Step 1 – Determine Ability Scores
We will be rolling in game.
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 re-rolls or moving of ability scores. Those are your other four scores.
Step 2 – Pick Your Race
This is unchanged. All races in The Pathfinder Role- playing 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.
The PCs after all are on a secret mission to infiltrate and destroy Talingarde. It will be more difficult to in- filtrate 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. Paladins do not walk the Way of the Wicked. A few classes require some special consideration below. Class Guide
Step 4 – Pick Skills and Select Feats
This step is unchanged.
Step 5 – Buy Equipment
The characters begin with nothing.
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.
h4.Step 6 – Finishing Details
As normal except that good and chaotic alignments are not allowed. Every character must be lawful neutral, lawful evil, neutral or neutral evil. Of those four alignments, lawful evil is definitely the preferred choice.
Further, every character must choose a crime that landed in them in Branderscar. They were not wrongly imprisoned – they are guilty of their charge. Crimes
There is a further requirement and it is something of an intangible quality. At some point in this adventure path every character is going to have the chance to join an evil organization and swear allegiance to the master of that organization and its patron – the lawful evil god Asmodeus. The adventure path assumes you say yes to this chance. Therefore, you should make a character who can say yes.