Thursday, January 17, 2013
Character Creation Tips
Character Tips
A massive threat is emerging in Varisia and mustering
its forces. Only a group of cagey adventurers can put an
end to this evil, and they’d better be prepared for what
they face. The following tips can help when designing
characters for Rise of the Runelords.
Ancient Lost Cultures: Since the Rise of the
Runelords Adventure Path reveals an ancient threat
reemerging into the world, characters skilled in
Knowledge (history) and Knowledge (arcana) are best
suited to putting the pieces together. Access to powerful
magic at higher levels could be the key to survival, not
just for the PCs, but also the entire world!
Dangerous Denizens: Rise of the Runelords brings
player characters face to face with hundreds of
monstrous threats. A prepared character should be
suited to challenge monstrous humanoids, giants,
magical beasts, and undead, and even greater threats at
higher levels, such as evil outsiders and dragons.
Explorers: As the campaign moves throughout the
frontier of Varisia, the player characters encounter
lost ruins. Characters with skill sets appropriate for
adventuring in dungeons and crumbling ruins can
give the party an edge. Knowledge (dungeoneering)
and racial low-light vision or darkvison would be
helpful in those dank and dark places. Since many of
these locations have been warded and secured by their
builders, a character who can bypass some of those
protections just might help the party live to fight
another day.
Giant Hunters: Rumors of giants mobilizing in the
wilds of Varisia are spreading, and the people of this
frontier land need saviors. Player characters ready
to take on threats like this are well suited to this
Adventure Path.
Into the Wilds: While some parts of this Adventure
Path delve deep into ruins, much of the action is on the
surface. Since Varisia is an untamed frontier, characters
who are good at dealing with natural threats and excel
at finding their way in forests and mountains would be
assets to an adventuring party. Plenty of opportunity
for overland travel abounds as well, so mounts could
prove useful in getting characters to the doorstep of
adventure, but might be difficult to deal with once the
adventure moves belowground.
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