Peril in Echo Wood
Here are the basics:
If rolled at the table in front of the GM, stats are the usual roll 4d6, pick out the best three, spread as you will. If made on your own reconnaissance, use either the Heroic point-buy method or the Evil GM dice roller (make sure to use the 2e method V button, putting in both my & your emails for confirmation – from here on out that’s the only way I’ll accept such results).
Besides the Core races Goblins are recomended, though given Thornkeep is near a major crossroad for the River Kingdoms (Changlings, Orcs), Ustalav (Dhampyr), Numaria (Androids) and the Worldwound crusades (Aasimar, Tieflings), all sorts of odd races might pop up.
In addition to the Core, APG & Ultimate classes, I’m allowing the following others from other sources…
- the Revised Advanced Class Guide Playtest.
That all being said (and I know that gives a great number of tasty tasty options), please try to use traditional PF classes (possibly with Archetypes) when you can and be mindful of the party as a team needs certain roles to be filled to succeed.
Various Feats, Archetypes and what-not…
…may also be allowed from these & other sources as I see fit on a case-by-case basis. No Flaws please (though Drawbacks from the Ultimate Campaign Guide & the . Leadership is a special case – please see the changes posted here.
As usual, you get two. Where possible, try not to take the same ones as others – I don’t want to see “Rich Family” more than once, for example. You can still get a third via taking on a drawback (not more than one drawback/bonus trait though).
…are in play.
- Plot-twist cards can be “bought” for 1 Hero Point, though unused cards revert at end of session.
- Antihero option is in play.
Minions and flunkies
As mentioned above, the Leadership feat is restricted, due to group size. Similarly Animal Companions, Familiars (except for Witches), the Squire feat and similar combat allies are banned (at least until the group drops to a more reasonable size). Except for when the party size drops to 5 or less, Summon spells and Animate dead are restricted to minimum number rolled for possible number of allies added, and such summons always move on your initiative.
New or replacement PCs come in at first level, though they are advised to review the Downtime training rules in the Ultimate Campaign Guide. Wealth-by-level guidelines being just that, PCs get normal starting cash. Alignments should float towards the Chaotic/Neutral spectrum given the current party proclivities. Summoners are banned outright, until such a time as the party size drops (and the Synthisist archetype will be similarly banned in any case due to poor writing).