Character Creation Outline

1) The Character Sheet

Whether using a preformatted pdf file, a customized spreadsheet, or the age old standard of pencil and paper, you're going to need some way to keep track of all of the information about your character, both during the creation process and leter on in the game when things happen to them. It's most important to use whatever is agreeable to you, but be sure your GM approves, as they'll need to use it too.

2) Generate ability scores

Your characters ability scores are the most mechanically essential part of your character, and will be used to determine whether he can do almost anything you would want him to do, from combat, to spell casting, to sweet-talking a guard. These six scores will give you an idea of what your character is like. Be aware your choice of nationality will also impact your ability scores.

Rolling scores: To generate your ability scores, roll 4d6 and discard the lowest numbered die, then total the remaining numbers. This will give you a number between 3 and 18. Repeat until you have six numbers. These will be your ability scores. You can assign them now, if you have an idea of what kind of character you would like to play, or you can wait until you have chosen a race and class.

3) Choose a Nationality

Your character's nationality represents the kind of upbringing your character had, where he grew up, or what kind of educational opportunities were available to him. Each nationality is better at certain things than others, and this is reflected in bonuses or penalties to ability scores, and special racial abilities. All of the nationalities are human. The seven available nationalities are Felthespari, Jeganite, Revianite, Cainite, Nomad, Arkalenian, and Magi.

The choice of nationality will also impact your character's ability scores, as shown on the table below.

Table: Ability Score Adjustments by Nationality
Nationality Ability Bonus
FelthespariNo Change
JeganiteNo Change
Nomad+2 Str, -2 Cha
Cainite+2 Dex, -2 Con
Revianite+2 Dex, -2 Str
Arkalenian+2 Con, -2 Int
Magi+2 Int, -2 Str

4)Choose a Class

A character's class is like their job. Though it may not be what they do day in and day out to make money, it encompases their education, their training, what skills they might know, and all of the various abilities they have. There are 10 classes that can be chosen during character creation, called basic classes. Your character will start at level 1 in this class, and gain levels as they acquire experience (XP). The basic classes are adept, demon hunter, freelancer, Herald, monk, myrmidon, mystic, priest, soldier, and Templar.

If your character is a spellcaster, you will choose their starting spells at this time.

5) Allocate skill points

Skills are a representation of your character's ability to do various mundane tasks. Your character receives a number of skill points based on his class and Intelligence modifier. Skills are measured in ranks, with a higher rank denoting a higher proficiency with that skill. Each rank adds +1 to skill checks using that skill.

Skills can be either class skills, which represent areas of study your character may have experience with from daily practice or training in his class, or non-class skills, which are areas of independant study. Each skill point you spend on a class skill buys one rank, and each point you spend on a cross class skill buys half a rank. Class skills can be raised to your character's level + 3 (4 ranks at 1st level), while cross-class skills can be raised to half that amount (2 ranks at 1st level).

Spend all your skill points. You can't save them to spend later.

6) Choose a Feat

Feats are special abilities that represent skills beyond the norm. They range from bonuses to saving throws to special comabt attacks to the ability to create magic items. All characters get one feat of their choice at 1st level. Felthespari and Revianites get an additional feat at 1st level.

7) Equipment

Each character begins the game with a small amount of money, based on their class, to buy equipment and supplies, from armor, to food, to clothing. This gear helps your character survive while adventuring. Usually you cannot use this starting money to buy magic items without the consent of your GM.
Table: Starting Character Wealth
Class Starting Wealth Average
Adept 3d6 x 10 gp 105 gp
Demon Hunter 5d6 x 10 gp 175 gp
Freelancer 4d6 x 10 gp 140 gp
Herald 2d6 x 10 gp 70 gp
Monk 1d6 x 10 gp 35 gp
Myrmidon 3d6 x 10 gp 105 gp
Mystic 2d6 x 10 gp 70 gp
Priest 4d6 x 10 gp 140 gp
Soldier 5d6 x 10 gp 175 gp
Templar 5d6 x 10 gp 175 gp

8) Record Combat Numbers

Determine these statistics and record them on your character sheet.

Hit Points: Your hit points (hp) determine how hard your character is to kill. At 1st level, Heralds and mystics get 4 hp; freelancers and adepts get 6 hp; priests, monks, and demon hunters get 8 hp; soldiers and Templars get 10 hp; and myrmidons get 12 hp. To this number, add your character's Constitution modifier.

Armor Class: Your Armor Class (AC) determines how hard your character is to hit. Add the following numbers together to get your AC: 10 + your armor bonus + your shield bonus + your Dexterity modifier.

Initiative: Your character's initiaitive modifier equals his Dexterity modifier. The Improved Initiative feat provides and additional modifier if you select it.

Attack Bonuses: Your class determines your base attack bonus. To determine your melee attack bonus for when you get into close combat, add your Strength modifier to your base attack bonus. To determine your ranged attack bonus for when you attack from a distance, add your Dexterity modifier to your base attack bonus.

Saving Throws: Your class determines your base saving throw bonuses. To these numbers, add your Constitution modifier to get your Fortitude save, your Dexterity modifier to get your Reflex save, and your Wisdom modifier to get your Will save.

9) Finishing Details

Now is the time to flesh out the remaining details of your character. Choose a name, gender, alignment, age, physical description, personality quirks, and any other details to help you play your character.

There's no need to develop your character completely at this point. With your GM's permission, you can always add or change details as you play and get a better feel for your character.