Character Creation Aid

Abria Character Creation Aid

Allowed Materials:
In general any WOTC D&D material is allowed. References to a setting or setting element (such as a deity), might need to be changed, but generally material can be used as is. There are some exceptions listed below:

Races: The racial selection is slightly different. Some races have radically different places in the setting, for example orcs live and work in many towns and cities, and dragonborn are often slaves in the Dragonsworn Empire.
Not Available: Bladelings, Githzerai, Githyanki, Kenku, and Mul are not available as racial choices. These races don’t currently seem to fit, and they add little to the campaign setting.
Changed: The minotaur has had its racial features changed slightly so that they apply to different builds (not just melee attackers). Orcs have been become more versatile, including an improved racial power, choice of ability score bonuses, and second skill bonus to put them more in line with other races. Changelings are called doppelgangers, but otherwise remain the same.
Added: Celephais, Centaur, Ettercap, Fire Elf, Gargoyles, Gigas, Grippli, Lizardfolk, Maenad, Myconian, Naga, Serpente, Slitherin, and Xeph have been added as racial choices.

Classes: Bladesingers are NOT restricted by race. Spellscarred multiclass characters are not allowed. Hybrid characters ARE allowed.

Themes: A variety of themes are available in the campaign. Consult the Themes file for a list of available themes. If you wish to use a theme from another source, consult the DM on if the theme is available and how the theme is changed in the campaign.

Feats: There are several new feats available for the campaign. In brief, if you have a theme or race new to the campaign, there might be one or more new feat options available, there are also several feats that are tied to elements of the campaign or it’s history or geography.

Divinity Feats: A whole new set of divinity feats are available for the setting’s pantheon. Some are re-flavoured versions of existing feats, and some are completely new.

If you wish to use material that is “not allowed” (such as playing a Mul, or a divinity feat for a deity not part of the campaign), you MIGHT be allowed to use it. Determine why you want to use that material. If there is no other similar material that meets the same needs I may be willing to adapt it to the campaign setting, or you can submit your own version that I may use as is or edit/rebalance.

Mechanical Elements
These are the game rules elements you must choose for your character. They determine what your character can do and where your characters strengths and weaknesses are.

Step 1: Class and Race. You can choose class first, race first, or decide on both at once.
Step 1A) Choose a class for your character. This is the single largest decision on what your character’s abilities will be and will influence most of your future choices.
Step 1B) Choose what race your character is. This choice grants you a few signature abilities, and grants you a significant boost to one or two of your ability scores (see next step).

Step 2: Determine your ability scores. These are the general traits of your character. How strong is your character? How smart? Are you graceful and agile, or are you wise and charming?
A brief description of each ability score is listed below, with the importance of each score.

Strength (Str): A measure of physical strength.
-The default ability for melee weapon attacks.
-The default ability for heavy thrown weapon attacks.
-Strength is the key ability for Athletics.
-You use either Strength or Constitution for your Fortitude defence (whichever is higher).

Constitution (Con): Your health, vigour, and stamina.
-Affects how many hit points you have, and your number of healing surges.
-Constitution is the key ability for Endurance.
-You use either Strength or Constitution for your Fortitude defence (whichever is higher).

Dexterity (Dex): Your hand-eye coordination, agility, reflexes, and balance.
-The default ability for ranged weapon attacks, except heavy thrown weapons.
-Determines your initiative (how fast you react in combat, and how often you get to act first).
-Dexterity is the key ability for Acrobatics, Stealth, and Thievery.
-You use either Dexterity or Intelligence for your Reflex defence (whichever is higher).
-When wearing light armour you add either Dexterity or Intelligence for your Armour Class defence (whichever is higher).

Intelligence (Int): Your ability to learn and to reason.
-Intelligence is the key ability for Arcana, History, and Religion.
-You use either Dexterity or Intelligence for your Reflex defence (whichever is higher).
-When wearing light armour you add either Dexterity or Intelligence for your Armour Class defence (whichever is higher).

Wisdom (Wis): Your common sense, perception, self-discipline, and empathy.
-Wisdom is the key ability for Dungeoneering, Heal, Insight, Nature, and Perception.
-You use either Wisdom or Charisma for your Will defence (whichever is higher).

Charisma (Cha): Your force of personality, persuasiveness, and leadership.
-Charisma is the key ability for Bluff, Diplomacy, Intimidate, and Streetwise.
-You use either Wisdom or Charisma for your Will defence (whichever is higher).

You can choose one of the following three sets of scores for your character and assign them however you wish.

Balanced Scores (16 14 14 11 10 10)
You’re strong in one area and aren’t weak in anything. You area also above average in a couple of other fields. You may not be the best at anything, but your not the worst either.

