Kingdoms of Kalamar
Select Ability Scores:
For issues of player balance, as well as avoiding accusations of cheating, ability scores are generated via the RPGA (3.5) Point Buy System. Unless otherwise noted all heroes receive 26 points to buy their characters according to the following table below. Please note that you may lower an ability score to gain extra points.
|Purchasing Ability Scores|
|Ability Score||Ability Modifier||Cost||Cumulative Cost|
Select an Allowed Playable Race:
These races are already socketed into the campaign setting and are balanced against the others. If you would like to modify a race, or add a new one, then you need to give me written notification for it on the Forums. All requests of rule changes / additions must take place between sessions and be written up on the Forums to be considered. I take issues of player balance and internal consistency of story very seriously, so if you want to add a new race then you must provide an explanation for both in your request. It should be noted that both Catfolk and Goliaths were successfully petitioned as new player races.
|Name:||Level Adjustment:||Short Description:|
|Aasimar||(LA +1)||Celestial-touched Huamns|
|Bugbears||(LA +1)||Bearfolk Headhunters|
|Dwarves||None||Men of the Mountain|
|Elves||None||Children of the Forests|
|Gnolls||(LA +1)||Hyenafolk whom Cull the Weak|
|Hobgoblins||None||Blood & Honor|
|Hin (Catfolk)||(LA +1)||NA|
|Kender (Halflings)||None||Wandering Shepherds & Caravaneers|
|Kobolds||None||Servants to Dragons|
|Lizardfolk (Lyzan)||None||Men of the Marshes|
|Orcs||None||Fury in the Wastelands|
|Shifters||None||Adepts of Animalism|
|Tieflings||(LA +1)||Infernal-touched huamns|
|Tel-Amothan||None||Half-Elf, Half-Orc, all Outcast|
Select an Allowed Playable Class:
These classes are already socketed into the campaign setting and are balanced against the others. If you would like to modify a race, or add a new one, then you need to give me written notification for it on the Forums. All requests of rule changes / additions must take place between sessions and be written up on the Forums to be considered. I take issues of player balance and internal consistency of story very seriously, so if you want to add a new race then you must provide an explanation for both in your request. It should be noted that the addition of a few classes have been successful in the past such as the Hex Blade, Dusk Blade, Healer, and various prestige classes. It should also be noted that I do allow variants such as Racial Substitutions and Alternate Class features. To see the ones that I have already allowed, please follow the links.
For reference, the below table shows the “NPC Classes” so that you may compare.
Description & Backstory
Distribute Skill Points
Each level in your class, along with your Intelligence Modifier, will determine how many points you get to spend on ranks in skills. For this game skills will be bought along Pathfinder Rules. This means that unlike in D&D 3.5 you do NOT receive a “x4” allotment of skill points at first level. Instead when you put your first rank into a class skill, you automatically receive a +3 bonus to that skill. Moreover purchasing points in cross-class skills no longer cost extra points, BUT they do not grant the +3 bonus like class skills do. Moreover in the Pathfinder system Skill Synergies no longer exist. I am considering re-instating them however pending a discussion of their game balance effects. Below is a list of all skills in the game. Skills with require specialization in a subset such as Craft, Knowledge, Perform, and Profession will have all allowed subset specializations listed in the skill description through the link. Modifiers listed are for the MOST COMMON usage of the skill. I do use situational alternative modifiers which will be discussed further in each skill after following the link.
|Acrobatics||Dex||Includes Escape Artist, Tumble, and Use Rope|
|Athletics||Str||Includes Climb, Swim and Jump|
|Diplomacy||Cha||Includes Gather Information|
|Disable Device||Int||Includes Open Lock|
|Linguistics||Int||Includes Decipher Script, Forgery, Innuendo, Read Language, and Speak Language|
|Perception||Wis||Includes Listen, Read Lips, Search, Smell, & Spot|
|Stealth||Dex||Includes Move Silently, Hide and Sleight of Hand|
|Survival||Wis||Includes Intuit Direction|
|Use Magic Device||Cha|
Two-Weapon Fighting only requires a Dex of 13 +
Improved Two-Weapon Fighting only requires a Dex of 15+
Endurance is also packaged with Run AND Die Hard (any class that gives one, gives the rest as well)