Creating a Character
Players will have access to material within the following books:
- Core Rulebook
- Advanced Player’s Guide
- Advanced Race Guide (Core & Featured Sections only)
- Ultimate Combat
- Ultimate Magic
- Ultimate Equipment
- Character Traits Web Enhancement
Each player will also be able to take material from three additional sourcebooks. These books are “unlocked” throughout the character’s career.
|Character||Book 1 (Unlock 1)||Book 1 (Unlock 2)||Book 2||Book 3|
|Éadrom ór Thintrí||Qadira, Gateway to the East||—||—||—|
|Horatio Drakewell||Qadira, Gateway to the East||Complete Arcane||—||—|
Ability Scores — Ability scores can be rolled before the DM using the standard method (4d6, drop the lowest die, once per ability score) or using standard point buy.
Races — Players are strongly suggested to play human, as you will have an easier time getting around the world. Uncommon but still appropriate choices are the reclusive Burwin (dwarves) and the enslaved gnomes.
Classes — Players can choose to play any class, but certain classes will be more challenging for story reasons than others. For instance arcane magic users will have to keep their magic hidden from most, lest they find themselves persecuted for a crime whose punishment is death. Clerics and other religious types will have struggles of their own; they can either choose to serve the Saviors, and be torn between the goals of the party and the goals of their church, or they choose to worship a forgotten god, and be branded a heretic.
Skills — Skills used in the campaign will be varied. Min-max at your own peril.
Feats & Traits — No restrictions here.
Description & Background — All characters must have a detailed physical description and background.
Approval. All characters require approval before introduction.