Age of Ascension
Ability Scores: This campaign will use the point buy method, using the table in the Pathfinder PHB. Players have a pool of 18 points to spend.
Race Selection: High Elves were dispersed from their homeland long ago, and their culture died out, save for the half-breeds that resulted from their mingling with humans in the final years. The Wild Elf homeland of Damascalla vanished soon after, leaving behind the deep ocean reef. Azuyra is also home to Lizardmen from the deep jungles of Kesh, a secretive race of zealous reptilian warriors whose minds reflect their cold blood. Available choices are: Dwarf, Human, Halfling, Half-Elf, Tiefling, and Lizardman. (More specific information about each race can be found below.)
Class Selection: Magic is fickle in our world, and the sorcerer class is not a viable option. Additional classes are also available from the Pathfinder PHB: The Alchemist and the Inquisitor. Archetypes from the Pathfinder Rules are available on a case by case basis. Alternate class features presented in official WotC supplements are available, and those in the Cityscape series are encouraged.
Multiclassing: In the interest of making in-character connections and roleplaying, backgrounds must always include where a character learned the skills that consititute his class, and when he multiclasses, he must find an appropriate trainer or venue. Realistically, this new training might require several ingame months. If so, the party either waits in-character, or the player may delay his new level by a session, or play a special one-off of substitute of their own design for a session.
Arcane Spellcasters (Bard, Wizard): The term ‘Wizard’ in the PHB is used to distinguish studied magic from the Sorcerer’s inborn magic. As the nature of magic on our campaign world is too chaotic to control without dedicated study, the Sorcerer is unavailable, and the common term for the arcane spellcaster is Mage. Bards often happen across arcane knowledge over the course of their travels, but the majority of civilization is very distrustful of the arcane. Thus, an alternative bard class without spellcasting is available in addition to the default template, with the spellcasting bard restricted to a Chaotic alignment. In any case, arcane magic carries risks with every casting, and the social implications of its use will be significant. Players choosing to play an arcane caster should be prepared to accept consequences, expect a measure of in-character awe from the population, and are advised to create a character capable of contributing to the party in situations where such attention is not wanted.
Traits: Players who develop a written background that explains their choices may choose two traits from those listed in the Pathfinder Advanced PHB. No backstory, no traits. These can be done at any time. It should be noted that there are a great many traits to choose from, and many name deities or regions specific to the core Pathfinder campaign. Such traits are allowable as long as, when adapted to Aeon lore, they fit your background. For instance, a trait that comes of worshipping the god of fire in the book is perfectly acceptable if your cleric’s domains include fire. If in doubt, ask! Campaign traits are an exception and are not currently implemented. The Racial traits found in the Pathfinder Advanced PHB, with the rest of the race information, are highly recommended.
Hero Points: The hero point system as presented in Pathfinder is in use. One point is awarded at each level increase. Additional points may be awarded in certain circumstances, but these opportunities will be rare.
Hit Points: All characters have maximum hitpoints at first level.
Languages: The list of languages on page 101 of the Pathfinder rulebook will be used, save for the splitting of common into Imperial (Which is what we will use), and Old Common, spoken in the East.