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In this page, you will learn the basics of Character Creation, and how to craft your character's statistics and abilities.

StatisticsEdit

A character's main statistics are ability scores and skill proficiency.

Ability scores are customizable, but bonuses are given based on a character's race. Skills are based on both a related ability score and a character's job.

Ability Description Skills
Strength Physical power. Used for manual labor and martial combat. Athletics
Dexterity Physical finesse. Used for movement. Acrobatics, Sleight of Hand, Stealth
Constitution Physical health. Used for resistance. None
Intelligence Book knowledge. Used for analytical abilities and mechanical combat. History, Investigation, Mechanics, Nature, Religion
Wisdom World knowledge. Used for practical abilities. Animal Handling, Insight, Medicine, Perception, Survival
Charisma Interpersonal acumen. Used for social interactions. Deception, Intimidation, Performance, Persuasion

Choose a RaceEdit

A character's race dictates place of birth, as well as the abilities in which he or she has an advantage.

RakkEdit

Cunning capitalist people from the cliffs of Raken.

Your Strength score increases by 2, and your Intelligence score increases by 1.

SaultEdit

Hardy seafaring people from the coasts of Raken.

Your Constitution score increases by 2, and your Wisdom score increases by 1.

Ga'alEdit

Zealous and sociable people from the mountains of Labuga'al.

Your Charisma score increases by 2, and your Constitution score increases by 1.

HasoleriEdit

Intelligent and pragmatic people from the marshes of Hasolere.

Your Intelligence score increases by 2, and your Dexterity score increases by 1.

AnozirEdit

Sly and nomadic people from the deserts of the Vastness.

Your Dexterity score increases by 2, and your Charisma score increases by 1.

NolanderEdit

Wise and independent people from the plains of the Nolands.

Your Wisdom score increases by 2, and your Strength score increases by 1.

Choose a JobEdit

Main article: Job Classes

Specific jobs are sorted into four, general classes. A character's class dictates combat statistics, while his or her job dictates place of residence and means of living.

A character's Race does not limit one's Job class, but the Job dictates the character's current residence.

IntellectualEdit

speed: 30

armor class:12

coin: 25 (courier 10)

Theorist
You reside in Hasolere. You gain proficiency in History, Investigation and Religion (3 Intelligence skills).
Thaumaturgist
You reside in Hasolere. You gain proficiency in Mechanics, Medicine and Nature (2 Intelligence, 1 Wisdom skill).
Augur
You reside in Labuga'al. You gain proficiency in Performance, Persuasion and Religion (2 Charisma, 1 Intelligence skill).
Almoner
You reside in Labuga'al. You gain proficiency in Animal Handling, Insight and Medicine (3 Wisdom skills).
Proprietor
You reside in Raken. You gain proficiency in Deception, Insight and Persuasion (2 Charisma, 1 Wisdom skill).
Financier
You reside in Raken. You gain proficiency in Investigation, Perception and Sleight of Hand (1 Dexterity, 1 Intelligence, 1 Wisdom skill).
Courier
You reside in the Nolands. You gain proficiency in Investigation, Sleight of Hand and Survival (1 Dexterity, 1 Intelligence, 1 Wisdom skill).

SocialEdit

speed: 30

armor class:15

coin: 25 (merchant 10)

Efficist
You reside in Hasolere. You gain proficiency in Athletics, Mechanics and Nature (2 Intelligence, 1 Strength skill).
Vicar
You reside in Labuga'al. You gain proficiency in Deception, Insight and Persuasion (2 Charisma, 1 Wisdom skill).
Scholar
You reside in Raken. You gain proficiency in History, Perception and Performance (1 Intelligence, 1 Wisdom, 1 Charisma skill).
Merchant
You reside in the Nolands. You gain proficiency in Perception, Stealth and Survival (2 Wisdom, 1 Dexterity skill).

MartialEdit

speed: 35

armor class:12

coin: 15 (necrophage 0)

Caliologist
You reside in Hasolere. You gain proficiency in Acrobatics, Nature and Stealth (2 Dexterity, 1 Intelligence skill).
Missionary
You reside in Labuga'al. You gain proficiency in Acrobatics, Athletics and Intimidation (1 Strength, 1 Dexterity, 1 Charisma skill).
Sailor
You reside in Raken. You gain proficiency in Acrobatics, Sleight of Hand and Survival (2 Dexterity, 1 Wisdom skill).
Necrophage
You reside in the Vastness. You gain proficiency in Deception, Intimidation and Stealth (2 Charisma, 1 Dexterity skill).

Physical Edit

speed: 25

armor class:17

coin: 5 (predator 0)

Agriculturalist
You reside in Hasolere. You gain proficiency in Animal Handling, Medicine and Nature (2 Wisdom, 1 Intelligence skill).
Meteorologist
You reside in Hasolere. You gain proficiency in History, Investigation and Religion (3 Intelligence skills).
Wright
You reside in Labuga'al. You gain proficiency in Athletics, History and Mechanics (2 Intelligence, 1 Strength skill).
Sexton
You reside in Labuga'al. You gain proficiency in Acrobatics, Animal Handling and Perception (2 Wisdom, 1 Dexterity skill).
Laborer
You reside in Raken. You gain proficiency in Athletics, Mechanics and Performance (1 Strength, 1 Intelligence, 1 Charisma skill).
Vendor
You reside in Raken. You gain proficiency in Insight, Persuasion and Sleight of Hand (1 Dexterity, 1 Wisdom, 1 Charisma skill).
Predator
You reside in the Vastness. You gain proficiency in Animal Handling, Intimidation and Survival (2 Wisdom, 1 Charisma skill).

Choose a WeaponEdit

A character can select any weapon from the list below as a starting weapon. However, they can only wield it in battle if they meet the statistic requirements of all of its properties.

Light
Small and wielded in a single hand, any two light weapons may be taken as starting weapons.
Heavy
Crafted into formidable shapes of wood, bone and metal, heavy weapons sacrifice speed for damage.
Heavy weapons require at least +2 Strength.
Finesse
Finesse weapons are artful and deceptively powerful, if wielded by an appropriately agile warrior.
Finesse weapons require at least +2 Dexterity.
Ammunition
Complex mechanisms of whirring gears, snapping triggers and even modest explosives, ammunition weapons strike from afar and with minimal effort.
Ammunition weapons require at least +1 Mechanics skill.

StatisticsEdit

Name Damage Properties
Club 1 bludgeoning Light
Dagger 1d4 piercing Light
Mace 1d4 bludgeoning -
Quarterstaff 1d4 bludgeoning Finesse
Spear 1d4 piercing Finesse
War pick 1d6 piercing Heavy
Crossbow 1d6 piercing Ammunition
Stave sling 1d6 bludgeoning Ammunition
Longsword 1d6 slashing -
Rapier 1d6 piercing Finesse
Thunder bombs 1d6 bludgeoning Ammunition
Ceramic shells 1d6 slashing Ammunition
Battleaxe 1d8 slashing Heavy
Warhammer 1d8 bludgeoning Heavy
Longbow 1d8 piercing Finesse, Ammunition
Ballista 1d8 piercing Heavy, Ammunition

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