Creating Characters

Ability Scores

Character ability scores can be bought with 18 points; see the table here.


Character class can be any Barbarian, Bard, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, Sorcerer, Wizard, Cavalier, Oracle or Witch. Information on classes can be found here. Archetypes/Alternate Class features are generally available unless I find a specific problem.

Good choices for character classes are Rangers and Druids (for wilderness exploration); Paladins, and to a lesser extent, Clerics, Bards and Sorcerers (natural leaders); Witches (good flavor); and Barbarians (from the local Tiger Lord clans) or Fighters (particularly Aldori swordlords). Rogues are probably best left to another campaign (although Rangers should consider the Trapper archetype if the party wants to deal with traps).


Most characters should be human; elves and gnomes are rare in the area, and other humanoids are practically nonexistent.


The most popular local god is Erastil, but Abadar, Gorum, Gozreh and Gyronna are also present. Information here.


Use average starting wealth, found here. If creating a higher level character, ask the GM for starting wealth.


Not necessary, but if you want, characters can have up to two traits (but no more than one of each “type”) from the following list of traits.

Although character traits have some mechanical benefits, their primary effect will be giving a character some history and how NPCs react to a character.


Good favored enemies/languages include Fey/Sylvan, Humanoid(Giant)/Giant, Humans, Draconic/Dragon. Popular local human languages include Hallit (local barbarian language), and Skald.

Creating Characters

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