Roleplaying Resources

Starting before level 1

Here's an idea for a campaign that begins before the characters are adventurers. It starts way down at level -2, leaving a long way to go before the great powers of level 1. Naturally, in a world where this takes place, encounters will have to be adjusted.

General rules

Don't assume that characters get any class or even racial features to start. Only listed abilities are gained as characters advance.

Characters start with the same number of languages known as a level 1 character.

Classes do not grant bonus spells for high ability scores until level 1.

Classes do not begin with all of their weapon and armor proficiencies. Instead, characters select them from their class lists as they rise in level. Advanced proficiencies cannot be learned before lesser proficiencies of the same type. For example, Martial Weapon Proficiency must be learned after Simple Weapon Proficiency. Miscellaneous collections of weapons (such as the bard's or monk's lists) count as a single proficiency collectively. If the class has simple weapon proficiency as well, that's a prerequisite for the special list. Alternatively, a character may select the special weapons first, but will only have access to one of them until light weapon proficiency is gained.

Starting Equipment: Depends on the style of the campaign. Noble characters might start with up to the normal 1st level starting gold. Commoners would start with a few copper at most. Wizards always start with a spellbook and spell component pouch.

Starting Feats: Normally none. The DM may allow dexterity-based characters to take Weapon Finesse early.

Advancement

All Classes

This is the level progression for all classes. Later, class-specific abilities will be described.

Max Ranks
Level Class CC XP Extra
-2 1 1 -1500 -2 to all physical attributes (STR, DEX, CON)
-1 2 1 -1000 Restore one attribute to normal
0 3 1 -500 Restore one more attribute to normal
1 4 2 0 Bonus Feat, restore all attributes to normal

Racial Abilities

Level Abilities
-2 Human bonus skill points, all abilities except those listed below
-1 Half bonuses to modifiers like saves and AC (round down, min=0)
0 0th level spell-like abilities, Human bonus feat
1 All spell-like-abilities, full bonuses

Barbarian

Level Skills HP BaB F/R/W Proficiencies Abilities
-2 4+int 7 -1 0/0/0 1 Illiteracy
-1 2x(4+int) 9 0 1/0/0 3 Fast Movement +5
0 3x(4+int) 11 0 1/0/0 4 Fast Movement +10
1 4x(4+int) 12 1 2/0/0 5 Rage 1/day

Bard

Level Skills HP BaB F/R/W Prof Abilities Spells
-2 6+int 3 -2 0/0/0 1 Bardic Knowledge 0:1
-1 2x(6+int) 4 -2 0/1/0 2 0:2
0 3x(6+int) 5 -1 0/1/1 3 Countersong, Inspire Courage+1 0:2
1 4x(6+int) 6 0 0/2/2 4 Bardic Music, Facinate 0:2+cha

Cleric

Level Skills HP BaB F/R/W Prof Abilities Spells
-2 +int 5 -2 0/0/0 1 Spontaneous Casting 0:2
-1 2x(+int) 6 -2 0/0/1 2 0:3
0 3x(+int) 7 -1 1/0/1 3 0:3, 1:1
1 4x(+int) 8 0 2/0/2 5 Aura, Turn Undead, Domain 0:3, 1:1+1+wis

Druid

Level Skills HP BaB F/R/W Prof Abilities Spells
-2 4+int 5 -2 0/0/0 1 Wild Empathy 0:1
-1 2x(4+int) 6 -2 0/0/1 2 Nature Sense 0:2
0 3x(4+int) 7 -1 1/0/1 3 Spontaneous Casting 0:3
1 4x(4+int) 8 0 2/0/2 4 Animal Companion 0:3, 1:1+wis

Notes: A druid may begin with an animal companion, but it will not fight for the druid until level 1.

Fighter

Level Skills HP BaB F/R/W Prof Abilities
-2 2+int 6 -1 0/0/0 1
-1 2x(2+int) 8 0 1/0/0 4
0 3x(2+int) 9 0 1/0/0 5
1 4x(2+int) 10 1 2/0/0 6 Bonus Feat

Monk

Level Skills HP BaB F/R/W Prof Abilities
-2 4+int 5 -2 1/0/0 1 weapon Unarmed Strike 1d6
-1 2x(4+int) 6 -2 1/1/0 2 weapons Flurry -6/-6
0 3x(4+int) 7 -1 1/1/1 3 weapons Flurry -4/-4
1 4x(4+int) 8 0 2/2/2 1 Wis to AC, Bonus Feat, Flurry -2/-2

Paladin

Level Skills HP BaB F/R/W Prof Abilities
-2 2+int 6 -1 0/0/0 1
-1 2x(2+int) 8 0 1/0/0 3 Detect Evil 1/day
0 3x(2+int) 9 0 1/0/0 4 Aura of Good, Detect Evil 2/day
1 4x(2+int) 10 1 2/0/0 6 Detect Evil, Smite Evil 1/day

Ranger

Level Skills HP BaB F/R/W Prof Abilities
-2 6+int 5 -1 0/0/0 1 Track
-1 2x(6+int) 6 0 0/1/0 2
0 3x(6+int) 7 0 1/1/0 3
1 4x(6+int) 8 1 2/2/0 4 Favored Enemy +2, Wild Empathy

Rogue

Level Skills HP BaB F/R/W Prof Abilities
-2 8+int 3 -2 0/0/0 2 weapons Sneak Attack 1
-1 2x(8+int) 4 -2 0/1/0 1 Trapfinding
0 3x(8+int) 5 -1 0/1/0 2 Sneak Attack 1d3
1 4x(8+int) 6 0 0/2/0 3 Sneak Attack 1d6

Sorcerer

Level Skills HP BaB F/R/W Prof Abilities Spells Known
-2 2+int 2 -3 0/0/0 1 weapon 0:3 0:2
-1 2x(2+int) 2 -3 0/0/1 1 weapon 0:4 0:2
0 3x(2+int) 3 -2 0/0/1 2 weapons 0:4, 1:2 0:3, 1:1
1 4x(2+int) 4 0 0/0/2 1 Familiar 0:5, 1:3+cha 0:4, 1:2

Note: The sorcerer's weapon can do a maximum of 4+STR damage at level -2. This penalty is removed at level -1.

Wizard

Level Skills HP BaB F/R/W Prof Abilities Spells Cantrips
-2 2+int 2 -3 0/0/0 1 weapon Scribe Scroll 0:2 4
-1 2x(2+int) 2 -3 0/0/1 1 weapon 0:2, 1:1 6
0 3x(2+int) 3 -2 0/0/1 2 weapons 0:3, 1:1 10
1 4x(2+int) 4 0 0/0/2 1 Familiar 0:3, 1:1+int All

Note: The wizard's weapon can do a maximum of 4+STR damage at level -2. This penalty is removed at level -1.

Note: The wizard's starting spellbook contains the listed number of cantrips. At level -1, the wizard adds two 1st level spells. New spells are not added automatically after that until level 2. Note: A specialist wizard must select his specialty at level -2. He does not gain specialist bonus spells until level 0.