Character Creation

For this campaign, character creation will be very different.
First, this is a youth, low-magic, dark fantasy game. Bad Things will happen to your characters. You are warned.

1 Starting Ability Scores:

This game will use my fixed ability score set. 16, 14, 14, 13, 12, 10. Placed in any arrangement you choose. These are then adjusted by your racial choice (see section 2), and the effects of Youth Characters (section 3).

2 Races:

Your racial options are human, half-elf (for lithe faunus), or half-orc (for strong fanus).

3 Youth Characters:

Your characters will be starting at either the age of 13 or 14. Because of this, we will be dealing with the youth characters rule.

Young characters are essentially normal characters with an age category younger than any presented in the Core Rulebook. Characters of this age category are able and intelligent, curious and talented, but not yet experienced or worldly. They are on the threshold of great things, but still a step away. This youthfulness is represented in three ways: ability score adjustments, restrictions to available classes, and slower trait acquisition.
A GM may grant a young character the option of passing into the adult age category early after achieving some noteworthy goal. Potential accomplishments include surpassing your instructor’s skill, defeating a powerful adult foe, overcoming a threat to your home, or completing a lengthy journey. The completion of a published module or adventure of similar length might warrant a youth advancing to adulthood, or perhaps attaining a certain level in an NPC class (perhaps at 3rd or 5th level). If your GM grants your young character the ability to advance into adulthood early, you may choose when to take advantage of that benefit. Your ability scores do not change to reflect your new age category until you retrain an NPC class level. — Paizo’s PRD

In short character ability scores are adjusted by +2 Dex; -2 to Str, Con, and Wis.
Your character class options are adept, aristocrat, commoner, expert, or warrior.
At some point in the game, characters may be “awarded” adulthood prematurely. This will grant them access to normal classes, but will not cause adjusted stats until they reach an actual age of 16. Characters with only NPC classes have not discovered their semblance. PC classes represent a character’s access to semblance.

4 Hitpoints:

Remnant characters are capable of channeling their personal aura’s as protection, or quick healing abilities.
Characters start with max hitpoints for their class, + their constitution score. The constitution score represents your actual toughness, hitpoints from classes represent your aura strength. If dropped to your constitution score or lower, bones start breaking, organs take damage, and fighting ability drops. If your hitpoints drop below 0 you are dying as per the dying and death rules in Pathfinder. (A character can still stabilize, and a character below – con score is dead).

5 Firearms

Remnant uses the following rule for firearms:

Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft. Paizo’s PRD

6 Character Advancement

XP will be Fast Track, upon reaching “adulthood” be that at the age or awarded early, re training to a PC class will consume a class level. (So a 5th level NPC class retrains to a 4th level PC, or a 6th to 5th, etc). Your XP will reset at minimum for the new level.

Character Creation

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