How to build a Character

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On this page i will explain all the steps neccessary to create your very own character for the world of Tael

Preparations

Step one

Step one is to think about your character for second, what do you want him to be. And then, based on that, distribute a total of 75 base-points between the 6 Main Attributes: Strength, Agility, Stamina, Intelligence, Wisdom and Charisma. Keep in mind though that you can not go beyond 30 with these and also that anything below 10 will result in a negative Modifier for that Attribute.

Step two

Step two is to determine what race (including subrace) you want your character to be and what level your character starts at. (Some DMs or Campaigns suggest characters with a higher entry level, or maybe you just wanna build your very own cool oc and want to present him at his best)

Notice how every race has 6 Growth Values assigned to them (if they have only 3, they are only considered a soul and require a race with a body, you can theoratically mix and match body and soul race to create whatever combination you want, for example an orc voidling, however this should be talked about with your DM, as the Growth values will become heavily unbalanced)

You can add +1 to two of the Growth Values, or +2 to one

Now write down the final Growth Values next to your base values and multiply the Growth Values with your characters level.

You should now also add 1 point of bonus value per character level to any one Value of your choice, and write those values down for later use.

Step three

Now determine which class or class-combination is supposed to be, and distribute class levels equal to your characters starting level. If the classes you have chosen give any bonus Attributes, write them down somewhere for later use. Make sure to keep bonus Values and bonus to modifiers separate, as they are very different further down the line.

Step four

Determine your starting equipment. Most level 1 characters start with a simple weapon they are proficient in and a basic armor set of their prefered armor. The starting gold is either 20 gold fixed, or 10+1d20 gold if you are feeling lucky.

Higher level characters might start with better equipment, which should be coordinated with your DM.

Whatever your starting gear might be, write down any potential bonus values or modifiers they have and add them to the bonus values of your class from earlier.

Step five

Now add all Bonus Values, Final Growth Values and the Base Value of each Attribute together, which will be your final Value for each of those Attributes for now (Until you level up or change equipment to something with different bonus values)

Now, based on the table found in Characters, determine the Modifiers for each of your 6 Attributes.

Step Six

Now collect all the Skills, Handicaps and Masteries from you racial features and class features and mark the corresponding Sub-Attributes if affected. While you are at it, now is also a good time to write down all the abilites and passive features of your class and race somewhere.

Step Seven

Now Calculate the final Sub-Attributes Modifiers as follows:

If skilled in the Sub-Attribute: Take the higher Modifier of the two times two.

If handicapped in the Sub-Attribute: Take the lower Modifier of the two times two.

If none of the above: Take both Modifiers and add them together.

Write down all those results next to the corresponding Sub-Attributes.

Now add any potential bonus modifiers from above.

Now calculate your total hitpoints with the formular ( (Current Level * ( 3 + Constitution Modifier) ) + 5 + Other Bonuses ), whereas "Other Bonuses" might be flat increases to hitpoints from items, class levels or other sources.

Lastly, choose one of the six Main-Attributes and mark them as your source of your Willpower. Your Willpower-Modifier will always be equal to the Modifier of that selected Main-Attribute. Your source of your Willpower should represent the Value that is the most important to that character in your immersive opinion. Be careful though as this decision can not be changed later.

Step Eight

Calculate your Defensive Value based on whether your want to tank or dodge. Cloth wearers always start with a DV of 10, Leather wearers basic armor comes down to 12 + Dodging Modifier (but no more than + 5 and only if in dodging stance!). Metal wearers usually start with 16 DV if they decide to tank, if they decide to dodge instead, they will have to calculate with 16 + Dodge Modifier - 8 (Dodge Penalty)

Now write down your weapons and pre calculate your bonus to hit-checks (your Martial Combat Modifier for Melee weapons, Precision Modifier for ranged weapons, and Magic Modifier for Spell Attacks, all assuming you are skilled in your weapon or spell of choice + any potential other class or item bonus) and attack rolls, which is the Scale-Attribute that can be found on the weapons description for physical weapons, or the Magic Modifier for Spell Attacks. Again, check for any other sources of attack roll bonuses on your class or items.

To round up your character consider how your character would potentially act or think in social situations, and choose up to three Soulcards and add to your sheet.

Last but not least, don't forget to write down your races Movement speed down somewhere, as it is needed to determine your movement range during combat.

"Step 9"

Congratulations, you are technically done with your character setup are pretty much ready to go, but what is a character without a bit of personality?

Let's add a name to your sheet. Think of a backstory to your character and lastly create some character art to show to the world.