Character Creation: Difference between revisions

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m (Reverted edits by Reese (talk) to last revision by Necros99)
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|-  
|-  
! align="left" width="16%" | Class || width="16%" | Primary Role || width="16%" | Potential Role || width="20%" | Important Stat(s) || width="16%" | Ease of design || width="16%" | Ease of play
! align="left" width="16%" | Class || width="16%" | Primary Role || width="16%" | Potential Role || width="20%" | Important Stat(s) || width="16%" | Ease of design || width="16%" | Ease of play
|- style="{{linear-gradient|top|#fff8f8, #ffffff, #f0ffff}}; Color:#8b0000;"
|-
| align="left" | [[Paladin]] || Damage || Tank, Healer || CHA, STR || Moderate || Simple
| align="left" | [[Alchemist]] || Damage || Support || INT, DEX or STR || Moderate || Moderate  
|- style="{{linear-gradient|top|#99A098, #F9F8F6}}; Color:#800000;"
|-
| align="left" | [[Fighter]] || Tank || Support || STR, CON || Complex || Moderate
|- style="{{linear-gradient|top|#65000b, #000000}}; Color:#ff6347;"
| align="left" | [[Monk]] || Damage || Tank || DEX, WIS || Simple || Simple
|- style="{{linear-gradient|top|#640000, #E42217}}; Color:#FFEBCD;"
| align="left" | [[Barbarian]] || Damage || Tank || CON, STR || Moderate || Simple
| align="left" | [[Barbarian]] || Damage || Tank || CON, STR || Moderate || Simple
|- style="{{linear-gradient|top|#FF8040, #FCDFFF}}; Color:#000;"
|-
| align="left" | [[Bard]] || Support || Healing || CHA, DEX || Moderate || Complex
| align="left" | [[Bard]] || Support || Healing || CHA, DEX || Moderate || Complex
|- style="{{linear-gradient|top|#614051, #B87333}}; Color:#FFF;"
|-
| align="left" | [[Brawler]] || Damage || Tank || STR, CON || Simple || Moderate
| align="left" | [[Brawler]] || Damage || Tank || STR, CON || Simple || Moderate
|- style="{{linear-gradient|top|#baa695, #874400, #4b2600}}; Color:#fafad2;"
|-
| align="left" | [[Cleric]] || Healing || Support || WIS, CHA || Moderate || Complex
|-
| align="left" | [[Druid]] || Support || Healing || WIS, STR || Complex || Complex
|-
| align="left" | [[Fighter]] || Tank || Support || STR, CON || Complex || Moderate
|-
| align="left" | [[Monk]] || Damage || Tank || DEX, WIS || Simple || Simple
|-
| align="left" | [[Paladin]] || Damage || Tank, Healer || CHA, STR || Moderate || Simple
|-
| align="left" | [[Prowler]] || Damage || Support || STR, DEX || Simple || Moderate
|-
| align="left" | [[Ranger]] || Damage || Support || STR or DEX, WIS || Moderate || Simple
|-
| align="left" | [[Rogue]] || Damage || More Damage || STR or INT, DEX || Moderate || Moderate
| align="left" | [[Rogue]] || Damage || More Damage || STR or INT, DEX || Moderate || Moderate
|- style="{{linear-gradient|top|#572c00, #3b3c36}}; Color:#dde6f0;"
|-
| align="left" | [[Prowler]] || Damage || Support || STR, DEX || Simple || Moderate
| align="left" | [[Sorcerer]] || Damage || Support || CHA, DEX || Moderate || Moderate
|- style="{{linear-gradient|top|#808000, #ECE5B6}}; Color:#000;"
|-
| align="left" | [[Alchemist]] || Damage || Support || INT, DEX or STR || Moderate || Moderate  
|- style="{{linear-gradient|top|#ffff66, #bcb88a}}; Color:#000;"
| align="left" | [[Warlord]] || Healing || Support || CHA, STR || Simple || Moderate
| align="left" | [[Warlord]] || Healing || Support || CHA, STR || Simple || Moderate
|- style="{{linear-gradient|top|#fdfd96, #ffbf00, #ff5b1e}}; Color:#691d00;"
|-
| align="left" | [[Wizard]] || Support || Damage || INT, DEX || Complex || Complex
| align="left" | [[Wizard]] || Support || Damage || INT, DEX || Complex || Complex
|- style="{{linear-gradient|top|#addfad, #679267}}; Color:#000;"
| align="left" | [[Ranger]] || Damage || Support || STR or DEX, WIS || Moderate || Simple
|- style="{{linear-gradient|top|#348017, #CCFB5D}}; Color:#001900;"
| align="left" | [[Druid]] || Support || Healing || WIS, STR || Complex || Complex
|- style="{{linear-gradient|top|#3BB9FF, #F0FFFF}}; Color:#151B54;"
| align="left" | [[Cleric]] || Healing || Support || WIS, CHA || Moderate || Complex
|- style="{{linear-gradient|top|#0000cd, #000055}}; Color:#cbffff;"
| align="left" | [[Sorcerer]] || Damage || Support || CHA, DEX || Moderate || Moderate
|- style="{{linear-gradient|top|#461B7E, #E0B0FF}}; Color:#FFF;"
| align="left" | [[Partisan]] || Tank || Support || WIS, CON || Simple || Moderate
|}
|}


