CHARACTER CREATION OUTLINE
Here is a quick outline of the character creation process:
1) Get a Character Sheet
Here are a few excellent options.
2) Determine Ability Scores
Start by generating your character’s ability scores. These six scores determine your character’s most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities. We’ll be using the 15 point buy method, the point amounts and costs of attributes are:
Table: Ability Score Costs
3) Choose a Race
Pick a race, applying any modifiers to your ability scores and any other racial traits. Each race lists the languages a character of that race automatically knows, as well as a number of bonus languages it may learn. A character knows a number of additional bonus languages equal to his or her Intelligence modifier.
4) Choose a Class
Pick a class. A character’s class represents an adventuring profession that sets him apart from the everyday people of the world, such as commoners, craftsmen, guards, politicians, and scholars. If this is a new character, he or she starts at 1st level in this chosen class. Your character gains levels at predetermined points during the campaign, granting him new powers and abilities.
If your character is a spellcaster that prepares spells you will need to determine the spells your character starts with.
Favored Class: Each character begins play with a single favored class of his choosing—usually, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he typically receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of bonus cannot be changed once made for a particular level. Prestige classes can never be a favored class.
5) Allocate Skill Ranks
Determine the number of skill ranks your character gets based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans).
Class Skills Each class has a number of favored skills, called class skills. Refer to Table: Skills Summary and look for your chosen class across the top row (abbreviated name.) Look down the column for your chosen class. Any skill with a “C” in it is a Class Skill for your class. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into.
Then allocate these ranks to desired skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one).
Each level thereafter, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill.
You can refer to Table: Skill Ranks (below) to determine your starting Skill ranks.
Note: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
6) Choose Feats
Determine how many feats your character receives, based on his class and level, and select them from those presented in Feats.
7) Choose Character Theme
Each character may select a free character theme feat at first level in addition to their regularly available first level feat. These feats are not scaled to normal feats, and may only be selected at first level (characters cannot select additional theme feats later in the campaign). The nine theme feats provide a quick hook to link your character to the ZEITGEIST campaign setting. You may decide not to select a theme feat, but you may not instead choose traits. In short, the campaign uses themes instead of traits.
8) Determine Starting Hit Points (HP)
A character starts with maximum hit points at 1st level (the maximum number on its Hit Die) or if its first Hit Die roll is for a character class level.
To determine a hit points for levels beyond 1st, roll the dice indicated by its Hit Dice. Creatures whose first Hit Die comes from an NPC class or from his race roll their first Hit Die normally. You may always take the average die result (rounded down odd levels; rounded up even levels) instead of rolling.
9) Get Equipped
Each new character begins the game with 175 gold pieces that can be spent on a wide range of equipment and gear. This gear helps your character survive while adventuring. You may purchase minor magic items, but no single item in your inventory can cost over 60 gold. Any item you could have crafted—via the various Craft skills or Item Creation feats—by taking 10 on the skill check may be purchased for 1/2 the listed price.
In addition, each character begins play with set of clothing worth 10 gp or less.
The armor or other protective devices you purchase may affect his starting Armor Class, so once you have purchased armor or other protective devices you can determine your Armor Class (AC).
Note: This campaign will be using the Cost of Living rules. A character’s economic station may effect certain social skill modifiers.
Starting Gold Above 1st level: If you are creating a character or creature at a level other than 1st you should consult the following table to determine your starting gold.
Table: Character Wealth by Level
|PC Level||Wealth||PC Level||Wealth|
|2||1,000 gp||12||108,000 gp|
|3||3,000 gp||13||140,000 gp|
|4||6,000 gp||14||185,000 gp|
|5||10,500 gp||15||240,000 gp|
|6||16,000 gp||16||315,000 gp|
|7||23,500 gp||17||410,000 gp|
|8||33,000 gp||18||530,000 gp|
|9||46,000 gp||19||685,000 gp|
|10||62,000 gp||20||880,000 gp|
9) Determine Saving Throws, Initiative, and Attack Values.
Calculate all of the character’s other mechanical details, such as his or her saving throws, initiative modifier, and attack values. All of these numbers are determined by the decisions made in previous steps, usually determined by your class choice.
10) Description & Personality
Choose or make up a name for your character, determine his or her age, alignment, and physical appearance (such as height, weight, eye and hair color etc). It is helpful to think of a few unique personality quirks as well, to help you play the character during the game.
Here are some excellent naming resources:
* 20000 Names.Com —Names From Around the World! Includes fantasy and mythological names, organized by category.
* Random Name Generator @ Squid.org —Select cultural or fantasy templates for a randomly generated list of names.
* Yet Another Fantasy Name Generator —A random fantasy name generator that generates reasonably usable content.
11) Background and Considerations
Come up with a background, but keep it flexible enough to accommodate existing connections to other PCs. This will be covered in a round-robin “storytelling” Q&A the first session.
Select a region of origin, but remember we assume as a baseline that your character will work for the Royal Homeland Constabulary, a Risuri organization created by King Aodhan to monitor threats to his nation, both home-grown and from foreign lands (think: His Majesty’s Secret Service). Every constable must have passed a background check and magical inquisition to prove his or her loyalty to Risur. These precautions allow even foreign-born citizens to serve, giving the constabulary a valuable tool in pursuing investigations overseas.
Groups of RHC members are often assigned to pool their talents to accomplish dangerous and complex tasks, such as rescue missions, surveillance to catch smugglers and traitors, and even espionage or assassination. Remember that your character is going to be part of a team—so communicate with the other players to avoid too much overlap of skills and character roles. Cover the essentials. The game world functions as if it does not know or care that your group lacks someone who can, say, disable traps, detect magic auras, or remove blindness.
Your PC should have a strong devotion to Risur, though PCs can certainly have other affiliations and allegiances that may eventually draw them away. Additionally, over the course of the campaign the PCs will encounter other power groups with their own motivations. One of the themes of the campaign is deciding what one believes in and why, so feel free to nudge your fellow PCs toward one faction or another as the campaign progresses. Remember, though, that games can quickly turn unfun without party unity.
Finally, each player must pick two districts in the city of Flint and come up with (or roll for) a contact his or her character has in each district. A contact is a 1st level NPC and could be a friend or family member, a criminal informant, an ex-lover, a merchant whose shop you frequent, a minor noble who owes you a favor, a religious figure, or many other options. These NPCs help connect the PCs to the city, and will come in handy. The player determines the contact’s name, NPC class and key skills, job, background, and connection to the PC.