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Creating A Character

To generate a character there are many decisions you will have to make individually and as a party. You will need to;

  1. Determine Ability Scores.
  2. Pick your Character Traits.
  3. Determine your character’s Background.
  4. Determine your character’s Star Sign.
  5. Determine your character’s Season/Moon Cycle.
  6. Determine your character’s Place of Origin.
  7. Pick your Character Class.
  8. Pick your Skill Proficiencies from your character Class’s Skill Groups.
  9. Choose your Weapon Type(s) according to your Character Class.
  10. Select your starting Spells.
  11. Select your Equipment.
  12. Finalize Details

Generating Character’s Ability Scores

There are various ways for characters to choose their Ability Scores, this may be a decision determined by the Game Master or by the entire table.

The intended character scores are for a high fantasy setting. Thus, it’s recommended to start with either a standard set of 14, 14, 13, 13, 12, and 10, or a Point Buy system with all Ability Scores starting at 10. Additionally, the players have 16 points to invest in their scores with each increase being 1 point no matter the score, but they cannot go above a 16.

Because the system is not intended for negative modifiers, if the players would like to roll for their stats the specifics of how to go about rolling for them should be discussed with the table.

Character Traits

There are no preset Races/Species in this game, instead players begin character creation as a Humanoid Creature Type and obtain a +2 and a +1 increase to two of their Ability Scores.

However, if your GM allows for it you may replace one or both of these bonuses with an additional Creature Type, Senses, Appendages, or Traits from the Create A Creature section, provided it is approved by your GM.

This could be as simple as replacing Darkvision with your +1 increase and keeping the +2, or replacing your +1 and +2 by adding the Slime Creature Type and the Shapeshifting Trait.

Background

Depending on the background you have crafted for your character should reflect the chosen benefits. Backgrounds are choices of;

  • One Skill Proficiency of your choice in any Skill Group.
  • A Common language and one language of your choice.
  • Two tools or instruments, or one tool and one instrument of your choice.
  • One personal heirloom you were allowed to take before starting your journey.

Languages

Ultimately it is up to the GM which languages are in the game, but in a setting with a large variety of dialects there could also be several languages and sub-languages.

  • Abyssal. The Abyssal language is the common tongue for speaking with inter-planar beings. Each Plane could have a language of it’s own or several within its dimensions.
  • Common. The most common language amongst humanoids in the local area. This could be for the entire world or be subcategories for different countries.
  • Elemental. The language of the Elementals, could be a root language that is the Elementals common tongue and has sprouted a sub-language for each element.
  • Demonic. The language of Monstrosities and magical forces, these could be languages spoken by beings who understand common so its a language meant to be interpreted by those who understand instead of speaking. This could also be an exclusive language for things such as rituals which to banish, exorcise, or call upon the power of Monstrosities.
  • Sign. A language used to communicate non-verbally.
  • Spirit. The language of the Undead. Like demonic, this could be a language learned not to converse with but to understand the spirit to speak with it in a common language. This could also be a language used for the purposes of rituals and communions.
  • Thieves’ Can’t. A language of code that often sounds like a generic statement or conversation. Uses a code of symbols in order to mark places of importance for the type that would know Can’t. There can be local differences in Thieves’ Can’t or as a universal code.

Star Sign

Star Signs grant innate bonuses for those born during that time of the year. Characters choose their Star sign and are granted the Defense Bonus.

  1. Aquarius (Spring). +2 Reflex, +1 Fortitude
  2. Pisces (Winter). + 2 Will, +1 Reflex
  3. Aries (Summer). +2 AC, +1 Reflex
  4. Taurus (Autumn). +2 Fortitude, +1 AC
  5. Gemini (Spring). +2 Reflex, +1 AC
  6. Cancer (Winter). +2 Will, +1 Fortitude
  7. Leo (Summer). +2 AC, +1 Fortitude
  8. Virgo (Autumn). +2 Fortitude, +1 Will
  9. Libra (Spring). +2 Reflex, +1 Will
  10. Scorpio (Winter). +2 Will, +1 AC
  11. Sagittarius (Summer). +2 AC, +1 Will
  12. Capricorn (Autumn). +2 Fortitude, +1 Reflex

Note that different settings and Planes may have different types of Seasonal changes or even different months, therefore the Seasons/Moon Cycle doesn’t necessary have to reflect real life.

Seasons/Moon Cycle

With the power of your Star Sign comes a sensitivity. Players may choose Full Moon, New Moon, or Planetary alignment instead of their Star Sign’s Season.

  • Spring. Earth Weaknesses.
  • Summer. Water Weaknesses.
  • Autumn. Wind Weaknesses.
  • Winter. Fire Weaknesses.
  • Full Moon. Dark Weaknesses.
  • New Moon. Radiant Weaknesses.
  • Planetary Alignment. Psychic Weaknesses.

Places of Origin

Before your character has started their current adventure they remember the region with which they spent their adolescence in. Whether you were born in a bustling city or in a small log cabin in the wilderness you’re familiar with the terrain of your homeland, gaining an advantage to your character when they’re within the selected terrain.

  • Canyons. Gain Advantage on Geography skill checks.
  • Deserts. Gain Advantage on Survival skill checks.
  • Islands. Gain Advantage on Swimming checks .
  • Jungles. Gain Advantage on Awareness checks.
  • Marshes. Gain Advantage on Geography skill checks.
  • Mountains. Gain Advantage on Survival skill checks.
  • Plains. Gain Advantage on Nature skill checks.
  • Rivers. Gain Advantage on Swimming skill checks.
  • Tundras. Gain Advantage on Awareness skill checks.
  • Drifter. Once per day you may gain Advantage on any skill check of your choice.

Leveling Up

When your character gains a level, for the most part they follow the level up of their Character Class. Some levels yield Ability Score Increases and Weapon Level Ups.

Ability Score Increases are two +1 to any of your Ability Scores, you may increase one Ability Score twice for a +2.

When increasing a Weapon Level you may place that level in any Weapon Category of your choice.

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