The Chosen Of Faerûn

The Chosen Of Faerûn - Character Creation

a part of “The Chosen Of Faerûn”, a fictional universe by Intricacy.

You awake, far from the life you knew, in a forest clearing, near a shrine of sorts. Around you, others are stirring, and as you struggle to piece together what happened, the true reality of why you have been brought here begins to unfold.

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This conversation is an Out Of Character (OOC) part of the roleplay, “The Chosen Of Faerûn”.
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The Chosen Of Faerûn - Character Creation

Tips: 0.00 INK Postby Intricacy on Thu Sep 06, 2018 6:26 pm

The format for all characters to follow is attached below. It is seperated into 4 different areas, each of which will be detailed further.

1. General Character Information
-- The first section is general information about your character, such as name, age, gender, etc. Very self explanatory.

2. Character Appearance
-- The second section is for detailed information about what makes your character look unique and how they appear to others. Again, this section should be very straightforward to fill out.

3. Class Information
-- The third section is a lot more complicated, if you haven't played D&D, but even if you have, it's not as simple as reading from the player handbook. You'll need to refer to the following sections on Classes, Skills, Features and Equipment as you fill it out, as it will define how well your character performs when it comes to certain actions.

4. Personality and History
-- The fourth and last section is for adding more depth to your character and making them stand out from "generic adventurer #1". The information you add here will add volumes to your story (past, present, and future), and allow me to cater to who your character actually is. Add as much detail as you like - make your character be who you want to be.

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Re: The Chosen Of Faerûn - Character Creation

Tips: 0.00 INK Postby Intricacy on Thu Sep 06, 2018 6:43 pm

Choosing A Class

Choosing a class is perhaps the hardest part of creating a character, and is partly determined by who your character wants to be. They may choose a class in order to accentuate their strengths, or to compensate for their shortcomings. Sometimes, its about being who they could never be, or who they always wanted to be, if they are not the same thing. Take a moment to decide whether your character is going to be a physical fighter (using weapons, or their hands...), or an arcane fighter (using magical means to fight your adversaries).

N.B. Your choice of class will determine your base statistics.

Physical Classes

  • Barbarian - A ferocious warrior guided by fury and instinct. Large weapons are a must.
  • Fighter - A warrior with unequaled skill with weapons. Can use all weapons, but specialises in one of choice.
  • Monk - A martial artist and master of exotic powers. Unarmed specialist.
  • Paladin - A champion of justice, strengthened by an array of divine powers. Sword and shield or greatswords preferred.
  • Ranger - A cunning, skilled warrior of the wilderness. Uses bows or two weapon fighting.
  • Rogue - A skillful scout and spy who utilizes stealth. Uses light weapons and small bows/crossbows.
  • Swashbuckler - A daring fighter who uses their wit to outsmart and outmaneuver. One-handed weapons are a speciality

Arcane Classes

  • Bard - A performer and jack-of-all trades whose music works magic. May use simple weapons and bows/crossbows.
  • Cleric - A master of divine magic and a capable warrior as well. May only wield simple weapons.
  • Druid - One who draws energy from the natural world. Uses simple weapons.
  • Sorcerer - A spellcaster with inborn magical ability. May wield simple weapons, or an arcane focus.
  • Warlock - A spellcaster with ties to dark, supernatural powers. May wield simple weapons, or an arcane focus.
  • Wizard - A spellcaster schooled in the arcane arts. May wield simple weapons, or an arcane focus.

Building Your Character

Now that you've decided the type of character you want to be, it is time to get into the specifics of your specific class. Find your choice in the spoilers below, and within should be all the necessary knowledge to fill in the Class section of your character sheet.

Spoiler: show
Barbarians are brave, even reckless warriors whose great strength and heartiness makes them well suited for adventure. Where the fighter would rely on training and discipline, the barbarian enters a berserker state that makes him stronger, tougher, and more determined but less concerned with his health. These spectacular rages leave him winded, and he only has the energy for a few a day, but those usually suffice. He also knows the wild and runs at great speed.

Level 1 Features:
-- A barbarian can fly into a screaming blood frenzy a certain number of times per day. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. In brief, you can dish out more damage in a fight when raging, but you are more likely to get hit by others.
Fast Movement:
-- You move considerably faster than most in combat, and are able to close ground on those you fight quickly.

