Character Creation

Character creation will take place at our first session,but use your Focus/Foible to determine your class in advance.

Step 1 — Determine Ability Scores
Focus and Foible
Choose a Focus, an ability score at which you excel. You receive an 18 in that score. Choose a Foible, an ability score that is your weakness. You receive an 8 in that score. The other four, roll 1d10+7 four times in order. There are no rerolls or moving of ability scores. Those are your other four scores.

Step 2 — Pick Your Race
All races in The Pathfinder Roleplaying Game are permitted. There are certain races that will be more difficult to play in this campaign. Extremely unusual or monstrous races are likely to be troublesome. PCs of those races may find themselves uninvolved in certain parts of this campaign. . It will be more difficult to infiltrate anything if you are travelling with a minotaur, goblin or serpent man for example. Tread carefully with these choices.

Step 3 — Pick Your Class
All classes are permitted except the Paladin and gunslinger. Paladins do not walk the Way of the Wicked. A few classes require some special consideration below.

Assassins are a great choice for this campaign. Subtle killing can potentially be useful again and again. Yes, this is a prestige class not a core class. But it’s a great prestige class to be working towards at level one.

Barbarians can be a good choice, but since chaotic alignments are not allowed (see below), neutral evil or neutral are the only two possible alignment choices. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful evil followers of Asmodeus. Perhaps a cleric of Asmodeus (another PC?) saved your life and now you owe that priest your service.

Cavaliers are a fine choice for a PC but must be careful about their Order selection. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Talingarde (The Order of the Lion) are probably not appropriate. Self-serving orders (for example the Order of the Cockatrice) are very appropriate indeed.

Clerics and inquisitors are allowed but must worship a god who approves of the villainous path ahead of you. Worshipping the lawful evil god Asmodeus is strongly encouraged. At the GM’s discretion it may be required for divine classes.

Druids are permitted though neutral good druids are not. Evil druids are a perfectly valid choice but you must decide why such a character would ever join an organization that honors a lawful evil god.

Monks may not be lawful good and are recommended to be lawful evil. A lawful neutral monk is technically allowed but would be a difficult choice. Why would such a law abiding character seek to destroy Talingarde?

Ninja and Samurai are permitted but the campaign as written makes no special allowances for them. Thus there are no eastern weapons or armor in the treasure (katana, wakizashi or naginata, for example). Further you must explain how your villainous ninja or samurai ended up in the western nation of Talingarde. Much like the gunslinger above, talk to the Game Master and work out these special needs.

Rangers will find that Humanoid (Human) and Outsider (Good) are solid choices for their favored enemy.

Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice.

Step 4 Skills and Feats
Same as normal except everyone gets 2 extra skill points per level.

Step 5 — Buy Equipment
The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.

Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored. Bards begin without their instruments.

Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.

Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.

Druids also begin having chosen all their spells for the day. They do not, however, have their animal companion with them. Presumably such a companion was slain during their capture or escaped and awaits them outside. Regardless, such beasts would never be allowed inside the prison. Only if they escape from Branderscar prison will they have a chance to reunite with their companion or conduct the ceremony to acquire another

Inquisitors and Oracles lack their holy symbol if they need one.

Summoners begin the game with their Eidolon unsummoned. They begin the game shackled so they are unable to perform the necessary ritual until they are free.

Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.

Step 6 Traits and Crimes

You are allowed 1 trait and must choose 1 crime that landed you in Brandenscar prison.


Character Creation

The Way of the Wicked Macgreine