Knights of the Orb
Rules for Character Creation and World Setting
Technology Level: 1900s, semi-steam punk. Advanced firearms, steam travel, no internal combustion.
Magic Level: There is magic out there, but it’s highly ritualized. Mostly limited to hedge wizards and witches, though some more formal magic is known. No public knowledge of magic.
Religion Level: Clerical magic exists in a limited fashion but most people deny its power. Religion is social and psychological comfort for most.
- Alchemist: a common hunter class
- Bard: uses magic subtly and without being seen.
- Cavalier: occasional hunter class, especially in the rural regions.
- Cleric: Good clerics use their deity’s blessings to soothe and protect without their congregations’ knowledge. Evil clerics seek to undermine the church’s influences quietly or wreak havoc expressly to destroy and terrorize.
- Fighter: a common hunter class
- Gunslinger: a common hunter class
- Inquisitor: frequent hunter class, less careful about preserving people’s impressions of the world than paladins.
- Magus: very rare, but make the most epic of hunters.
- Oracle: occasionally turn up in hunters’ bars with news of work. Not a PC class.
- Paladin: Warriors of the church, frequently present in the hunters’ network.
- Ranger: woodsmen and hermits, but protective of the natural order. Occasionally become hunters.
- Rogue: a common hunter class.
- Sorcerer: inborn magic makes them frequent targets of hunters, though occasionally will become hunters themselves.
- Summoner: seldom seen, though sometimes crop up as legendary hunters.
- Witch: frequently targets of hunters. Many hunters also take levels as witches as they learn offensive/defensive magics.
- Wizards: Not a dedicated class option, but many hunters will level in wizard as they learn offensive/defensive magics.
Additional note on classes: There are many classes, archetypes and prestige classes available throughout the supplemental materials of Pathfinder and its attendant campaign settings. Always checks with your GM before beginning to write details of your class on character sheets. She might have an option available that might suit better than the basic class.
*human: 80% of Elim’s population is human.
- half-elf: 10% is half-elven, usually at least three generations back.
- half-orc: 5% is half-orcish. They are frequently hunted by hunters and regular townsfolk alike.
- dwarves: 1% is dwarvish. They shun human society and prefer to keep to themselves in the mountains.
- gnomes: 1% is gnomish. They tend to stay in the forests, though they sometimes pester human civilizations that border their territory. Usually targets of hunters rather than hunters themselves.
- elves: There are no full-blooded elves left in Elim. Most people who moved to Elim believe them to be nothing more than fairytales.
- The remaining 3% of Elim’s population are isolated groups of other races such as dhampirs, kitsune, orcs, beastfolk, elemental offspring, etc. These groups usually try to hide within human society or keep themselves away in forests or wilderness areas.