character creation






house rules




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To make character generation quick and easy, a digital excel file is provided for download for the Primal Earth campaign. By simply filling out the appropriate boxes, the excel file will create for you a printable character sheet, spell cards and shape cards with all the appropriate stats (in case your character shifts shapes).

To use the sheet, you will need Microsoft Excel 2007 or newer. The sheet does not use any macros, and so it works on both OSX and Windows computers. It is recommended that you save a new copy of the sheet each time you generate a new character. If you find any bugs or errors, please notify the GM.

Click here to download character sheet (3.9mb, version 1.6)

Character background: Your character’s history and personality is just as important as her mechanics. In Primal Earth the entire story of the campaign will revolve around the backgrounds of the PCs. Special character traits will also be handed out by the GM based on the background that you as a player write, thus incorporating your character’s story and personality in the game’s mechanics.

For guidance in developing your character’s background, see the Character Creation Interview.

Playable races: Austral, cromag, dubtral, human mongrel, neanderthal, river folk, swelter folk, winter folk. See races page.

Abilities: Please Generate your character’s abilities using 15-point buy.

Playable classes: Barbarian, bard, cavalier, druid, fighter, oracle, ranger, rogue, sorcerer and witch. Various archetypes are also available for some of the classes. See classes page.

Favored class bonus: Choose between 1 skill rank, 2 vigor points or 1 wound point.

Skills: Knowledge (planes) is not used in Primal Earth.

The Intimidate skill is influenced by your character’s strength modifier as opposed to charisma (the intimidating prowess feat now adds Cha instead of Str to this skill).

Linguistics does not grant an additional language. Instead Each time the player encounters a new language she may roll a linguistics check to see if she can decipher the gist of what is being said. Each day that the player rolls against the same language, the DC becomes easier to beat. After a certain amount of successful rolls, the player’s character will become fluent in said language.

Since stores do not generally exist on Primal Earth, investing in crafting skills in order to create special weapons or armor is encouraged. Simplified crafting rules may be found in the house rules section.

Feats: All feats from the core rule book and Advanced Player’s Guide are available except for Leadership, magic item creation feats (sans Brew potion) and most racial feats. The racial feats that are available for selection have been converted to work with the cromag, dubtral and neanderthal races. These are Ironguts, Ironhide, Keen scent, Pass as human, Smash and Smell fear. The Whip mastery feat and called shots feats from Ultimate Combat, as well as Boon companion are also added to the allowed feat selection.

Wounds and Vigor Points: Primal Earth uses the wounds and vigor system from Ultimate Combat in place of the standard hit points. Upon character creation, you must choose one of the following methods to generate vigor points. Once chosen, this method shall be used for the rest of the character’s life:

1) Roll a dice for every hit dice after first level. Always reroll on 1.

2) Take the average amount of vigor points at each level after first.

Characters always receive their maximum allotted number of vigor points at first level.

Equipment: There are no stores on Primal Earth, thus equipment must be crafted or salvaged. Each character begins play with an equipment package that contains a variety of weapons, armor and gear determined by her chosen race and class. See races and classes for more information.

Primal Earth uses the armor calculation method to handle load.

Traits: Your character will receive between two to eight traits based on her background and personality. These traits can affect any mechanical aspect of the character, from combat to skills to magic. The general rule is that %50 of the given traits will affect your character in a positive way, while the other %50 will affect the character in a negative way.

For example: Stonefoot the Neanderthal Ranger is observant and patient. He likes to get a good idea on any dangerous situation before he gets himself involved. The GM gives Stonefoot the Observant trait, which grants him +2 to Perception skill checks. In addition Stonefoot can act in surprise rounds and is not considered flat-footed. He also gains the Patient trait which grants him a penalty of –1 to initiative, as he does not like to rush into combat.

Alignments: Primal Earth’s good/evil alignment axis is renamed to selfless/selfish.

Languages: Each character begins play with a single language of her chosen race and tribe, plus an additional number of languages from sources such as high intelligence or classes. Primal Earth is a pre-alphabet setting, thus reading and writing does not exist in this world.

Name and description: Finally, name your character and decide what she looks like. Give her any other vital statistics in order to bring her to life, such as height, weight, age, etc.


Primal Earth Hatchiman