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! Stat || width="7.5%" | 7 || width="7.5%" | 8 || width="7.5%" | 9 || width="7.5%" | 10 || width="7.5%" | 11 || width="7.5%" | 12 || width="7.5%" | 13 || width="7.5%" | 14 || width="7.5%" | 15 || width="7.5%" | 16 || width="7.5%" | 17 || width="7.5%" | 18  
! Stat || width="7.5%" | 7 || width="7.5%" | 8 || width="7.5%" | 9 || width="7.5%" | 10 || width="7.5%" | 11 || width="7.5%" | 12 || width="7.5%" | 13 || width="7.5%" | 14 || width="7.5%" | 15 || width="7.5%" | 16 || width="7.5%" | 17 || width="7.5%" | 18  
|-
|-
! Cost  
! style="Background:#DEB887;" | Cost  
| -4 || -2 || -1 || 0 || 1 || 2 || 3 || 5 || 7 || 10 || 13 || 17  
| -4 || -2 || -1 || 0 || 1 || 2 || 3 || 5 || 7 || 10 || 13 || 17  
|}
|}
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! Stat || width="7.5%" | 0-1 || width="7.5%" | 2-3 || width="7.5%" | 4-5 || width="7.5%" | 6-7 || width="7.5%" | 8-9 || width="7.5%" | 10-11 || width="7.5%" | 12-13 || width="7.5%" | 14-15 || width="7.5%" | 16-17 || width="7.5%" | 18-19 || width="7.5%" | 20-21 || width="7.5%" | 22-23  
! Stat || width="7.5%" | 0-1 || width="7.5%" | 2-3 || width="7.5%" | 4-5 || width="7.5%" | 6-7 || width="7.5%" | 8-9 || width="7.5%" | 10-11 || width="7.5%" | 12-13 || width="7.5%" | 14-15 || width="7.5%" | 16-17 || width="7.5%" | 18-19 || width="7.5%" | 20-21 || width="7.5%" | 22-23  
|-
|-
! Modifier
! style="Background:#DEB887;" | Modifier
| -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5 || +6
| -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5 || +6
|}
|}
{{:Starting Languages}}


==Choose an Alignment==
==Choose an Alignment==
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Be creative, but also remember to tailor your background to your current character level.  A first level character probably hasn't had much opportunity to become a famous dragon-slayer, for example.
Be creative, but also remember to tailor your background to your current character level.  A first level character probably hasn't had much opportunity to become a famous dragon-slayer, for example.
== Starting Languages ==
All player characters can speak, read, and write the Common language at [[Linguistics#Native|native]] familiarity, regardless of the race chosen, or their intelligence score. Some races provide an additional language to starting characters, regardless of their intelligence score.  Characters with secondary languages from their race can speak, read and write these languages at [[Linguistics#Native|native]] familiarity as well.
In addition to the starting language(s), characters with a positive Intelligence modifier gain one bonus language per +1 of their modifier.  That is, a character with a 14 intelligence (which grants a +2 INT modifier) would learn 2 bonus languages.  These bonus languages are selected from the list of bonus languages available to their chosen character race.  Bonus languages are always learned at the [[Linguistics#Fluent|fluent]] level of familiarity.
If a character improves their Intelligence through a permanent source (such as a magic item, a manual, or through level advancement), sufficient to increase their INT modifier, they gain an additional bonus language, chosen from the same list of their chosen race.  If a character's INT modifier increases to the point where they could gain more bonus languages than those offered by their race, they no longer gain bonus languages for increasing their Intelligence (though they still gain additional skill ranks each level; see below).
Characters may also learn additional languages by placing ranks in the [[Linguistics]] skill.


