Time to Make your Adventurer!
Let’s run you through how to create a character. Follow the step by step instructions below. This is the most optimal way for you to build your character from the ground up. The steps will include links that will take you to the appropriate page to make a selection.
Click here and print off a Character Sheet. Make sure that you are printing it “two-sided” if the option is available to you. The last 2 pages are not required if you are not creating a spell caster.
We need to figure out what you are making. What species is your character? What Adventurer class will they be following? This combination will lay out the foundation for what your character will be good at. Choose wisely.
Record the stats for your character based on the information from the Adventurer class you have chosen for them. These will be your characters Base Stats, so go ahead and add those to your Character Sheet. Make sure to write the Race and Class of your character at the top.
It’s time to learn what your characters Features are going to be. Follow the steps for determining their Features, but don’t add anything to the sheet just yet. Keep them on the side for now.
Let’s take a look ar your characters Skills. If you are not a “Skillfull”, you will be given 5 points in 2 specific skills. These are not negotiable, but the additional skill points you get, are. Record this information, but don’t add it to your character sheet just yet.
At level 1, you are able to add Traits to your character for the first time. Look through them for what you want. Use the prerequisites for Traits, and the information about your characters Adventurer Class, to determine where to place your Feature values, and skill points. Keep in mind that some Races apply a bonus or capped maximum for Feature values. When you decide where to place a Feature Value, or where to put your skill points, that is where it will stay; add that information to your character sheet.
Add all of the “Meta Game” information about your characters Race to your character sheet, that hasn’t already been added. There is a location for everything
If your character learns an Elemental Art, now is the time to decide which one they will know. Make sure to add how many Focus Points you have. These are best represented by bubbles that can be filled in one by one.
Add everything you get from your characters Adventurer Class to your character sheet, that hasn’t already been added, except for your starting Natural Resistances. Put those values on the side for now. Make sure to add your Base Spellcasting RR to your character sheet as well. This is the base value of your spell casting Feature.
At level 1, you get to increase your starting Natural Resistances. You can either roll 1d6+2, or choose 5. The number will be how many different Natural Resistances you get to increase by 1. Do this now. Then, add your Natural Resistances to your character sheet.
Everybody has a story. What’s yours? It’s time to choose a background. This will give your character additional bonuses, and determine their starting gear*.
Time to figure out your Battle Caliber. At level 1, the only Battle Caliber increase you should have is from Traits you have acquired. These Traits will tell you that they give you a modifier to your Battle Caliber. Add up all of these numbers, and put that number on the front page of your character sheet where it says “Battle Caliber”.
Your Dodging Ability will be equal to 1/2 your starting Base Wisdom Feature +3. Add your Battle Caliber to this number as well, before adding it to your Character Sheet.
We’re all done! All that’s left to do is choose a name for your character, and meet with your Game Master. They will go over your character sheet with you, and help you answer any questions. They will also go over your characters inventory, and allow you to do your initial shopping trip. It is extremely important that spell casters using spell books to replenish spell power purchase at LEAST one. Don’t forget your spell components. You will be given one weapon of your choosing for free, as long the weapon is something your character is efficient with.