Character Creation

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Character Creation

Rules Summary

  1. There is no alignment. In terms of damage reduction, DR/good, DR/evil, DR/law and DR/chaos become DR/spirit. This also changes the abilities associated with certain classes, as they have become altered. Classes features altered by this are listed below. Anything not specifically mentioned may also be changed, but not listed here. I don’t have the lifetimes necessary to go through every class feature, feat and spell. In all cases any alignment restrictions have been removed. However, a character or creature may be limited by their subtype. A new damage type has been introduced: Spirit Damage. Further details of these changes can be found under Alignment.
  2. Detect Evil/Good/Law/Chaos – These spells have been replaced by Detect Aura.
  3. The Words of Power variant casting is available.
  4. Any Paizo Pathfinder class is available
  5. Any Paizo Pathfinder race is available, subject to GM approval (i.e. no power races).
  6. Roll for stats, 4d6, keep the 3 highest, any score lower than 7 can be re-rolled. If the scores would total to less than 25 Ability Score points, you can spend the remaining points as you see fit.
  7. You start at 1st level.
  8. No gestalt.
  9. Your character will be travelling, intentionally or not to this new world. Plan accordingly.
  10. Feel free to use an old character concept you liked, just know this is a campaign world you are unfamiliar with (for the most

Class Alterations


Alignment: No restriction


Alignment: No restriction, however a cleric must choose to be dark or light cleric at 1st level. Once made, this choice cannot be unmade.

Aura: A cleric has the aura of a outsider of equivalent to their cleric level. See Detect Aura.

Spells: A cleric can prepare any spells they have access to.

Channel Energy: A light cleric channels positive energy, and a dark cleric channels negative energy.


Alignment: No restriction.


Alignment: No restriction

Ki Pool: At 10th level, a monk’s unarmed attacks are treated as spirit weapons for the purpose of overcoming damage reduction.

Perfect Self
At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/spirit, which allows him to ignore the first 10 points of damage from any attack made by a non-spirit weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.


Alignment: No restriction

Code of Conduct: A paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help in a way that betrays any of the paladin’s loyalties), and punish those who harm or threaten innocents.

The Paladin detects as an outsider, equivalent to their HD.

Detect Aura
Only detects elementals, fey, outsiders and undead.

Spirit Smite
Once per day, a paladin can call out to the higher powers to aid her in her struggle. As a swift action, the paladin chooses one target within sight to smite. The paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of spirit smite is an elemental, fey, outsider, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, spirit smite attacks automatically bypass any DR the creature might possess.

In addition, while spirit smite is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite.

The radiant smite effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may use spirit smite one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Aura of Justice
A paladin’s auras affect all allies.

Aura of Faith
At 14th level, a paladin’s weapons are treated as spirit weapons for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as dealing spirit damage for the purposes of overcoming Damage Reduction.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Righteousness
At 17th level, a paladin gains DR 5/spirit and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Holy Champion
At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/spirit. Whenever she uses spirit smite and successfully strikes an outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

Character Creation

The Thirteen Pretakor Pretakor