Major Skills: Intimidate, Listen, Parry, Survival, and Taunt.
Minor Skills: Craft Weapon, Craft Armor, Craft Trap, plus any 2 other unpicked skills.

Proficiencies: Light Armor, Medium Armor. Simple Weapons, Martial Weapons.

Spoiler: show
Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent.

Of all the classes, the Fighter has the best all around fighting capabilities (hence the name). Fighters are familiar with all the standard weapons and armors. In addition to general fighting prowess, each Fighter develops particular specialties of his own. A given Fighter may be especially capable with certain weapons; another might be trained to execute specific fancy maneuvers. As fighters gain experience, they get more opportunities to develop their fighting skills. Thanks to their focus on combat maneuvers, they can master the most difficult ones relatively quickly.

It is important that you decide what sort of fighting style you wish to specialise in, as your progression and gained features will vary. Choose from one the following:

  • Sword and Shield - Using a one-handed weapon with a shield, you gain the Combat Expertise feature.
    Combat Expertise:
    -- A character with this feat can make defensive attacks, gaining a +3 bonus to armor but receiving a -3 penalty to attack rolls.
  • One-handed - Using weapons such as a longsword, you gain the Dodge feature.
    -- The character gains a +1 dodge bonus to armor against attacks from his current target or last attacker.
  • Two-handed - Using a large twohanded weapon, you gain the Power Attack feature.
    Power Attack:
    -- A character with this feat can make powerful but ungainly attacks. When Power Attack is selected, it grants a +6 bonus to the damage roll, but at the cost of −3 to the attack roll. Power Attack does not add bonus damage to a light weapon (except with unarmed strikes or natural weapon attacks), but the penalty to attack rolls still applies. Certain classes like the Frenzied Berserker enjoy a more favorable bonus to damage. Favored Power Attack can also increase the bonus.
  • Two Weapon - Using two weapons, one in each hand, you gain the Two Weapon Fighting feature.
    Two Weapon FIghting:
    -- Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off-hand lessens by 6.

    If you wield a second weapon in your off-hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each.
  • Throwing - Using throwing weapons such as shurikens, throwing axes or similar small throwing weapons, you gain the Mobility feature.
    -- A character with this feat has learned to avoid attacks of opportunity more effectively, gaining a +4 dodge bonus to armor against them.
  • Ranged - Using a bow or crossbow, you gain the Rapid Shot (for bows) or Rapid Reload (for crossbows), depending on which you would like to specialise with.
    Rapid Reload/Rapid Shot:
    -- A character with this feat gains an extra attack per round with a ranged weapon. When a Rapid Shot is attempted, the extra attack is made at the character's highest base attack bonus, but all attacks within the round suffer a -2 penalty.

Major Skills: Intimidate, Lore, Parry, Tumble and Taunt.
Minor Skills: Craft Weapon, Craft Armor, plus any 3 other unpicked skills.

Proficiencies: Light Armor, Medium Armor, Heavy Armor. Simple Weapons, Martial Weapons, Shields.

Spoiler: show
The key feature of the monk is his ability to fight unarmed and unarmored. Thanks to his rigorous training, he can strike as hard as if he were armed and strike faster than a warrior with a sword. Though a monk casts no spells, he has a magic of his own. He channels a subtle energy, called ki, which allows him to perform amazing feats. The monk's best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows him to dodge an attack even if he is not consciously aware of it. As a monk gains experience and power, his mundane and ki-oriented abilities grow, giving him more and more power over himself and, sometimes, over others.

Proficiencies: club, crossbow (light), crossbow (heavy), dagger, handaxe, kama, quarterstaff, shuriken, and sling.

Level 1 Features:
AC Bonus:
-- A monk has a sixth sense that lets him avoid even unanticipated attacks. When unarmored, the monk adds his Wisdom bonus (if any) to his armor rating. In addition, a monk gains a +1 bonus to armor rating at 5th level. He loses these bonuses when he is immobilized or helpless, when he wears any armor, or when he carries a shield.
Flurry of Blows:
-- When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with a kama, a quarterstaff or shuriken.
Unarmed Strike:
-- At 1st level, a monk gains improved unarmed strike as a bonus feat. In addition, a Monk does more damage than other characters with unarmed attacks, and can deal lethal damage with his fists.
Stunning Fist:
-- A character with this feat can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty. If successful, the target must succeed at a Fortitude save (DC 10 + 1/2 the attacker's level + the attacker's Wisdom modifier) or be held for three rounds. This attack may be used once per day for every four levels of the character. Constructs and undead are immune to this attack, as are any creatures that are immune to critical hits.