==Determine Skills==
==Determine Skills==
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==Choose Feats==
==Choose Feats==
Determine how many feats your character receives, based on his class and level, and select them from those listed on the [[Feats]] page.
Determine how many feats your character receives, based on his class and level, and select them from those listed in the [[Master Feats List]].


* All 1st level characters begin with 1 feat, and one additional feat at every odd level (e.g. 3rd, 5th, 7th, etc.).
* All 1st level characters begin with 1 feat, and one additional feat at every odd level (e.g. 3rd, 5th, 7th, etc.).
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The armor or other protective devices you purchase may affect your starting Armor Class (AC), so once you have purchased armor or other protective devices you can determine your Armor Class (AC).
The armor or other protective devices you purchase may affect your starting Armor Class (AC), so once you have purchased armor or other protective devices you can determine your Armor Class (AC).


At the GM's discretion, [[Alchemical_Creations|alchemical items]] (e.g. Alchemist's Fire or Tanglefoot bags), [[Lay_Magic|lay magic]] items, potions, scrolls, and some [[Consumable_Magic_Items|consumable magic items]], may be available.
Normal equipment may be purchased, but masterwork items and magic items are not available.  At the GM's discretion, minor alchemical items (e.g. Alchemist's Fire or Tanglefoot bags) and minor potions (e.g. Cure Light Wounds) may be available.
 




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:* [[Weapons]]
:* [[Weapons]]
:* [[Armor and Shields]]
:* [[Armor and Shields]]
:* [[Equipment]]
:* [[Equipment, Goods and Services]]


==Determine Armor Class Values==
==Determine Armor Class Values==
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:; Armor Class
:; Armor Class
: Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. A to-hit roll made against you that is equal to or greater than your armor class is treated as a hit.
: Your Armor Class ([[AC]]) represents how hard it is for opponents to land a solid, damaging blow on you. A to-hit roll made against you that is equal to or greater than your armor class is treated as a hit.


<div style="padding-top:1em; padding-bottom:1em;">
<div style="padding-top:1em; padding-bottom:1em;">
:::{| style="border: 1px solid; padding: 0.5em 2em 0.5em 2em;" width="85%"
::{| style="border: 1px solid; padding: 0.5em 2em 0.5em 2em;"
! style="color:#7B68EE; text-align:left;" | 10 + Armor bonus + Dexterity modifier + Natural Armor bonus + Shield bonus + Size Modifier + other modifiers (Armor Enhancement bonus + Deflection bonus + Dodge bonus + Martial bonus + Natural Armor Enhancement bonus + Shield Enhancement bonus)
! style="color:#7B68EE;" | 10 + Armor bonus + Dexterity modifier + Natural Armor bonus + Shield bonus + Size Modifier + other modifiers (Armor Enhancement bonus + Deflection bonus + Dodge bonus + Martial bonus + Natural Armor Enhancement bonus + Shield Enhancement bonus)
|}
|}
</div>
</div>


::* '''Max Dex Bonus:''' Most armor limits the maximum amount of your Dexterity bonus that you can apply to your AC (see Table: Armor and Shields).  If your dexterity modifier is greater than the max dex value for your armor or shield, you may only add up to the maximum value listed for your armor to your armor class.
:* '''Max Dex Bonus:''' Most armor limits the maximum amount of your Dexterity bonus that you can apply to your AC (see Table: Armor and Shields).  If your dexterity modifier is greater than the max dex value for your armor or shield, you may only add up to the maximum value listed for your armor to your armor class.


