Creating a 1st-Level Character
Creating characters for Obormot's Reign of Winter is very much like creating characters for the Worlds of Adventure campaign, which in turn is very much like creating characters for any D&D or Pathfinder game: roll ability scores, pick a race, pick a class, etc. These instructions focus on rules and changes specific to Obormot's Reign of Winter.
The Rules page contains a rundown of the campaign rules for Obormot's Reign of Winter. Read the Characters page to understand the basics of who a player character in Obormot's Reign of Winter is. The Player's Guide has many useful tips for characters in this campaign. As always, talk to your DM before you finalize your character, or if you're unsure about something.
1. Ability Scores
Unchanged from the Worlds of Adventure rules.
2. Race
Unchanged from the Worlds of Adventure rules, except for languages.
All characters know the languages listed under "Automatic Language" for their race. (Regardless of languages known, player characters will always be able to communicate with each other, and will usually be able to communicate with intelligent beings they encounter.)
3. Class
Clerics in Obormot's Reign of Winter
Clerics (and paladins) in Obormot's Reign of Winter do not follow a deity. Instead, they simply select a single domain of their choice from the list of domains in the Worlds of Adventure campaign.
Your character may be a member of any of the classes listed on the Classes page. Unlike in the Worlds of Adventure campaign, you may not select any archetypes; only the standard versions of each class are available.
No favored class: Obormot's Reign of Winter doesn't use Pathfinder's favored class rule. You do not choose a favored class, and your character does not receive bonus hit points or skill points for levels in any class.
4. Skills
Unchanged from the Worlds of Adventure rules.
5. Feats
Just like in Pathfinder, all characters start with one feat at 1st level. Human characters get one bonus feat at 1st level, which can be any feat that the character qualifies for. Some classes, such as fighters, also get a bonus feat at 1st level (which might be a specific feat, or a feat of your choice selected from a list; check your class description for details).
The Feats Index page lists all the feats available in Obormot's Reign of Winter.
6. Traits
All characters in Obormot's Reign of Winter get one trait at 1st level. You can choose from the list of Campaign Traits.
No other traits are available.
7. Determine Starting Hit Points
Unchanged from the Worlds of Adventure rules.
8. Equipment
Player characters in Obormot's Reign of Winter begin play with no possessions (or, more precisely, it makes no difference what possessions they might have). Each character has an opportunity to acquire adventuring gear very shortly after joining the campaign.
9. Determine Saving Throws, Initiative, and Attack Values
Unchanged from the Worlds of Adventure rules.
10. Other (Starting Spells, etc.)
Unchanged from the Worlds of Adventure'' rules.
Player characters in Obormot's Reign of Winter do not choose an alignment. (See The Campaign for more information.)
If you have questions about any other aspects of your character, ask your DM for details; in general, everything works just like in Worlds of Adventure, unless stated otherwise.
Creating a Character Above 1st Level
When you make a new character, the level your new character starts at depends on the level of the other existing characters in the party.
If the average level of the other characters is less than 6, then your new character starts at a level one lower than the average character level of the party, rounded up.
If the other characters are all 6th level, then your character starts at 6th level; you also get an amount of XP equal to one-half the average XP of the other characters, which you can spend on epic advancements (see The E6 System for details).