Ability Scores:
Roll 4d6, drop the lowest, add the remaining three dice and assign scores as desired.
Allowed Races:
Core Races: Dwarf, Elf, Gnome, Half-elf, Half-orc, Halfling, Human
Uncommon Races: Aasimar, Changelings, Dhampir, Fetchling, Grippli, Ifrit, Kitsune, Nagaji, Oread, Ratfolk, Sylph, Tengu, Tiefling, Undine
All racial subtypes and alternate traits are allowed.
Allowed Classes:
Core Classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard
Base Classes: Alchemist, Cavalier, Inquisitor, Magus, Oracle, Summoner, Witch
Hybrid Classes: Arcanist, Bloodrager, Brawler, Hunter, Investigator, Shaman, Skald, Slayer, Swashbuckler, Warpriest
Traits:
Choose a Campaign Trait to tie your character in to the Adventure Path. This counts as one of your two starting traits. Your other trait may be from any other category (Combat, Faith, Magic, Social, Race, etc.).
Sins and Virtues:
Regardless of your alignment, all characters have good and bad within them. Choose one sin and one virtue that most embodies your character.
CHARACTER TIPS:
Ancient Lost Cultures: Since this campaign 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 PCs 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 through the frontier of Varisia, the PCs will encounter lost ruins. Characters with skill sets appropriate for adventuring in dungeons and crumbling ruins can give the party an edge. Since many of these locations have been warded, a character who can bypass traps 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 such threats are well suited to this
Adventure Path.
Into the Wilds: While some parts of the campaign 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 finding their way through forests and mountains are an asset.