Journy to greater power
characters start off at level 2
-each character is made up on a 20 point buy + racial attribute bonuses
-each character has a 2 traits, plus the following trait:
You have an uncanny knack for turning equipment to new and unexpected uses.
Benefit: When using an item for anything other than its intended purpose—such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound—reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. Your GM may rule that some things are just not suitable for use in certain ways; for example, gluing a dead orc’s face to your own face won’t help you disguise yourself as an orc.
- Each character is tied to the campaign in some way, each character has a campaign trait that only their player character specifically has. what campaign trait a character has is discussed between the player and the GM. Their are only 3 campaign traits but each trait goes more in depth of there bonus; for example, 2 characters can have the Favored Son/Daughter trait but only one would have Ameiko Kaijitsu as their ally and only one character would have Belor Hemlock as their ally. (As of now i the party consist of 3 people and I’m only willing to have a party of up to 7 people)
1. Favored Son/Daughter
You were born and raised in the town of Sandpoint or its surrounding farms. You know many of the region’s secrets, and the locals already know who you are. You are well liked in town, and you’ll have lots of friends in the region, but the town’s tougher side sees you as a snitch or
a pansy. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen of Sandpoint from below as an ally; depending on the person you pick, you’ll get different benefits.
- Ameiko Kaijitsu (local noble and owner of the Rusty Dragon Inn): Ameiko is one of Sandpoint’s most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you’re guaranteed a place to eat and sleep for free. She’s got lots of great contacts with merchants as well, and she’ll sell any of your loot for you—as a result, you gain an additional 10% over the amount of gp you normally would get from selling off treasure.
- Belor Hemlock (town sheriff ): Belor, Sandpoint’s no nonsense arm of the law, is like the uncle you never had. The benefits of being close friends with the town sheriff are extensive, and you can call in favors from him once per game session. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a onetime +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person.
2. Black Sheep
You were born and raised in the town of Sandpoint. You know many of the region’s secrets and the locals already know who you are. You aren’t quite hated in town, but folk seem to think you’re a troublemaker and a bastard and not to be trusted. The town’s tougher folk respect you, but the law-abiding citizens don’t. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge
(local) is a class skill for you. In addition, you can choose any one notorious citizen of Sandpoint from below as an ally; depending on the person you pick, you’ll get different benefits.
-Aliver “Pillbug” Podiker (apothecary): Everyone suspects sweaty, shifty-eyed Pillbug sells poisons from his cluttered, acrid smelling wreck of a shop. You’re one of the few in town who know this for a fact. You start the game with 400 gp worth of poison, and Pillbug will
continue to sell you poison as long as you don’t spread the word.
-Titus Scarnetti (bitter nobleman): Scarnetti Manor was hit hard recently, and the revelation of Scarnetti’s ties to Sczarni criminals damaged his reputation as well. He’s eager to rebuild his presence in town, and you’re one of the ones he’s selected as an agent. Choose one of the following skills: Bluff, Sleight of Hand, or Stealth. Your work for Scarnetti gives you a +1 trait bonus on that skill, and it is always a class skill for you.
You are not from Sandpoint; you’ve recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to Sandpoint.
Lore Seeker: The secrets of the ancient fallen civilization of Thassilon intrigue you, particularly the magical traditions of its highly mystical culture. You’ve studied magic intensely, and hope to increase that knowledge by adding Thassilonian lore. You’ve come to Varisia to pursue that study, and chose Sandpoint as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly
adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
-Exile: For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid
and quick to react to danger. You gain a +2 trait bonus on Initiative checks.
-Missionary: You have come to Sandpoint to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in Varisia—what that need is, though, you’re not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Each character starts off with 1000gp; this gold can be spent on the following items:
Each character can start off with any martial or simple weapon. Characters can start off with up to 3 different types of exotic weapons and only 1 firearm (even if they are a gunslinger). starting off characters cannot have more then 1 masterwork item.
characters can spend only %40 of their total in gold on magical equipment. characters can only start off with up to 4 magic items and they can only be from the following list:
- level 1-3 scroll
- level 1-2 potion
- 1evel 1 wand
- special: ioun stones are the most popular magic item in the game, yet they are expensive and hard to find, so many people don’t have them. a character can start off with an ioun stone, but it counts as 2 magic items on the amount of magical item they are allowed to start off with.