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RACES

Common Races (no restrictions, but please give some thought to character background)

Dragonborn
Dwarf
Human
Goliath
Half-elf
Half-orc
Halfling
Minotaur
Mul
Warforged

Uncommon Races (few restrictions, please consult GM and pay more attention to character background)

Bladeling
Changeling
Duergar
Eladrin
Elf
Gnome
Kenku
Shifter
Tiefling
Wilden

Rare Races (heavy restrictions, please consult GM and pay more attention to character background)

Deva
Drow
Genasi
Githyanki
Githzerai
Kalashtar
Revenant
Shadar-kai
Shardmind
Thri-Kreen

Monster Races (not usually playable, if you really raelly want to, please consult GM)

CLASSES

Arcane Classes
Wizards, Sorcerers, Warlocks and Artificers should consider affiliation to an Arcanum
Artificers can be affiliated with either an Arcanum or a Guild
Warlocks can be affiliated with the Rogue Arcanum

Divine Classes
Consult list of Deities & Ascendants

Martial Classes
Consider building with a “knack” in mind
Rogues can be affiliated with a Thieve’s Guild/the Right People
Rangers can be affiliated to the Circle

Primal Classes
Druids, Shamen, Seekers, Wardens can be affiliated to the Circle

Psionic Classes
Ardents, Psions, can be affiliated to an Arcanum

Shadow Classes
Assassins can be affiliated with an Assasssin’s Guild/the Right People

CHARACTER BACKGROUND

We’ll be starting in the great city of Tanar, and you should have your characters have some reason to come to the city and join the Adventurer’s Guild. The Guild at Tanar is affiliated to the Arcanum and organizes expeditions to the continent of Coren. You should probably also come up with some motivation for your character to want to go to Coren.

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Ascendancy ehronlime