:; Touch Armor Class
:; Touch Armor Class
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<div style="padding-top:1em; padding-bottom:1em;">
<div style="padding-top:1em; padding-bottom:1em;">
:::{| style="border: 1px solid; padding: 0.5em 2em 0.5em 2em;" width="85%"
::{| style="border: 1px solid; padding: 0.5em 2em 0.5em 2em;"
! style="color:#7B68EE; text-align:left;" | 10 + Dexterity modifier + Size Modifier + other modifiers (Armor Enhancement bonus + Deflection bonus + Dodge bonus + Natural Armor Enhancement bonus + Shield Enhancement bonus)
! style="color:#7B68EE;" | 10 + Dexterity modifier + Size Modifier + other modifiers (Armor Enhancement bonus + Deflection bonus + Dodge bonus + Natural Armor Enhancement bonus + Shield Enhancement bonus)
|}
|}
</div>
</div>
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<div style="padding-top:1em; padding-bottom:1em;">
<div style="padding-top:1em; padding-bottom:1em;">
:::{| style="border: 1px solid; padding: 0.5em 2em 0.5em 2em;" width="85%"
::{| style="border: 1px solid; padding: 0.5em 2em 0.5em 2em;"
! style="color:#7B68EE; text-align:left;" | 10 + Armor bonus + Natural Armor bonus + Shield bonus + Size Modifier + other modifiers (Armor Enhancement bonus + Deflection bonus + Martial bonus + Natural Armor Enhancement bonus + Shield Enhancement bonus)
! style="color:#7B68EE;" | 10 + Armor bonus + Natural Armor bonus + Shield bonus + Size Modifier + other modifiers (Armor Enhancement bonus + Deflection bonus + Martial bonus + Natural Armor Enhancement bonus + Shield Enhancement bonus)
|}
|}
</div>
</div>
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|-  
|-  
| align="left" | Dex Modifier
| align="left" | Dex Modifier
| Yes || - || Yes || - || align="left" | Your dexterity modifier adds to your AC to represent your ability to actively avoid attacks.  If you are surprised, or have not yet acted in the round, you may not apply your Dexterity modifier to your AC. Furthermore, most armor limits the maximum Dexterity modifier you may apply to your AC while wearing that armor.  If your Dexterity modifier is greater than the Max Dex listed for the armor you are wearing, you may only add up to the Max Dex number to your AC.  The additional benefit from your high dexterity is lost unless you remove the armor (or purchase a version of the armor with a dweomermetal, such as mithril, which raises the Max Dex of the armor). It is not possible to have more than one source for your Dexterity modifier. Even if you somehow could, you could only use the highest value.
| Yes || - || Yes || - || align="left" | Your dexterity modifier adds to your AC to represent your ability to actively avoid attacks.  If you are surprised, or have not yet acted in the round, you may not apply your Dexterity modifier to your AC. Furthermore, most armor limits the maximum Dexterity modifier you may apply to your AC while wearing that armor.  If your Dexterity modifier is greater than the Max Dex listed for the armor you are wearing, you may only add up to the Max Dex number to your AC.  The additional benefit from your high dexterity is lost unless you remove the armor (or purchase a masterwork or mithril version of the armor, which raises the Max Dex of the armor). It is not possible to have more than one source for your Dexterity modifier. Even if you somehow could, you could only use the highest value.
|-  
|-  
| align="left" | Deflection Bonus
| align="left" | Deflection Bonus
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|-  
|-  
| align="left" | Natural Armor Bonus
| align="left" | Natural Armor Bonus
bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses
| Yes || Yes || - || - || align="left" | A [[natural armor bonus]] [[Natural armor bonus]]es stack with all other bonuses to armor class (even with armor bonuses) except other [[natural armor bonus]]es. A [[natural armor bonus]]
|-  
|-  
| align="left" | Natural Armor Enhancement Bonus
| align="left" | Natural Armor Enhancement Bonus
 
| Yes || Yes || Yes || - || align="left" | Some magical effects (such as the [[Barkskin (Spell)]]) grant an [[enhancement bonus]] [[natural armor bonus]]
|-  
|-  
| align="left" | Shield Bonus
| align="left" | Shield Bonus
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{{:Maneuver Defense}}
{{:Maneuver Defense}}


{{:Caster Check}}
{{:Concentration Check}}
 
{{:Caster Level Check}}

Revision as of 15:46, 4 March 2018