Major Skills: Concentration, Diplomacy, Parry, Spot, and Tumble
Minor Skills: Hide, Listen, Lore, Move silently, plus 1 unpicked skill

Spoiler: show
Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Finally, a paladin can use this power to destroy evil. Even a novice paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. Many of the paladin's special abilities also benefit from a high charisma score.

Proficiencies: Weapons, Simple & Martial. Armor, Light, Medium, Heavy & Shields. (except tower shields)
Level 1 Features:
Smite Evil:
-- Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin attempts to smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of seven times per day at 30th level.
Major Skills: Concentration, Diplomacy, Heal, Lore and Parry.
Minor Skills: Craft armor, Craft weapon, and 3 unpicked skills.

Spoiler: show
A ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, much as a druid does.

Proficiencies: Weapons, Simple & Martial. Armor, Light & Shields. (except tower shields)
Major Skills: Lore, Move Silently, Search, Set Trap and Survival
Minor Skills: Concentration, Craft (alchemy, armor, trap, weapon), Heal, Hide and Parry
Level 1 Features:
-- A ranger has the ability to find and read tracks, but he moves slowly when doing so.
Favored Enemy:
-- At 1st level, a ranger may select a type of creature as his favored enemy. The ranger gains a +1 bonus on Bluff, Listen, Spot, and Taunt checks, and also a +1 bonus on weapon damage rolls against their favored enemy. At 5th level, and every five levels after that, the ranger can choose an additional favored enemy and gains +1 to all favored enemy bonuses.

Spoiler: show
Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

Proficiencies: Weapons: Simple & Rogue ~ handaxe, rapier, shortbow, and shortsword. Armor, Light.
Major/Minor Skills: Choose 5 from the following for each (you may not choose a skill twice): Appraise, Bluff, Craft (alchemy, trap, weapon), Diplomacy, Disable Device, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Taunt, Tumble, and Use Magic Device.
Level 1 Features:
Sneak Attack:
-- If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.
-- Rogues (and only rogues) can use the search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

Spoiler: show
The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making her a versatile character indeed.

Proficiencies: Weapons, Simple & Martial. Armor, Light (only).
Major Skills: Bluff, Diplomacy, Parry, Taunt, and Tumble.
Minor Skills: Craft Weapon, Craft Armor, Lore, plus 2 unpicked skills.
Level 1 Features:
Weapon Finesse:
-- A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength). Automatic when using any of the following weapons: dagger, handaxe, kama, kukri, light hammer, mace, rapier, short sword, sickle, whip and unarmed strike.

Spoiler: show
A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that wizards and sorcerers often use. In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound. Bards have some of the skills that rogues have, although bards are not as focused on skill mastery as rogues are. A bard listens to stories as well as telling them, of course, so he has a vast knowledge of local events and noteworthy items.

Proficiencies: Weapons, Simple & Bard ~ (longsword, rapier, shortbow, and shortsword) Armor, Light & Shields (except tower shields)
Major/Minor Skills: Choose 5 from the following for each (you may not pick the same skill twice): Appraise, Bluff, Concentration, Craft (alchemy, armor, trap, weapon), Diplomacy, Hide, Listen, Lore, Move Silently, Parry, Perform, Sleight of Hand, Spellcraft, Taunt, Tumble and Use Magic Device.
Level 1 Features:
Bardic Inspiration:
-- You can sing songs that can improve morale and mystically enhance the offensive and defensive strengths of the bard and his or her companions. These are constantly active buffs to the party and the bard with specific effects. Only 1 inspiration may be active at any time. At Level 1, you have the song, Inspire Courage.
Inspire Courage:
-- A bard can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. This gives a bonus to hit and damage. It starts at +1, and becomes +2 at 8th level, +3 at 14th level, and +4 at 20th level.
Bardic Music:
-- You can sing a song to help allies and hinder foes. As you progress in level and Performance skill, new songs become available and older songs become more powerful (Bard level/day). The result of this feature is dependent on your Perform skill.

