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Pathfinder Player Doc - Kalamar

1. World
a. The group has been hired by a wealthy patron to collect various
books and artifacts. He has hired the group individually and the
group will meet at the Red Axe Inn to formally begin their quests.
b. The campaign will be set in the Kingdoms of Kalamar. This is a
traditional fantasy setting.
i. Kalamar is based upon Europe and the Orient (Middle East)
during the time of the decline of the Roman Empire. Kalamar
ruled a vast empire, but has now lost territory. New kingdoms
have risen, but Kalamar is still a force to be reckoned with.
ii. Magic is prevalent, but not as pervasive as other worlds (i.e.
Forgotten Realms). Divine magic is more common than
arcane, which is often mistaken for miracles to the common
masses. Magical items are valuable and rare. Magic Item
Shops do not exist.
iii. Religion is pervasive. The gods have various names in each
culture. Info on the gods can be found at the Religions of
Tellene website. The gods in the Pathfinder book will not be
used.
c. Websites:
i. https://glimpses-of-adventure.obsidianportal.com/wikis/
ii. https://glimpses-ofadventure.obsidianportal.com/wikis/religions-of-tellene
iii. http://www.kenzerco.com/index.php?cPath=25_28
d.
2. Character Generation
a. Alignments:
i. The GMs intent is that the group shall be heroes, and that the
game shall lean towards a good alignment. Evil alignments are

not permitted. A character that becomes evil during the


course of the game will have a limited time to turn away from
evil before they become an NPC. This time period will be
based upon in-game circumstances and GM judgment.
ii. Alignment for non-supernatural creatures is a matter of
inclination or conviction. It is how someone tends to act. A
person may sometimes act in ways that violate their
alignment. Continual violations indicate a possible change of
alignment. GM will consult with the player before ruling on an
alignment change. Supernatural creatures (angels, demons,
etc.) are often bound by their nature to certain alignments.
b. Character Races:
i. Standard Pathfinder Races from the Core Rulebook
ii. Racial variations based on Kingdoms of Kalamar setting (details
upon request)
iii. Orcs, Hobgoblins, and Half-Hobgoblins (details upon request)
iv. Exotic races and racial variations from D&D 3e and 3.5
sourcebooks upon GM approval
c. Character Classes:
i. Standard Pathfinder Classes from the Core Rulebook
ii. Exotic classes and class variations from D&D 3e and 3.5
sourcebooks upon GM approval
d. Generating Characters
i. Rolling Ability scores:
1. Players may use the Standard or Heroic methods
described on pg 15 of the Pathfinder Core Rulebook
2. Option 3
a. Character has 75 + 2d6 points to assign to the 6
Abilities
3. If player is not satisfied with Ability scores rolled, player
may use Option 3
ii. Hit Points:

1. Starting HP = Constitution Score + Class Hit Die (max at


first level) + Constitution Modifier
2. HP per level = add Class Hit Die + Constitution Modifier
3. Combat
a. Dexterity will be used for melee and attack rolls. Strength will be
used to determine damage, and combat maneuvers per PF Core RB
pg 198.
b. Armor will provide damage reduction against physical damage per
Ultimate Combat option.
c. Magical weapons that provide to hit bonuses (i.e. +3 sword) provide
+1 to hit as a masterwork item and +# to damage.
d. Massive Damage
i. Threshold: Constitution + Character Level (rounded up) +
Size Modifier
1. Size Modifier = 4x Size step from Medium
ii. Fortitude Save (DC 15) or reduce HP to -1 and character is
dying
e. Critical Damage
i. A critical hit automatically does maximum damage for the
weapon. Roll to confirm the critical.
ii. If you hit again, roll damage for the weapon (multiply by the
weapon modifier -1 if the weapon has x3 or higher critical
modifier) and any other applicable dice (sneak attack, etc.).
iii. If a natural 20 is rolled on the confirm roll, add the weapons
maximum damage again. Roll again. Repeat iii if the player
continues getting natural 20.
iv. Massive Damage rules apply.
f. Types of combat
i. Tactical combat (standard rules) will be used most often
ii. Saga combat (Saga rules) will be used when Tactical is not
sufficient to describe the combat (i.e. large scale battles, etc.).
4. Magic
a. Spells per Day

