Saturday, May 4, 2013

Jade Regent Character Generation

You will need to read through the Jade Regent Player's Guide before creating your character. I've provided print copies for each player, but you can also download the Free Jade Regent Player's Guide PDF from Paizo.


1st, any class (see Player's Guide for help). The alt builds of samurai (ronin only) and ninja will be allowed, but talk to me about your background. Psionic classes from Dreamscarred Press' Psionics Unleashed and its supplement will also be allowed.

Ability scores

16, 15, 14, 12, 10, 8

You may trade 1-for-1 with other scores, but no score may start above 18 (not counting your racial bonus).
Hit Points

We will be using the Wound/Vitality rules in place of hit points. You will start with a number of wound points equal to double your Constitution score (not your Con Mod). A summoner with a 9 Con starts with 18 wound points. A barbarian with an 18 Con starts with 36.

At 2nd level and each level after you will gain Vitality Points equal to your class' Hit Die + Con Mod. Vitality points must be rolled, but all 1's and 2's may be rerolled.

Your wound points never change (unless you increase your Con or take the Toughness feat). Vitality points continue to increase as you gain levels, just like hit points.

Armor as Damage Reduction

In this Jade Regent campaign we will be using the alternate Armor as DR rules, with the following changes:
  • Shield bonuses add twice their AC bonus to your Defense Score.
  • You add 1/2 your BAB to your Defense Score (rounded up)
  • Feats, weapons and spells that add shield bonuses to AC, such as two-weapon defense, add twice their AC bonus to your Defense Score. The exception to this rule is the shield spell. Shield's bonus remains the same (eq to a large shield without the weight or check penalties).
  • Enhancement bonuses to magical armor and shields add to your Defense Score, not the armor's damage reduction.
  • Magic items, spells or class features that grant an armor bonus, such as bracers of armor, act as magical armor and grant damage reduction. Armor damage reduction bonuses do not stack. Note that natural armor damage reduction as well as a creature's innate damage reduction do stack, including DR gained from class features like armor mastery and the barbarian's damage reduction ability.
  • Dodge, deflection, morale and other bonuses that normally add to AC, instead add to DS. Only armor and natural armor grants DR.

A 1st level rogue with an 18 Dex, leather armor and a small shield:
Defense Score: 16 (+4 Dex, +2 small shield) with DR 2/magic

A 4th level monk with an 18 Wis, 14 Dex and bracers of armor +2:
Defense Score: 19 (+4 Wis, +2 Dex, +1 Class Feature) with DR 2/adamantine

A 10th level fighter with a 10 Dex, +2 full plate and a +2 large shield:
Defense Score: 18 (+0 Dex, +2 armor enhancement, +2 shield enhancement, +4 shield) with DR 8/adamantine

Armor as DR and Ranged Touch Attacks

Ranged touch attacks that deal damage, such as ray spells and firearms, bypass damage reduction one level higher than they normally would. For example, a rogue wearing +1 leather armor hit by ray of frost gains no DR against the attack. A paladin wearing adamantine plate shot by a musket using adamantine rounds gains no DR against the attack.

Ranged touch attacks that don't deal damage, such as ray of enfeeblement, attack Defense Score and are unaffected by Damage Reduction.


Any non-chaotic evil.

I prefer characters to be Good or Neutral aligned. I will not restrict you from being Evil, but there will be consequences to your actions. Whichever alignment you choose, your connection to one or more of the NPCs will be very important to you. Being Neutral or Evil doesn't mean you're a loner or friendless (Elan's dad in Order of the Stick is a Lawful Evil bastard, but one with lots of friends and allies).

Favored Class

Don't forget your favored class bonus (+1 Vitality Point/+1 skill point per level). You are welcome to use the alternate favored class bonuses in the various supplements.


You gain 2 free Traits. Traits are like 1/2 feats that help define your character's background. At least one must be from the campaign traits presented in the Player's Guide. The second may be taken from either the Player's Guide (giving you links to two of the key NPCs), or from other supplements.

You start with the max starting gold for your class. For example, if you're playing a rogue you'll start with 4d6x10 maxed = 240gp. You will buy equipment based on that gold. You will be responsible for buying adventuring gear (pg 158 Core Rules), including clothing. Please keep track of weight if you have class features that depend on encumbrance (monk's defensive abilities, ranger bonus feats, etc).


In addition to your class features (mount, animal companion, etc) and what you buy with your gold, each player will start with one of the following:
  • a masterwork weapon
  • one suit of masterwork armor (light or medium)
  • a combat trained horse (light) with leather barding and riding saddle
  • a combat trained riding dog with leather barding and riding saddle
Alternately, you may choose to start with two potions of cure light wounds, two alchemical flasks/vials of your choice, plus one of the following:
  • one kit (climber's, disguise, healer's, masterwork tools or scale)
  • masterwork instrument
  • set of masterwork thieves' tools
Masterwork items should have a sentimental value and require a sentence or two description.
Mounts should have names and personalities.
Additional flasks/vial options can be found in the Ultimate Equipment Guide.

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