Specialist Scores (18 14 11 10 10 8)
You’re really exceptional in one area, but you have a significant weakness, and are pretty much average in everything else.

Dual Specialist (16 16 12 11 11 8)
You can do two things quite well, but you wind up with a weakness in one other.

Step 3: Choose skills, powers, and feats. You can do this in any order.
Step 3A: Choose skills. Skills measure a character’s ability to do various tasks such as climbing a wall, identifying a monster’s weaknesses, or convincing a guard that you should be allowed to pass.
Each character is trained in multiple skills. These are areas that your character is good at. Anyone can use a skill, but you are much better with that skill if you are trained in it.
Your choice of class will affect how many skills you are trained in, and which skills you can choose from.
Step 3B: Choose Feats. Feats represent natural advantages or special training. Feats allow you to customize your character in a very wide variety of ways.
Not every character can choose every feat. Some feats have ‘prerequisites’ that must be met before you can choose that feat. For example, some feats are available only to wizards, or dwarves, or to characters with a high score in a specific ability score.
Step 3C: Choose powers. Powers are special tricks that you can do. Whether a special weapon attack, a spells you can cast, or the ability to breath fire, powers are the core of your character’s abilities, and basically define what you can ‘do’.
Powers commonly come with one of three types of uses:
At-Will: You can use this power as often as you want.
Encounter: You can use this power several times per day, but need to rest for a few minutes in a safe place to recharge that ability. This means you can use it once per ‘fight’.
Daily: You can use this power once per day. You need several hours of sleep to recharge a daily power.

Step 4: Choose a theme and background traits.
You can choose a theme. A theme is a career, a calling or an archetype. By choosing a theme you immediately gain the introductory benefits of the theme, and later gain more features as well as options for feats, powers, and paragon paths.
You can choose a starting region and two background traits available to that starting region. Background traits represent where you came from, how you grew up, or similar history.

Step 5: Select your equipment. Starting characters have 100 gold pieces worth of equipment.

Step 6: Fill in the numbers.
Using the information from steps 1-5 above calculate the remaining mechanical elements of your character.
-Hit Points
-Healing Surges
-Defences (AC, Fortitude, Reflex, and Will)
-Skill modifiers
-Movement Speed
-Attack and damage roll modifiers with basic attacks and powers

Role-Playing Elements
These are descriptive details about who your character is. They are just as import as game rule elements, but the ‘rules’ regarding them are more like loose guidelines.

You need at least the following pieces of information.

Almost everyone has a name in one of the following four formats. Some people have more than one name, and you can always give someone a fake name.

1) <given name="true"> <family name="true">
Virtually all elves, eladrin, and dwarves have names in this format. Most humans use the same format, unless their parentage is unknown or shameful. Middle names are not common, but some people have them. Important families often add a number after the name of the person, so as not to confuse them with a famous ancestor.
Examples: Gwendolin Goldenleaf
Balthazar Answan
David Redstone II
2) <given name="true"> of <place>
This naming structure is common among those who were not raised by their families, or who grew up in a community that was not of their people. Place names are only useful when they describe relatively small locations, not whole countries.
Examples: Robert of Southwoods.
Dahlia of Wolf Vale
3) <epithet> <given name="true"> or <given name="true"> the <epithet>
The use of an epithet serves one of three purposes, to identify the person (if there is more than one person with the same name in a given community), to describe the person so that others with recognize him or her more easily, or to insult or praise a person.
Epithet are rarely chosen by a person, they are usually ‘earned’ fairly or unfairly, and when enough people use them, they become the part of a person’s name.
Examples: Weird Nelly
Jacob the Tall
Scary Terry
4) <title> <given name="true"> or <given name="true"> the <occupation>
Titles are generally only used for members of a religious order or the nobility. Some other titles exist, but they are exceptionally rare. Occupations used as part of someone’s name either when their name is common, they are a member of a rare profession, or when people interact with them almost exclusively as part of their job.
Examples: Holy Sister Ravena
Squire Alric
Theodore the Alchemist
Alice the Forest Guide

Pretty much everyone has a gender. Choose one. It does not need to match your own (this is a roleplaying game after all), but you should never use your character’s gender to make other players uncomfortable. Be mature about it and you can play a man or a woman with a little practice and thought.

General Description
When you first create your character you should have a basic description of your character. It should include: most notable features, general dress and gear, and any noticeable mannerisms. Keep it short, because no one will remember a 3 page description once you are done reading it.
Characters mannerisms and appearance should evolve over time.
Example: <name> is short and has an athletic build. Her shoulder-length brown hair is kept in a tight braid. She wears a green skirt with a yellow blouse both of which are covered with beads and other small ornaments. She carries a shortbow and several daggers. When bored or uncomfortable, she tends to play with the various ornaments on her clothes.

Brief Background
A very brief description of your character’s background. It should become more detailed as the game continues, but should start out simple so as not to be overwhelming. You shouldn’t have to keep leafing through a stack of papers to look for a detail of your past. You should at least touch on each of your selected background traits.
Example: This is a character with the ‘guard training’ and ‘martial inheritance’ backgrounds.
<name> grew up on his family farm in a small hamlet North of Kassion. Although he cared for his family, he did not want to be a simple farmer his whole life. His grandfather used to tell him stories of the many adventures he went on when he was younger. When he became old enough he left for a nearby township to become a guard.
After a few years he received a letter from his mother informing him that his grandfather had died. He had left several travel journals and a magical suit of armour to his grandson. Upon hearing this news, he left the guard to pursue adventures of his own.

General Personality Traits
Pick a few general personality traits. For example; shy, generous, flamboyant, or nosy.

Pick at least 3-5 goals for your character. Be specific and make them at least reasonably attainable. Some of your goals should be short-term, while others should be long-term.
For example:
-Locate the man who murdered your mother.
-Buy a specific business, such as a favoured inn or tavern.
-Visit a specific exotic location.
-Earn enough money to help family pay off debt or be able to retire.
-Find out what happened to a missing friend or family member.
-Find a way to magically extend lifespan.

Religious Views
Virtually every intelligent creature believes in the existence of the gods or the spirits. Not all intelligent creatures care about either however.

Primitive or ‘barbaric’ cultures tend to worship the primal spirits. This includes animal spirits, spirts of weather, spirits of places, and ancestral spirits. Most tribes tend to worship a smaller subset of primal spirits; for example in some tribes all adults have a totem animal, while in others each family is expected to honour their own ancestors. Some primitive tribes also worship the gods, but many of them know little of the gods and their religions.

Most civilized folks believe that primal spirits are superstitious nonsense. Even those who believe in the existence of primal spirits often feel that they are less important than the gods. This is largely due to the fact that primal spirits avoid civilized areas. Virtually every fixed community on the world has at least one shrine to a deity, some have dozens or hundreds of churches.

Some choose to worship all the gods, calling on Sorana to bring sun to their crops, on Gilgeam to bring rain, on Denora to watch over their children, or on Jorin to ease the pain of their elderly father, as the situation warrants.

Others worship a particular patron, one who fits their lifestyle or who is the patron of their profession.

Many worship a small group of deities, generally a half-dozen or less.

Choose one of the following religious views:
-Pantheistic (Common Religion): The name on your lips when you pray depends on the context. Who want to choose sides and risk angering a god? If having one god on your side is good, having all of them must be better.
-Divine Family (Common Religion): You worship a few deities (no more than eight). You feel that they all contribute to your personal success.
-Patron God (Uncommon Religion): You worship a specific patron, that you feel fits your lifestyle and personal views. Choose a patron.
-The Way of the Spirit (Uncommon Religion): You worship a variety of primal spirits. You see the actions of the spirits all around you in the world.
-Ancestral Worship (Uncommon Religion): You worship the ancestors of your people, or your own personal ancestor. Is one of them your personal guide? Did you know this ancestor while you were alive or where they dead long before you were born?
-Totem Spirit (Uncommon Religion): You have a totem spirit that you believe watches out for you personally. Choose a patron.
-Cultist (Uncommon Religion): You worship a being that is not a god or a primal spirit. Perhaps you worship a demon lord or an archdevil. Maybe you follow an archfey or a dread lord. Perhaps you worship a power from the unknowable Far Realms. Whatever your patron or patrons, your views won’t make you any friends, and might get you arrested or killed. Best to keep them to yourselves unless your community shares them.
-Guardian Spirit (Rare Religion): Your tribe or village is protected by a patron. You believe that this spirit will protect you and your people so long as you follow its teachings.
-Mixed Beliefs (Rare Religion): You worship one or more patron spirits and one or more patron deities. Where did you learn this strange mix of religion? Were you raised in two different cultures? Do most of your people share this same religion? Have you converted from one type of worship to another, but still fall into your old beliefs when under stress?
-Unreligious (Rare Religion): You don’t care much about the gods. As long as they leave you alone, you’ll do the same. What have they ever done for you anyway?
-Atheist (Rare Religion): You are either entirely ignorant of the existence of the gods, or you believe that the gods are fakes, possibly powerful elemental beings or even demons. Either way, you are too smart to fall for their tricks.

Character Creation Aid

Abria SJPaladin