (wooden holy symbol, necklace of garlic bulbs, hammer, wooden stake, 2 flasks of holy water, sunrod, potion of lesser restoration, potion of protection from evil). 7 lbs.
Wagon, Medium (carries up to 2,000 lbs. of cargo, requires 4 Medium or 2 Large creatures to pull it).
2 x Draft Horse.
Characters have 15 Ability Score Points (see Core Rulebook page 16). You may also use the standard array: 15, 14, 13, 12, 10, 8.
2. RACES
All of the core races (CRB 20-27) are available, with some changes, as noted below. Also, racial options from the Advanced Race Guide may be available on a case by case basis. All races may pick bonus languages from the following list: Chelish, Dwarven, Elven, Gnome, Halfling, Hallit, Orc, Skald, Taldoran.
Dwarves
Andoroth dwarves lack the hatred racial trait. In Andoroth, orcs are not racial enemies of dwarves (see Half-Orcs, below), and goblins are infrequent monsters, not an established race at war with dwarves.
Gnomes
Andoroth gnomes lack the hatred racial trait. Andoroth does not have true races of goblinoids and reptilian humanoids; such creatures may be encountered as monsters, but not as established races with a history of warfare against gnomes.
Half-Orcs
Andoroth "half-orcs" lack the orc blood racial trait, and are not actually half-human. The orcs of Andoroth were originally a tribal people, considered savage and brutal by the other races, but not actually evil. Centuries of territorial warfare against human invaders have pushed the few remaining orcish tribes into marginal areas. Most orcs in Andoroth have partially assimilated into human societies, living in human lands as individuals rather than as members of coherent and independent tribes. These assimilated orcs are derisively referred to as "half-orcs" by tribal orcs, a term adopted by most members of other races.
Humans
Humans in Andoroth belong to one of four distinct human cultures: Chelaxian, Kellid, Taldan, or Ulfen. Humans being play speaking Common and their cultural language.
3. CLASSES
All core classes and base classes are available. Alternate classes are not used. Class archetypes may be available on a case by case basis, depending on how well they fit in with the feel and tone of the setting. Most prestige classes will be available, but check with the DM to make sure.
Starting Level
Characters in this campaign are experienced monster hunters. All characters begin at 5th level.
4. SKILLS
Skills are as listed, except for available languages (see below).
Linguistics
Available Languages:
- Azlant (the ancient Azlanti, many arcane writings)
- Celestial (angels and holy scriptures)
- Chelish (Chelaxians)
- Common (all of the core races)
- Druidic (druids only)
- Dwarven (dwarves)
- Eldar (the mysterious Eldar civilization)
- Elven (elves, half-elves)
- Fiendish (demons, devils, and unholy scriptures)
- Gnome (gnomes)
- Halfling (halflings)
- Hallit (Kellids)
- Orc (orcs)
- Skald (Ulfen)
- Taldoran (Taldan)
5. FEATS
Pretty much all feats are available. Specific feats which deal with material not found in Andoroth may not be available.
6. EQUIPMENT
All of the equipment in the Core Rulebook is available. Most material from other sources will be available, but material with an "oriental"/asian, primitive, or otherwise particularly exotic flavor will not be available. Early firearms are rare, but do exist. Advanced firearms do not exist. Even when equipment is available in the campaign setting, it might not be available in any particular location. While full plate certainly exists, for example, it won't be found for sale in the average village.
Check with the DM for your starting equipment. In general, you will have a +1 weapon, a set of +1 armor, one or two miscellaneous magic items, and your class equipment kit (see Ultimate Equipment pp. 56-75).
Company Equipment
Your adventuring company has the following equipment:
2 Campsite Kits (each with four bedrolls, four blankets, a day's worth of fire wood, a flint and steel, a tindertwig, four mess kits, a cooking kit, and 8 days of trail rations). 80 lbs. each.
Chirurgeon's Kit (leather pouch, a healer's kit, a bottle of strong brandy, a potion of cure light wounds, a vial of smelling salts, and 2 doses each of alchemist's kindness, antiplague, antitoxin, bloodblock, and soothe syrup). 4 lbs.
Chronicler's Kit (map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord). 4-1/2 lbs.
Cooking Kit (iron pot, iron skillet, ladle, skewer, wooden cutting board, cutting knife, iron tripod for the pot, packet of tinder, and a small selection of seasonings). 16 lbs.
Dragonslayer's Kit (potion of cure moderate wounds, oil of bless weapon, longspear, backpack, three large sacks, sunrod, tower shield, 5 vials of alchemist's fire, 5 vials of acid). 69 lbs.
Dungeoneering Kit (two candles, chalk, hammer and four pitons, 50 feet of hemp rope, hooded lantern with 5 flasks of oil, two sacks, two torches, four tindertwigs). 25 lbs.
2 x Tent, Medium (each holds 2 medium creatures). 30 lbs. each.
Tent, Pavilion (holds 10 medium creatures). 50 lbs.
Troll Slayers Kit (1 vial of alchemist's fire, 1 flask of acid, 10 torches, one tindertwig, 5 flasks of oil). 17 lbs.
Undead Slayer's Kit (wooden holy symbol, necklace of garlic bulbs, hammer, wooden stake, 2 flasks of holy water, sunrod, potion of lesser restoration, potion of protection from evil). 7 lbs.
Wagon, Medium (carries up to 2,000 lbs. of cargo, requires 4 Medium or 2 Large creatures to pull it).
2 x Draft Horse.