Table of Contents

Character Creation

Any feat, ability, item, spell, etc. with the Uncommon or Rare traits are subject to DM approval, but generally, if it isn't listed here, it's probably not available.

Characters will start at level 2, with the Free Archetype variant (described with conditions in the Houserules section.

Ability Scores

Standard ability score boosts for Pathfinder 2nd Edition. Dwarves normally receive boosts to Constitution and Wisdom, one boost to any other score, and a flaw to Charisma. You could use the floating boost to buff Charisma, negating the penalty.

Instead of this system, you may use the Alternate Ancestry Boosts rule, replacing all of your Ancestry boosts and flaws with two free boosts. This would let you increase any two ability scores at this stage. You may still choose Ability Flaws if you like, but this is strictly voluntary and does not otherwise benefit your character.

The Alternate build works very well with any character who needs Charisma, or doesn't need either Constitution or Wisdom (though they are both important ability scores; Con gives you HP and Fort saves, and Wis gives you Initiative and Will saves).

Ancestry

All characters will start with the Dwarf ancestry. If a player character dies during the expedition, this restriction might be slightly relaxed, to fit with the story. New PCs might be Jhorash'tar orcs, freed derro or uncorrupted dwarves, or perhaps someone else found along the way while wandering around Khyber.

Languages: Start with Dwarven. Additional languages equal to your Intelligence Modifier (if it's positive). Choose from Common, Goblin, Orcish, Halfling, Elvish, Gnommish, Undercommon (spoken by creatures of Xoriat and their minions), Abyssal (spoken by the fiends and native denizens of Khyber), Draconic (spoken by dragons, couatl, and celestials).

Heritage: Any standard Dwarf heritage from the books is allowed, but no Versatile heritages. Ruinbound Dwarf is another option, described in House Rules. Ruinbound dwarves start with greater access to aberrant symbionts, which can grant strange powers and sometimes have strange drawbacks. No more than one character can take the Mark of Warding heritage (described in Pathfinder's Guide to Eberron)

Feats:

Clan: Choose a Dwarf Clan to start out. If you selected the Mark of Warding heritage, you must be a member of Clan Kundarak. The clans are described in Dwarf Clans.

Class

Select a class from the list below. The classes are described in brief.

Below is a picture that describes some of the relative strengths, weaknesses, and level of complexity of each class: