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Character Creation.

Posted by The CreatorFor group 0
The Creator
GM, 12 posts
Thu 27 Oct 2011
at 16:00
  • msg #1

Character Creation

FAQ

Characters will start with
  • 30 points for Statistic Purchase
  • 6 points for racial construction  (balanced for human Racial Norms)
  • 10 points per level for class benefits
  • Standard starting feats
  • Standard stat progression points every 4th level
  • Standard Feats at every third level
  • Occupation of choice.
  • 4th level equivalent ( 40 character points total) modified by racial modifiers
  • 2d4+ (occupation modifier+profeession skill modifier) Wealth


Skills Used:
A combined skill list is posted below.

Feats and Abilities Available
from Published Sources for
  • Original Powers Lists posted on this game
  • D20 Modern ( limited to 1950s technology)
  • d20 Past
  • DnD 3.5
  • Additional sources with GM approval

Items Available
from Published Sources for
  • weapons and armor from posted Lists
  • D20 Modern ( limited to 1950s technology)
  • d20 Past
  • DnD 3.5
  • Additional items with GM approval


Class Abilities
what are they? an ability distinct to a specific class. such as Suprise attack, rangers dual wielding, wizards familiar.

requirementsall prerequisites for the ability including requirements for the class it is drawn from and level it is aquired by that class.


NEW STATISTICS
Endurance/Energy
figured statistic
End = Constitution+ Wisdom + charisma
a character endurance increases each level equal to their recovery

this is the measure of a persons internal energy reserve for powering spells, powers and abilities as well as remaining physically active in combat or heavy exertion. while generally a measure of physical endurance the stat is also a measure of a persons mental toughness in the face of physically and mentally taxing situations.

Endurance is used to power certain abilities, or powers. And is lost by using those abilities. In addition Endurance can be lost by extreme effort, stress, or lack of sleep, foul weather or sickness.

If a characters endurance is reduced by any source he may sffer penalties equal to those for loosing the same percentage of his Health points. If he can not recover his endurance through normal means. He falls unconcious when his endurance reaches Zero.

Loosing Endurance as a result of The associated statistics being reduced, or damaged.
If the character suffers an attack or effect that reduces the statistics associated with Endurance then his endurance is reduced as well.


Recovery: figured statistic
this is a measure of how fast a person can recover from taxing physical and mental activity every ten minutes a character can recover his recover a portion of his endurance and health points based on his recovery Stat.
recovery is based on a persons constitution, charisma and wisdom.
 Recovery (Rec)= (con Mod + Cha Mod + Wis mod)

During normal activity the character can regain lost endurance,and health points at a rate equal to their recovery every ten minutes. This allows walking talking, performing simple tasks, riding a mount, or operating a vehicle

With total rest, in a protected environment a character can recover his full recovery every minute. this DOES NOT allow performing simple tasks, riding a mount, or operating a vehicle. and the character must be protected from the elements with basic shelter. A tent, or even a rock outcropping will suffice.


In combat a character can take a full round action to regain their (Rec) if they can take no action and are not forced to defend themselves, take damage,or are forced to make a saving throw in that round. If they are forced to abandon their recovery they do not recover any Health or endurance.
This message was last edited by the GM at 05:16, Fri 05 Apr 2013.
The Creator
GM, 13 posts
Thu 27 Oct 2011
at 20:39
  • msg #2

Character Creation:  Racial traits





Race

While the folk of the realms do fall within several broad groups with Humans being the most common. there are the occasional person or creature that does not fall within the easily identified mainstream of any race.
   this is due The realms being a place of magic that is sometimes in flux from due to the enormous amounts of chaotic energies held at bay by the Great Barrier and the energies of the Forge. As a result of generations of exposure to shifting energies, intermarriage, and occasional arcane or technomantic experiments gone wrong, Many folk within the reals express abilities and characteristics ranging from the slightly odd, to the fantastic. In the sometimes tumultuous realms thee folk are generally accepts if sometimes viewed with curiosity or puzzlement.

   This allows players to craft their own racial packages and create a race they can call their own with little chance of being considered a freak or abomination by the populace at large.




Each character receives 6 Points at the start of character creation to spend on racial Benefits. Additional points may be gained by taking racial Drawbacks.( up to six points, without GM approval)

requirements for unique races;
Players wishing to create a new race are required to write up the culture, history, taboos and quirks of the race. this write up must be approved by the GM and any character created races are considered a part of the world and may be used by the GM or even other players ( with the creators consent.)

Building a race.
A Player can craft his own race ( with GM approval) by selecting from the listed abilities calculating the total cost an subtracting sic points from that total. ( 6 pts being the calculated cost of the human racial package.) the result being the Construction point cost for being a member of the new race.

      A player should make the race as fleshed out as possible with a culture, social structure, history and general mindset. A well fleshed out race will greatly increase the game world and increase the likelihood of the Gm incorporating it into the events unfolding in the greater story line. ( at any point the GM may insist n alterations, or refuse to accept a race he finds unacceptable, poorly conceived, or over power in his game.)

      Player created races will occur in game play and are known to other. However another player may only choose this race after consulting the creator and the GM to insure that players who wish to be fairly uncommon races remain uncommon.


Racial Advantages:

Racial advantages are shared by all members of the species. These advantages replace the normal Human advantages completely. A member of a race may buy off an ability or disadvantage at character creation but this makes him distinct from his own race and he may be considered a freak or mutant.

Racial Package:


A Player who wishes to be unique can elect to purchase racial advantage individually. This indicates his race is few in number and the likelihood of encountering another member of his race in game play is low. To do so the character purchases racial advantage and chooses racial disadvantage payg the total cost fro his character points without any discount.

Or he can choose to select an existing race. If a player wishes to do so, and the GM agrees to it he can develop a full fledged race  by creating a racial package. This implies that the race is numerous enough to allow for encountering others of His race during game play, either as Allies, neutral or hostiles. Racial packages offer a points savings by comparing the cost of the race to the normal Human racial package. Which is worth approximately 6 character points.

Human Point Cost
Base movement                                                  0
+1 Feat at 1st Level                                           2
+4 Skill Points at 1st Level                                   1
+1 Skill Point each Level                                      2
Racial Advantages
AC Bonus +1           (general)                                2
AC bonus +1           ( Limited)                               1
   (bonus with single attack form or group of opponents)
Attack Bonus           (general)                               2
   (Bonus to all attacks vs all types or groups of targets.)
Attack Bonus           (limited)                               1
    (against a single type group or with a single attack/weapon)
Damage Resistance +1   full body                               4
    (covers all body locations, can not be circumvented with called shot)
Damage Resistance +1  Partial                                 2
    (can be bypassed with called shot)
Fast Movement +10 Movement                                    1
    ( Affects  single  movement type)
Feat                                                          2
Natural weapons 1d4  + str mod  (Melee )                      1
(requires weapons training ,learned as class skill,treated as an armed  Attack)
Natural weapons 1d6  + str mod  (Melee )                      2
Natural weapons 1d8  + str mod  (Melee )                      4
Natural weapons 1d4    range inc 10                           1
Natural weapons 1d6    range inc 10                           2 (rof single)
Natural weapons 1d8  range inc 10                             4
Size Change 1 category                                        3
affects stats, armor class, and skil/combat. modifiers
Skill bonus     +  1 to one Skill                              .25
Special Immunity    non damaging  effect                      1
Special Immunity to one damaging effect                       4
Special Movement   ( natural)                                 2
Special Movement   ( artificial)                              4
Special Sense ( linked to existing sense)                     1
      If base sense affected by an attack or effect so is  special sense
Special Sense ( independent)                                  3
       must be affected individually from other senses
Stat bonus        +1 to one stat                              1
Regeneration  1pt per round                                   4
Talent                                                        2

Disadvantages:

Alternate body type ( clothing armor +2 Purchase   DC +2)    -2

Bane
 The Bane causes minor damage (1d6/round of exposure)        -1
 The Bane causes moderate damage (2d6/round of exposure).   - 2
 The Bane causes severe damage (3d6/round of exposure).     - 3

Common or well Known                                            X1.5
Common but not widely Not widely Known   ( research DC 10)      x1
Uncommon or requires research to discover (research DC 15)      X .75
Rare or secret  ( research Dc 25 )                              x.5

Discrimination
The character experiences a small degree of discrimination.    -1
The character experiences a large degree of discrimination.    -2
The character experiences a severe degree of discrimination.   -3

Cannot heal (must be repaired)                                 -4
Impaired movement    ( movement -10ft)                         -1
Skill penalty -1 to one skill                                  -.25
Skill Group penalty ( affects all of one type skill            -4
Special dietary requirements                                   -2
Special medical needs (-4 to treat injury  )                   -4
Vulnerability     to one attack type +25% damage               -1

Weak Point      with a called shot to weak point attack treated as critical hit

The weak point is tiny     (-6 Called Shot attack penalty).    -1
The weak point is small    (-4 Called Shot attack penalty).    -2
The weak point is large    (-2 Called Shot attack penalty).    -3
 Attacker must be aware of , or have successfully researched the  weak point 
This message was last edited by the GM at 06:00, Sat 21 Jan 2012.
The Creator
GM, 14 posts
Fri 28 Oct 2011
at 11:42
  • msg #3

Character Creation: Common Races



Human:The bulk of the population within the realms Humans are the most common and most successful of the races. adaptable, hardy, and ambitious Humans find themselves in many professions and lifestyles.

Humans receive
  • +2 to One Ability Score:( 2pts) Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium:(0 pts) Humans are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed:(0 Pts) Humans have a base speed of 30 feet.
  • Bonus Feat:(2 Pts) Humans select one extra feat at 1st level.
  • Skilled:(1 pt)Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Languages:( 1  pt) Humans begin play speaking Common, their native language, and one additional language fluently. Humans with high Intelligence scores can choose any languages they want (except secret languages) humans also gain 1 language per 2 pts of intelligence above 13.

    Total cost: 6 Pts



Arborii:
  • racial Stats:( 2 pts)+1 wisdom, +1 dexterity
  • Athletic Upbringing:( 2pts)+2 to run, jump, climb, and survival
  • natural affinity:( 2 pts) +2 to craft(any), repair skills when using natural components.
  • Distinctive features:(-1pt) tattoos and clan markings, easily identified by other Arborii and can be used to positively identify an individual.
  • Code of behavior:(-2pts) characters who do not abide by the code of honor may be shunned, exiled or face severe sanction by elders. and will be at -4 to any charisma based skills when dealing with Arborii who know of his behavior.
     
      Obedience to elders, may not refuse direct comand from tribal elders and must abide by their decisions. (will save Dc 12 to disobey)
      stewardship: may not cause harm to the Jungles of Arboria and must strive to maintain the balance of nature.May not take more prey than they need or kill an animal for sport or profit alone.( sill save DC 18 to willingly allow or cause large scale harm to the wildlife or forest. rolls to resist Persuade, bluff, or intimidate checks to force player to allow harm or destruction are made at +4 bonus to resist. )
      Loyalty: can not betray or take advantage of their clan or tribe. can not lie, deceive or attack without reason any member of tribe.
  • Caste: Player must choose a caste for his character
       
      warrior:
    • code of conduct: Responsible for defense of clan and People ( must assist Arborii in distress or in danger from an unprovoked attack)
    • Purification: After any combat in which the warrior has killed or seriously injured any creature or person he must perform a ritual bath, and offer gifts to the spirits of the dead to placate them. sacrifice requires offering of food, clothing,tools and weapons, and an amount of his own blood (1hit point) which are burned within 7 days of the battle.Until purified he may not take meals with others, or sleep in a home, or enter the tribal camp to avoid bringing the  restless spirits into camp with him.
    • combat training: +2 ranks weapons training with chosen weapons.
    • Mounted training +2 ranks ride airborne.
    • companion hammerwing Mount
  • Hunter:
         
      provide for tribe Must provide food or useful goods for the tribe before his own needs. The hunter must give 1/2 of any kill, or 1/4 of his income or gained wealth to his tribe. If traveling abroad he must save the appropriate goods, or wealth until he can deliver it to the tribe.
    • selective hunting: Must take weakest, or least fit creatures from a herd or flock. may not kill females with young, or during breeding seasons.
    • Offerings: after a successful hunt the hunter must perform a ritual to thank the spirits and the animals for their gifts. This ritual takes one hour and can not be interrupted. requiring a sacrifice of 1 hit point of his own blood.
    • Lore. +2 to survival, Knowledge( plant animals) treat injury.
    • companion hammerwing Mount
  • Scout:
    • Assistance: must assist travelers, or those who are in need when in the jungles regardless of clan or tribe. They may not ask for pay or favors in return for assistance.
    • Companion: young M'n'Kuhl or hammerwing.
  • Crafter
    • standards: Must never willingly make substandard or hasty items, must destroy or discard items from failed items. requires 25% more time and materials for crafting.
    • crafting: +2 to craft or repair skills.
    • Alter object: +2 ranks( organic materials only)
    • Metamorphose object: +1 rank (when prerequisites met)(organic materials only)
  • Shaper:
    • Animal Husbandry: must tend to any (non-hostile) injured or ill creatures when encountered. May not hunt animals for food or sport.may not make an unprovoked attack on any animal.
    • Alter creature:+2 rank alter others( friendly creature only)
    • Alter Other +1 rank ( when prerequisites met)

    Priest(ess)/acolyte.Typically female however Male priests are not forbidden.
    • Austerity may not own a home, shop or any personal items beyond they need to perform their duties, or survive. a Preistess may not craft or fashion any goods,(other than those for use by herself in healing or her duties, or the tribe/group. She may not prepare her own food, or clothing or purchase her own.
    • sobriety May not over indulge in spirits, drugs, food, or promiscuous behavior. At all times must be in control of their faculties.
    • Neutrality: may not publicly take sides in disputes or express their views outside of the elders discussions. and judge issues based on the good of the tribe/group.
    • Honesty: may not practice deception, dishonest and must answer all questions as honestly as possible. This does not mean the character MUST answer questions, they may refuse to answer a question, or word it in an obscure manner. However if they answer a question it must be the truth as they know/perceive it.
    • Rituals Must perform regular rituals and meditations to placate and sek the guidance of the spirits. each Day the priestess must must spend at least one hour in meditation and performing the rituals required by her status. Each ten days they must perform greater rituals, these are taxing(taking four hours) and leave the priestess fatigued for the following day.
    • Training+2 ranks sense motive, diplomacy, arcane knowledge, treat injury.
    • Spiritual Guide Once per day the Priest may speak with her guide gaining a simple reply to any questions. this requires an (Arcane knowledge check DC 15)with answers being a short sometimes cryptic answer to their questions.

      Total Racial cost: 6 points.




Cetiin
  • distinctive features easily noticed, Difficult to disguise.     -1pt
  • water affinity Suffers no penalties to combat while in water,
     swim speed 30ft per round.                                                3pts
  • Water Breathing can breath under water without ill effect        3pts



Fey: Creatures of spirit and magic embodied in physical form these folk are often exotic and mysterious. While some have settled into normal lives among other folk they are usually easily identified y the features they carry over from the form they first inhabit and metamorphose.
    Once they assume a physical form they are living folk, who can bear children with other fey and a great many other creatures sentient and bestial without obvious difficulty. This has led to many wild creatures becoming almost sentient for good or ill. In addition many folk who  bear fey features even generations removed form their fey parentage.
      As a result of their supernatural origins Fey all share several traits. And are vulnerable to  effects that target their natural and supernatural bloodlines. In some cases their animalistic traits also cause show in their attitudes and personalities. In the best cases this manifests as a natural knack for certain skills and activities, at worst it can consume a Fey turning the into little more than ravening beast who are a menace to all those around them.

Game Notes:
Racial TypeAll fey share he racial type Fey, as well as the Racial type of their ancestors ( base race Human, Humanoid, or animal)

Distinctive featuresAll fey also have a distinctive feature that marks the as Fey, either natural hair or eye colors, light fur, or animal features.





    Beast folk: descended from fey who originally inhabited the bodies of animals the beast folk are a varied lot. They all show the animal traits of their parentage and often inherit the physical traits of the animal as well. Claws, fur, ears, and eyes are common marks of beast folk, and some resemble animals more than humanoids.
       Beast folk have claws and teeth of their ancestors, as well as a light coat of fur that provides protection fro the elements as well as some slight protection from cuts, and other injuries. They also tend to share some of the traits of their forbearers in behavior and appetites which sometimes makes it more difficult to deal with non-beast folk.
    [list]
  • distinctive features: ( chosen by player )             (-1pt)
  • Skill penalties -2 on diplomacy, bluff                 (-1 Pt)
  • Natural weapons1d4 slashing Unarmed             (2pts)
  • skill Bonuses +2 to survival, climb, jump, spot  (4pts )
  • +1 Ac +1 Dr                                                       (2pts)
    Total cost: 6 points

    Schwannmadchen :( Swan Maiden)  Woman born of a spirit inhabiting the body of a swan these folk are marked by a mantle of white feathers, large graceful wings and webbed fingers that set them apart from other folk. Graceful, attractive and charming they are well received by those they meet.
         Schwannmadchen posses the elegance and beauty of their animal namesakes. Their peculiar trait of being exclusively female, ( males born to the males typically share the lineage and  traits of their male parent.. )
    [list]
  • female characters only. ( 0 points )
  • Dstinctive features:
     wings, and feathers noticed and difficult to disguise               (-1 point)
  • Light Bones: -1 save vs. bludgeoning and crushing attacks. (-1 point)
  • Lithe -2 strength -2 con+2 Dexterity  +2 charisma          ( 0  points)
  • flight 30ft maneuverability excellent                      ( 6 points)
  • fascinationsame as fascination charismatic ability,
    against A single male target.  if the ability is taken as a class
    ability they receive a +4 bonus. To their attempts to fascinate
    the target.                                                           (2 pts)

Total Point cost: 6 points

SylphBorn of the winds and wind borne creatures sylphs are often seen as swirling motes of light forming into a human form that is fairly substantial. bound by a luminous shell of semi solid ectoplasm the Sylph can handle and manipulate objects, or even wield weapons without difficulty.
    Their control over the winds allow sylph to fly slowly and hover off the ground but their flight is clumsy and not particularly fast. It also allows them to defend themselves by creating mists, dust clouds and whip up loose objects to confuse and disrupt attackers or startle the superstitious.
  • -4 strength, +2 dexterity, +2 chraisma ( 0 Pts)
  • Dstinctive features: translucent, semi solid. Easily noticed can not be disguised(-1 point)
  • Claustrophobia -2 to all skills when in enclosed locations will save 12 per hour to remain in windowless surroundings or under ground. (-2 points)
  • special medical care can only be healed by magical or alchemical means (-4 points)
  • Tiny: +2 AC -8 Grapple,+8 Hide  1-2 feet tall. 1-5 pounds. (0 pts)
  • Elemental command.: +3 ranks Alter Environment. Air effects only. (3 points)
  • flight 20ft poor, hover possible ( 2 points)
  • Light[b} sylph create a dim glow that serves as well as a candle in dim areas, but makes hiding in dimly lit situations.(-2 to hide) ( 0 points)
  • Slippery Form+4 to escape artist.( 2 points)
  • Semi substantial +2 Damage resistance vs. physical attacks. ( 4 points)

Total cost: 4 points.

Wiird
  • Mild phobia Fire: if confronted with a large source of fire, or attacked by a fire based power the wiird must make a will save DC 12 or be shaken for as long as the fire is present, or 1d4 rounds if fire based attacks are in use.. Additional saves must be made each time the wiird is attacked with fire.
  • Cold Vulnerability fort Save dc 14 or slowed 1 round by successful cold based attack.
  • fluidic body +6 escape artist, +4 DR ( not effective vs. magic and earth based affects)
  • amorphous: a Wiird can extrude limbs form it’s central body and use them as either arms or legs. A Wiird can control their dexterity bonus +4 limbs without penalty, although any extra limbs are automatically off handed. If they form multiple legs they gain +4 stability bonus to grapple and to resist knockdown and bull rush effects.
           A wiird can pass through any openin larger than 3 inches, with a successful escape artist check.
       If a Wiird wishes to use more than his maximum limbs he suffers a cumulative -4 to his dexterity bonus.


Djinn: Born of fire and ash the D’jiin first rose in the ruins of  the Ashanti wastes the D’jiin have migrated to every major kingdom, fierce warriors, hardy explorers and dangerous sorcerers these folk are beset by a fiery temper and a constant hunger that drives them to excesses in food and drink.  They are a solid and physically handsome race, taller and more fit than most with a log mane of red hair and dark olive toned skin.
           There elemental command of fire and heat allows them to endure even the blistering heat of the Ashanti wastes and deep lower realms without discomfort. When angered or attacked they can produce a scorching weapon of flame to defend themselves and set items alight with a thought. While encasing themselves in flickering flames that are enough to intimidate and chase away the skittish and superstitious.
  • Impulsive: +2 intuitive  -2 concentration, diplomacy                                  -1 pts
  • ravenous: requires 2x food per 24 hours.                                                    -2 pts
  • frightful visage as feat.                                                                               2 pts
  • firelight: at will light 20ft, -6 to Hide -1 to AC in dark areas.                      1 pt
  • create flame at will, can light small flames, candles, lamps as free action.  1 pt
  • Flame Lash: treat as whip +1d6 fire damage 10ft reach                               4 pts

total cost 5 pts.



Spark:
    Mechanical Grafts
    +2 strenght                                                 2pts
    +2 constitution                                             2pts
    -2 charisma                                                -2pts
    +4 will saves vs. mind effecting affects.                   2pts
    +2 Ac Partial                                               4pts
    +2 DR Partial                                               4pts
    4 ranks assimilation  (meld items into body)                1pt
    4ranks Bolt attack   (ballistic )                           1pt
    Can be affected by effects that target objects             -2pts
    Altered body type
     (armor and clothing costs +2 purchase DC)                 -2pts
    -8 to swimming checks                                      -2pts
    Special Medical Care (-4 to treat injury rolls to treat)   -4pts
    Level Adjustment 
    (1 level: the character will start one level lower)       -10pts
total cost: 6points
This message was last edited by the GM at 23:29, Sat 19 Nov 2011.
The Creator
GM, 22 posts
Fri 4 Nov 2011
at 20:59
  • msg #4

Re: Character Creation: Class Construction

while no specific class system is used for this game, Levels will be gained as experience is awarded. each Level a character will receive (xx) character points to distribute purchasing hit points skill points and other advantages as they see fit. I believe this will allow maximum flexibility and character diversity with a stable simple system to ensure characters remain within a similar level of power.


Character points
Each Player receives 10 points per level gained. he may spend them as he wishes ( within limit set by GM) and gain skills, abilities, powers and other advantages as he chooses.

Min Maxing and muchikins The GM expects and Insists that players do not simply stack abilities and skills to achieve super characters. A practical and role play based justification for any skill ability or combination may be asked for and the GM reserves SOLE AND ABSOLUTE right to disallow any combination or ability including requiring reconstruction at a later date if a potentially disruptive or over powered combination becomes evident.

Prerequisites: if an ability, skill, or talent requires prerequisites to gain for the class it is taken from. if a character class has prerequisites to take the same requisites are required for any skill or ability exclusive to it.


Class Advantages
At each level the character spends his available character point to purchase advantages.  These ideally reflect the experiences the character had while in play, or special study and training the character spent time in during his off time. players should but are not required to purchase advantages in such a manner or to include any study or practice of skills or advantages they wish to purchase at some point in the game, either in play or in their ‘characters spare time.
    
    Advantage                                                  Cost
    
  • +1 Reputation Bonus 1
  • +1 Talent( prerequisits must be met, including prerequisites for class talent is taken from) 2
  • +1 Feat ( Prerequisites must be met ) 2
  • +1 Class ability( including class exclusive abilities) 3
  • +1 class skill: 1 ( all characters receive 5 class skills free at first level)
  • +1 skill Point 0.25 ( All characters receive Intelligence modifierx2 in Skill points free each level) ( All characters receive 10+(Int Mod x2) in skill points free at first level)
  • +1 action Point 3 ( action points are expended but do reset at each level or when indicted by the GM)
  • Spell casting level 4
  • +1 Health Point .25 ( All characters receive con mod x 4 health points per level) ( All characters receive constitution points+(con mod x4) in health points at first level)
  • +1 Energy Point .5 ( All characters receive con mod+wisdom Mod+charisma mod in energy points per level) ( All characters receive(Constitution+ Wisdom + charisma) in energy points at first level)
  • +1 Hit points 1 ( All characters receive constitution points in hit points at first level) ( All characters receive con mod in hit points per level)

This message was last edited by the GM at 21:32, Tue 17 Jan 2012.
The Creator
GM, 80 posts
Thu 19 Jan 2012
at 01:18
  • msg #5

Re: Character Creation: Class Construction

Skills usable in this game


Appraise
Balance
Bluff
Climb
Concentration
Combat Mastery
Computer Use
Craft ( alchemical )
Craft ( arcane)
Craft ( armorsmith)
Craft ( blacksmithing)
Craft (chemical)
Craft (electronic)
Craft (mechanical)
Craft (pharmaceutical)
Craft (structural)
Craft (visual art)
Craft ( weapons smith)
Craft (writing)
Decipher Script
Demolitions
Diplomacy
Disable Device
Disguise
Drive
Escape Artist
Forgery
Gamble
Gather Information
Handle Animal
Heal
Hide
Intimidate
Invent
Investigate
Improvise
Jump
Knowledge
Listen
Move Silently
Open Lock
Perform
Pilot
Profession
Read/Write Languages
Repair
Ride
Research ( library )
Research ( scientific )
Search
Sense Motive
Sleight Of Hand
Speak Language
Spellcraft
Spot
Survival
Swim
Treat Injury
Tumble
Use Magic Device
Use Rope
Weapons Training
The Creator
GM, 82 posts
Thu 19 Jan 2012
at 21:31
  • msg #6

Re: Character Creation: Class Construction

Wealth Bonus
To determine a character’s starting Wealth bonus, roll 2d4 and add the wealth bonus for the character’s starting occupation, plus (if appropriate) the bonus from the Windfall feat, plus 1 if the character has ranks in Profession.

Over the course of play, the hero’s Wealth bonus will decrease as the hero purchases expensive items and increase as the hero gains levels.

A character’s Wealth bonus can never fall below +0, and there is no limit to how high the Wealth bonus can climb.

Since Wealth is an abstract concept, it’s sometimes difficult to determine how financially well off a character is. To get a general sense of how financially solvent a character is at any given time, check the table below


Purchasing Equipment
Wealth checks are used to determine what characters can afford and what gear they might reasonably have access to. Every character has a Wealth bonus that reflects his or her buying power. Every object and service has a purchase DC. To purchase an object, make a Wealth check against the purchase DC.

The Wealth Check
A Wealth check is a 1d20 roll plus a character’s current Wealth bonus. The Wealth bonus is fluid. It increases as a character gains Wealth and decreases as the character makes purchases.

If the character succeeds on the Wealth check, the character gains the object. If the character fails, he or she can’t afford the object at the time.

If the character’s current Wealth bonus is equal to or greater than the DC, the character automatically succeeds.

If the character successfully purchases an object or service with a purchase DC that’s higher than his or her current Wealth bonus, the character’s Wealth bonus decreases.

Wealth and the Starting Hero
A newly created 1st-level character’s Wealth bonus is +0 plus:
  • Wealth provided by the character’s starting occupation.
  • Bonus from the Windfall feat, if taken.
  • 2d4 die roll.
  • +1 for having 1 to 4 ranks in the Profession skill.



Shopping and Time

Buying less common objects generally takes a number of hours equal to the purchase DC of the object or service, reflecting the time needed to locate the wanted materials and close the deal. Getting a license or buying an object with a restriction rating increases the time needed to make purchases.

Taking 10 and Taking 20
A character can usually take 10 or take 20 when making a Wealth check. Taking 20 requires 20 times as long as normal.

Also, there is a penalty for spending beyond a character’s means. Whenever a character buys an object that has a purchase DC higher than his or her current Wealth bonus, the character’s Wealth bonus decreases (see below).

Try Again?
A character can try again if he or she fails a Wealth check, but not until the character has spent an additional number of hours shopping equal to the purchase DC of the object or service.

Aid Another
One other character can make an aid another attempt to help a character purchase an object or service. If the attempt is successful, that character provides the purchaser with a +2 bonus on his or her Wealth check. The character who provides the aid reduces his or her Wealth bonus by +1.

Losing Wealth
Any time a character purchases an object or service with a purchase DC higher than his or her current Wealth bonus, or one with a purchase DC of 15 or higher, the character’s Wealth bonus goes down. How much the Wealth bonus is reduced depends on how expensive the object is.
    Purchase DC    Wealth Bonus Decrease
        15         or higher +1 point1
      1–10         points higher than current Wealth bonus 1 point
      11–15        points higher than current Wealth bonus 1d6 points
      16 or more   points higher than current Wealth Bonus. 2d6 points 

Along with this loss, any time a character buys an object or service with a purchase DC of 15 or higher, the character reduces his or her current Wealth bonus by an additional 1 point.

A character’s Wealth bonus only goes down if he or she successfully buys an object or service. If the character attempts to buy something and the check fails, his or her Wealth bonus is unaffected.

Regaining Wealth
A character’s Wealth bonus recovers as the character advances.

Every time a character gains a new level, make a Profession check. (If the character has no ranks in the skill, this check is a Wisdom check.) The DC is equal to the character’s current Wealth bonus. If the character succeeds, his or her current Wealth bonus increases by +1. For every 5 points by which the character exceeds the DC, he or she gains an additional +1 to his or her Wealth bonus.
The Creator
GM, 83 posts
Thu 19 Jan 2012
at 21:41
  • msg #7

Re: Character Creation: Converting Purchase DC to gold piece

1) determine cash value of the item or service on the chart below
2) Divide cash value by 17
3) the result is the cost of the item in gold pieces.






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