Spoiler: show
Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced Cleric can bring people back from the brink of death, and an experienced Cleric can bring back people who have crossed over that brink. As channelers of divine energy, clerics can affect undead creatures. A Cleric can turn away or even destroy undead. Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells the way it does with arcane spells.

Proficiencies: Weapons, Simple. Armor, Light, Medium, Heavy & Shields. (except tower shields)
Major Skills: Concentration, Diplomacy, Heal, Parry and Spellcraft.
Minor Skills: Craft Alchemy, Craft Weapon, Lore, plus 2 unpicked skills.
Level 1 Features:
-- At level 1, a cleric knows the following spells:
-- Cure Minor Wounds: Cures 4 points of damage.
-- Inflict Minor Wounds: Touch attack, 1 point of damage.
-- Light: Object shines like a torch.
-- Resistance: Subject gains +1 on saving throws.
-- Virtue: Subject gains 1 temporary hp.
-- At level 1, a cleric also knows 2 of the Level 1 spells found here: (Just copy the name and brief description into your character sheet.
Turn Undead:
-- Any Cleric has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol. A Cleric can turn or destroy undead creatures, depending on the level of the Cleric versus the creatures affected.

Spoiler: show
Sorcerers cast arcane spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. Sorcerers know fewer spells than wizards do and acquire powerful spells more slowly than wizards, but they can cast spells more often and have no need to select and prepare their spells ahead of time. Sorcerers do not specialize in certain schools of magic the way wizards sometimes do. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they don't have the background of arcane knowledge that most wizards have. However, they do have more time to learn fighting skills, and they are proficient with simple weapons. They cast more spells per day than wizards but have a shorter array of them.

Proficiencies: Weapons, Simple. Armor, NONE; Armor of any type interferes with a sorcerer's arcane gestures, which can cause his spells to fail.
Major Skills: Bluff, Concentration, Craft (alchemy), Lore, and Spellcraft.
Minor Skills: Any 5 unpicked skills.

Level 1 Features:
Summon Familiar:
-- A character with this feat may summon a familiar once per day, which grants a bonus dependent on the type of familiar. If the familiar dies, the character suffers -2 to Constitution, but may summon the familiar again on the following day. The caster may choose an intended type of familiar (listed below), but there is a 40% chance that it will be chosen at random.
Bat: Master gains +3 to Listen checks.
Beetle: Master gains +1 hit point per level.
Cat: Master gains +2 to move silently and hide checks.
Pig: Master gains +3 to diplomacy checks.
Rabbit: Master gains +1 bonus to all saves.
Rat: Master gains +2 to fortitude saves.
Spider: Master gains +3 to bluff checks.
Weasel: Master gains +2 to reflex saves.

-- You begin knowing 4 level-0 (Cantrip) spells, and 2 level-1 spells of your choice from the list here:
-- You may cast 5 cantrips and 3 level-1 spells per day at 1st level - this increases with levels.

Spoiler: show
Born of a supernatural bloodline, a Warlock seeks to master the perilous magic that suffuses his soul. Unlike Sorcerers and Wizards, who approach arcane magic through the medium of spells, a Warlock invokes powerful magic through nothing more than an effort of will. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards. By harnessing his innate magical gift through fearsome determination and willpower, a Warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of Eldritch power.

Proficiencies: Weapons, Simple. Armor, Light. A Warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. A Warlock wearing Medium or Heavy Armor or using a shield incurs a chance of arcane Spell Failure.
Major/Minor Skills: Choose 5 from the following for each (you may not choose the same skill twice): Bluff, Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Heal, Intimidate, Lore, Spellcraft, Taunt and Use Magic Device.
Level 1 Features:
Eldritch Blast:
-- An eldritch blast is a warlock's most useful natural ability. Eldritch blast is treated as a ranged touch attack (and as such, your Dexterity factors into the attack bonus). By default, eldritch blast has no specific type and is limited to a range of 30 feet, with no saving throw (but spell resistance applies), and has an effective caster level (ECL) of 1. Eldritch essence & blast shape invocations will modify the effects of the blast. This usually increases the ECL. If it has an additional effect that applies a save, your Charisma modifier will be applied to the difficulty class.
-- As a warlock, your repertoire of spells come from invocations, which may be used an infinite number of times per day, much like Eldritch Blast. At Level 1, you know 2 Invocations at the lowest level (Least).
Darkness (Least Invocation)
-- All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using Ultravision. Lasts approximately 6-10 seconds.
Hideous Blow (Least Invocation):
-- This invocation charges your melee attack with the power of an eldritch blast. If you successfully hit with your melee attack, the target is affected as if struck by your eldritch blast. This damage is in addition to any weapon damage that you deal with your attack, although the eldritch blast effect will NOT trigger if no damage is caused by the weapon itself. Doing elemental damage or some other bonus damage effect from the weapon is enough though to trigger the blast. This invocation lasts until you successfully hit with your melee attack.