i. Overcastting
1. If a spell caster has run out of spells per day, he can cast
a previously spent prepared or spontaneous spell.
2. The overcast spell costs 1d8 + (2x spell level) non-lethal
damage that cannot be immediately healed (a healing
spell will not heal the damage done to overcast that
healing spell, but a later spell could). The minimum
damage suffered is 1.
3. If the damage causes the caster to fall unconscious,
make a Will save (DC 15 + level of the spell) to cast the
spell before falling unconscious (spell fails if the save
fails).
4. An arcane caster can attempt to cast a higher level
arcane spell than he is capable of casting. He must have
access to that spell in the form of a book.
a. Caster must make a Spellcraft Check versus DC 20
+ (2 x level of spell). Success means he casts the
spell and takes non-lethal damage. A natural 20
means he casts the spell and takes minimum nonlethal damage. A failure means the spell is not
cast and the caster takes non-lethal damage. A
fumble causes real damage and the spell is out of
control. The caster cannot take 10 or 20. If the
damage causes the caster to fall unconscious, the
spell fails and the caster takes non-lethal damage.
b. The damage is 1d8 + (2x spell level) + (1d8/ spell
level over casters ability).
c. The casting time is doubled (minimum 1 rd).
d. The maximum spell level the caster can try to cast
is determined by his ability score.
5. Spell Energy

a. SE provides damage reduction against


overcastting damage. It cannot reduce the
damage below 1.
b. Casters receive SE equal to their Constitution
modifier (minimum 1).
c. Casters may gain additional SE as they increase in
level.
i. Wizards, Sorcerers, Clerics, and Druids gain
SE every 5 levels
ii. Bards gain SE at level 10
iii. Rangers and Paladins do not gain additional
SE.
iv. Multi-class and prestige class casters gain
SE based on their combined casting levels
(to be determined by GM).
ii. Recovery
1. Casters may recover spells during times of rest without
having to sleep 8 hours. They must spend take time and
study, meditate, or pray depending upon class
requirements.
2. Casters that prepare spells per day may recover spells by
studying (etc.) for 3 minutes per spell level.
b. Wizards
i. Arcane Bond
1. Wizards may choose a familiar, a bonded object, or a
bloodline.
2. Bloodline
a. The wizard has a heritage that links him to his
magic.
b. The player chooses a Bloodline from the Sorcerer
list. This choice cannot be changed.
c. The wizard gains no bonuses from the Bloodline
unless he takes levels in Sorcerer.

ii. Spellbooks
1. Wizards can cast spells from spellbooks. This doubles
the casting time (minimum of 1 rd). The spell burns a
prepared spell.
iii. Spell Mastery
1. Wizards can cast spells they have mastered
spontaneously, burning a prepared spell.
iv. Wizards may attempt to learn spells from other class spell lists.
GM will determine if a spell can be learned and what
requirements (skill ranks, etc.), if any are needed. Arcane lists
will be easier to learn than divine.
c. Staves and Wands
i. Staves and wands will not be designed to simply give more
spells. They are items that augment a casters spellcasting
abilities, providing metamagic feats and other effects. Rules
may be found in Quintessential Wizard 1 and Path of Magic.
ii. Staves and wands that simply provide mass produced
firepower (i.e. wand of fireballs) do not exist. Each staff or
wand is unique.
d. Sorcerers, Clerics, Druids, and Bards are unchanged.
e. Metamagic
i. Eschew Material Components
1. As long as the caster has a magical focus (divine symbol,
familiar, bonded object, bloodline, etc.), they can ignore
the requirement for material components that cost less
than 1gp. If they lose their focus, all material
requirements are in effect unless the character has the
Eschew Materials feat.
ii. Metamagic may be applied to the spell per the standard rules
or at the cost of non-lethal damage. The cost is 1d6 non-lethal
damage per level of metamagic used (i.e. Empower Spell raises
the spell level cost by 2 levels. It costs 2d6 non-lethal damage
to modify the spell without raising the spell level. Metamagic

feats used this way do not change the casting time of the spell.
Metamagic applied to overcastting is determined per the
standard overcastting rules to determine cost.
5. Books to be used
a. Pathfinder series books
b. Kingdoms of Kalamar series books
c. True Sorcery
i. If the player has a copy of True Sorcery by Green Ronin
Publishing, he may use those rules to supplement their spell
casting class (details upon request). The characters spell
energy is used to determine damage reduction on the cost of
overcastting.
d. Quintessential Wizard 1, Path of Magic, and other 3e and 3.5
sourcebooks
e. Saga Optional Combat Rules

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