Character Generation Rules

For the stats at this game, roll 4 stats as 4d6 drop lowest reroll 1s, and 2 stats as 5d6 drop lowest reroll 1s. The starting characters are the products of a culture of survivors, and possess herculean bodies, intense charisma or brilliant cunning.

Your character will begin play as level 3, please take into account the prevailing stone age technology level...Gunslingers can not exist, archery is crude and there are no compound bows and the range increments of all currently existing bows are halved (because of this, thrown weapons are almost universally prefered).

 

Starting gear is on approval, no magic items for starting characters and no gold. No metal gear of any sort, consult the Primative Weapons guide on the SRD for appropriate weapons and armor.

 

3.5 Source materials are allowed, with approval. Where there are two versions of the same class/feat/skill etc, preference is always given to the pathfinder version, likewise Paizo material trumps 3rd party.

As part of character generation, you may develop an organization, clan, family or institution within the tribe for your charecter to be considered a part of. Leadership of this group is possible to discouraged on the outset of the game unless it would make little sense otherwise. Be warned these social constructs will be integrated into the cultural make up of the tribe, certain radical institutions might call for you to double check with the other players to make sure it is ok.