Creating a Character
Step 1: Concept
Before you begin, consider what sort of character you’d like to play. The game is set within a low-fantasy, European-styled medieval world, so many of the themes will be familiar. The game begins in the provinces of Quenesse, a kingdom in turmoil. To the north, the highlanders of recently-annexed Chalcydon wage a guerilla war against the crown, while beyond that, the monstrous Orogs threaten to overcome The Limit and sweep aside all civilization. The brutal Drakkari raid Quenesse’s eastern shores with impunity while to the west the jealous Hierarch of the Damonan Church masses her forces.
Within the borders, the situation is no better. A dying king struggles to hold fast to his power while his nobles plot and scheme. Brigands roam much of the realm at will. The Quenessian arm of the Damonan Church questions its relation to the foreign Hierarch. New alchemical discoveries shake the land, while witchcraft spreads like a secret fire throughout the four corners of the kingdom.
Consult the wiki for more information on the setting and for rules concerning Birthrights.
Step 2: Ability Scores
Calculate your ability scores using the Point Buy system described in the Core Rules (as well as here).
You begin with 15 points. Note that, using the Point Buy method, you don’t simply assign these points to your ability scores – ability scores becoming more expensive as they increase. Consult the chart in the rulebook or ask your GM.
For a quicker start, choose one of the following sets and assign your ability scores as you wish:
[14, 14, 13, 12, 10, 10]
[16, 12, 12, 11, 10, 10]
[17, 13, 11, 10, 9, 9]
[16, 15, 11, 10, 9, 8]
Step 3: Choose a Birthright
Quenesse and the surrounding realms operate under a deeply entrenched feudal system where social status and function are of considerable importance. Instead of choosing a race as normal, choose a birthright for your character. Birthrights determine how your character will interact with others, your starting funds, and may grant additional bonuses or abilities. For more information, see Birthrights.
Although all characters are assumed to be human, you do not gain bonus feats or stats per the Pathfinder Core Rules. Instead, consult your birthright.
Step 4: Choose a Class
You may choose from the following classes:
- Ranger (Note: Rangers never gain the ability to cast spells. Instead, the optional Skirmisher class is used).
Advanced Player’s Guide:
Be sure to select a class that’s available to members of your character’s birthright, as shown on the table below.
Oracles must be female, regardless of birthright.
Step 5: Allocate Skill Ranks
Allocate skills as described in the Pathfinder Core Rules.
Keep in mind that many skills, including Sense Motive, Bluff, and Intimidate, have combat applications and are therefore a great way to maintain a competitive edge in a low-magic setting.
Step 6: Choose Feats
Allocate feats as described in the core rules. Each character will begin with one feat, although fighters will also gain a bonus combat feat per their class ability.
Step 7: Determine Starting Hit Points
You character starts with maximum hit points at first level. This is equal to the highest number on your class hit die plus your Constitution modifier.
Step 8: Purchase Equipment
Consult your class description for your starting wealth and apply the following birthright modifiers:
- Serf: Per class, but you may only keep up to half of your leftover starting funds (rounded up) to represent your meager savings.
- Freeholder: Per class, but you may purchase a single Masterwork (0) weapon for half the base cost.
- Noble: Per class plus 2D6x10.
- Clergy: Per class plus 2D4x10.
- Outsider: Per class.
You may use these funds to purchase nonmagical equipment, including Masterwork Weapons but not including most alchemical compounds such as sunrods, tindersticks, etc. Consult the GM if you have any questions regarding equipment.
All citizens of the realm are judged by their station, and the best judge of station is appearance. Don’t forget to purchase an outfit of clothes appropriate to your character’s lot in life.
Step 9: Determine Saving Throws, Initiative, and Attack Values
Calculate these values as normal according to the Core Rules and Advanced Player’s Guide.
Step 10: Starting Spells
Determine your starting spells as normal according to the Core Rules and Advanced Player’s Guide.