Spoiler: show
Wizards are arcane spellcasters who depend on intensive study to create their magic. To Wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, Wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The Wizard's strength is his spells. Everything else is secondary. He learns new spells as he experiments and grows in experience, and he can also learn them from other Wizards. In addition to learning new spells, a Wizard can, over time, learn to manipulate the spells so they go farther, work better, or are improved in some other way. Some Wizards prefer to specialize in a certain type of magic. Specialization makes a Wizard more powerful in his chosen field, but it denies him access to some of the spells that lie outside that field.

Proficiencies: Weapons, Wizard ~ club, dagger, heavy crossbow, light crossbow, and quarterstaff. Armor, NONE; Armor of any type interferes with a Wizard's movements, which can cause his spells to fail.
Major Skills: Concentration, Craft (alchemy, armor, weapon), Lore, Spellcraft and Spot
Minor Skills: Any 5 unpicked skills.

Level 1 Features:
-- The Wizard must choose whether to specialize and, if he does so, choose his specialty at 1st level. At this time, he must also give up another school of magic, which become his prohibited school (see table below). A Specialist Wizard then can prepare one additional spell per spell level each day. Unlike in the original DnD rules, the additional spell need not be of the specialist school. Spells of the prohibited school or schools are not available to the Wizard, and he can not cast such spells from scrolls. He can use wands with prohibited school spells though. He may not change his specialization later. This does not only affect a Wizards spell selection; school specialization takes precedence over other base classes or Use Magic Device checks. A wizard may elect not to specialize at Level 1, and forgo the extra spell slots. The list below should be read as:
"Specialist School" - "Forbidden School".
Abjuration - Conjuration
Conjuration - Transmutation
Divination - Illusion
Enchantment - Illusion
Evocation - Conjuration
Illusion - Enchantment
Necromancy - Divination
Transmutation - Conjuration

-- A Wizard casts Arcane spells, which are drawn from the Sorcerer/Wizard Spell List. A Wizard must choose and prepare his spells ahead of time. Wizards learn new spells from Wizard scrolls they find during play. A Wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook. A Wizard begins play with a spellbook containing all 0-level Wizard spells (except those from her prohibited school or schools, if any) plus three 1st-level spells of your choice. At each new Wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new Wizard level) for her spellbook. For example, when a Wizard attains 5th level, he can cast 3rd-level spells. At this point, he can add two new 3rd-level spells to his spellbook, or one 2nd-level spell and one 3rdlevel spell, or any combination of two spells between 1st and 3rd level. At any time, a Wizard can also add spells found in other Wizards' spellbooks to his own.
-- tl;dr - Add all Level-0 (Cantrip) spells and 2 Level-1 spells to your spell book on the character sheet, except ones that are from your forbidden school of magic, if you chose to specialise in a school. At first level, you may cast up to 3 level-0 spells and 1 level-1 spell between resting. You can not cast spells from your forbidden school unless imbued in a wand, and you can't cast spells that are not in your spellbook. You can gain more by reading scrolls, or levelling up.

Scribe Scroll:
-- You can create a scroll of any spell that you know. Scribing a scroll is accomplished by casting a spell on a blank scroll in your inventory. Creating a scroll costs gold pieces based on the relative power of the spell. Scrolls containing first level spells can cost hundreds of gold pieces while those made with higher level spells can cost several thousand. Any arcane or divine spell of any level may be placed on a scroll. Warlock invocations cannot be placed on scrolls.

Summon Familiar:
-- A character with this feat may summon a familiar once per day, which grants a bonus dependent on the type of familiar. If the familiar dies, the character suffers -2 to Constitution, but may summon the familiar again on the following day. The caster may choose an intended type of familiar (listed below), but there is a 40% chance that it will be chosen at random.
Bat: Master gains +3 to Listen checks.
Beetle: Master gains +1 hit point per level.
Cat: Master gains +2 to move silently and hide checks.
Pig: Master gains +3 to diplomacy checks.
Rabbit: Master gains +1 bonus to all saves.
Rat: Master gains +2 to fortitude saves.
Spider: Master gains +3 to bluff checks.
Weasel: Master gains +2 to reflex saves.

You may have chosen a class that allows you to pick a number of additional skills, but of course that requires you to know what all those selectable classes are. Here they are, with a brief description:

  • Appraise allows characters to estimate the value of an item.
  • Bluff helps the character make the outrageous seem true. The skill encompasses fast-talking, conning, acting, and misdirection through words or body language.
  • Concentration: A player with high concentration is particularly good at focusing their mind.
  • Craft Alchemy: The character knows how to create a variety of alchemical items, such as alchemist's fire, acid, and poisons. He can also extract raw, magical essences from the remains of certain creatures, which can then be used in the crafting of magical items.
  • Craft Armor allows a character to craft armor and shields from a variety of materials.
  • Craft Trap: The character using this skill can combine raw components to form various trap kits. Creating a trap kit requires a trap kit mold, which can be purchased from many merchants throughout the game, a number of elemental components (see below), and access to a blacksmith's workbench and a Smith Hammer item.
  • Craft Weapon allows a character to create most types of weapons and ammunition from different materials.
  • Diplomacy involves etiquette, social grace, tact, subtlety, and a way with words. This skill represents the ability to give others the right impression of yourself, to negotiate effectively, and to influence others.
  • Disable device allows you to attempt to disable dangerous devices such as traps.
  • Heal affects your ability to use healing kits.
  • Hide: Use the hide skill to sink back into the shadows and proceed unseen, to approach a wizard's tower under cover of brush, or to tail someone through a busy street without being noticed.
  • Intimidate: The character can use intimidate to get a bully to back down or make a prisoner give him the information he wants. Intimidation can occur either through brute force and appearance or through threatening use of language.
  • Listen: This skill is used to listen for approaching enemies and to detect someone sneaking up on you.
  • Lore allows a character to identify unknown magic items and can represent general knowledge and trivia a character has learned.
  • Move silently allows you to move unheard while using stealth.
  • Open Lock allows the character to enter locked rooms and open locked containers, with the aid of Thieve's Tools. Without it you might only be able to force them open.
  • Parry: When you use a melee weapon or fight unarmed you can use the parry skill to enter a defensive stance. This allows you to block one melee attack at a time and make counter-attacks against less experienced opponents.
  • Perform: The perform skill allows the character to impress audiences with your talent and skill as a performing artist.
  • Search: The search skill lets a character discern some small detail or irregularity through active effort, such as secret doors, traps, hidden compartments, and other details not readily apparent.
  • Set Trap: By using trap kits you can set traps that are visible for your allies but may prove deadly for your foes.
  • Sleight of Hand allows a character to pick the pocket of an NPC.
  • Spellcraft allows a character to identify spells as they are cast. It also increases the character's saving throws against spells.
  • Spot: This skill is used to spot stealthed characters.
  • Survival: This affects your ability to survive in the wild, and your knowledge of the environment.
  • Taunt is used to provoke an enemy into dropping his guard for a short time.
  • Tumble is the ability to dive, roll, somersault, flip, and so on.
  • Use Magic Device allows a character to use a magic item as if your character had the required class, race, or alignment.

Great! We're almost done with this part of character creation... Now it's time to get you a weapon to use. Over the course of the story, you'll find new and more effective weapons and armor over the course of the story, but you will start with a basic weapon and armor depending on your class.

Anybody but a druid, monk, rogue, or wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls.

From the list below, find a suitable weapon (excluding armor spikes or shield spikes), as determined by your class proficiencies (found above!), and add it to your character sheet. In the next (and last, thankfully!) section, we will cover the armor types available to you as a player.

Simple Weapons

  • Club
  • Dagger
  • Dart
  • Gauntlet
  • Heavy Crossbow
  • Heavy Mace
  • Javelin
  • Light Crossbow
  • Light Mace
  • Longspear
  • Morningstar
  • Punching Dagger
  • Quarterstaff
  • Shortspear
  • Sickle
  • Sling
  • Spear
  • Spiked Gauntlet

Martial Weapons

  • Armor Spikes
  • Axe, Throwing
  • Battleaxe
  • Falchion
  • Flail, Heavy
  • Flail, Light
  • Glaive
  • Greataxe
  • Greatclub
  • Greatsword
  • Guisarme
  • Halberd
  • Hammer, Light
  • Handaxe
  • Katana
  • Lance, Heavy
  • Lance, Light
  • Longbow
  • Longbow, Composite
  • Longspear
  • Longsword
  • Pick, Heavy
  • Pick, Light
  • Ranseur
  • Rapier
  • Sap
  • Scimitar
  • Scythe
  • Shield Spikes
  • Shortbow
  • Shortbow, Composite
  • Sword, Bastard
  • Sword, Short
  • Trident
  • Wakizashi
  • Waraxe, Dwarven
  • Warhammer


Exotic Weapons

  • Bastard Sword
  • Bolas
  • Dire Flail
  • Dwarven Urgrosh
  • Dwarven Waraxe
  • Gnome Hooked Hammer
  • Hand Crossbow
  • Kama
  • Net
  • Net of Snaring
  • Nunchaku
  • Orc Double Axe
  • Repeating Heavy Crossbow
  • Repeating Light Crossbow
  • Sai
  • Shuriken
  • Siangham
  • Spiked Chain
  • Two-Bladed Sword
  • Whip


ImageYou're almost set for the class and gear part of your character sheet! All that's left is to decide what armor you will decide to start with. You can of course improve this further or buy new gear - the choice is yours. The list is split into 4 categories - minimal, light, medium and heavy. Characters with NONE as their armor proficiencies, such as Wizards or Sorcerers, are limited to a selection from the Minimal category - otherwise, all characters may choose a set from this list as determined by their proficiencies granted by class choice. All characters have a set of simple clothing of their own design (in keeping with Forgotten Realms style attire), including boots or shoes, as per choice.


  • Robes - In any fashion you wish, robes provide no physical protection, but allow you to cast spells to maximum efficiency. Any clothing underneath the robes does not affect casting.


  • Padded - A set of armor made from animal furs or plant fibers and straps of leather or natural woven materials. Minimal physical protection. Cold resistant.
  • Leather - Basic leather armor covering the torso, arms and upper legs. Light protection, and used for trainee soldiers.
  • Studded Leather - A number of treated leather pieces makes up each section, held together by metal studs. Light, with the best overall coverage for its weight category.
  • Chain Shirt - While this purely consists of a chainmail shirt under the clothing, it does a fine job protecting vital areas, such as the torso and arms. This gives a great compromise between protection and mobility, and is a prime choice for those who tend to keep clear of the frontlines, such as Bards, or those with ranged projectiles.


  • Hide - Thick, treated animal hides make up the bulk of this armor, giving good overall protection and protection, for a more affordable cost.
  • Scale Mail - A thin leather shirt covered with hundreds of small metal "scales", held by small studs. Includes pauldrons and gauntlets for excellent upper body protection. Also includes padded leather greaves, which can be worn under or over clothing.
  • Chainmail - A heavier steel chain shirt covers the torso and upper arms, and the set includes pauldrons and gauntlets. Steel greaves are included for the legs.
  • Breastplate - A steel breastplate, covering the front and back of the torso. A steel helmet, pauldrons, gauntlets and greaves are included.


  • Splint Mail - A composite of leather and steel. Rows of steel plates are layered over a thick leather under armor, each plate held by two studs. Includes a steel helmet, pauldrons, gauntlets and fully armored greaves or skirt, as per choice.
  • Banded Mail - Full metal armor, consisting of large steel plates fused together and reinforced with treated leather straps, worn over a chain shirt. Includes a steel helmet, pauldrons, gauntlets, and fully armored greaves or skirt, as per choice.
  • Half-plate - Full torso coverage steel plate, worn over a long chain shirt. Includes steel helmet, pauldrons, gauntlets, armguards, kneeguards, greaves and boots. Upper legs are partially exposed, allowing greater ease of movement for the wearer. Very heavy armor, and suited to fighters and paladins.
  • Full-plate - Full body coverage steel plates, worn over long chain shirt. Includes steel helmet, pauldrons, gauntlets, armguards, kneeguards, armored leggings, greaves and boots. The ultimate in protection for the materials used and also the most restrictive. Only fighters and paladins are likely to ever wear this set.

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