Method I. Roll 3d6 and reroll any 1’s. Do this 7 times total and distribute the results amongst your ability scores in any order: Charisma (CHA), Perception (PER), Precision (PRC), Reflex (REF), Strength (STR), Vitality (VIT) and Wisdom (WIS). Check the table below to determine the ability score modifier for each.
Method II. Take the numbers: 7, 9, 11, 11, 13, 13, and 15 then distribute them amongst your ability scores in any order: Charisma (CHA), Perception (PER), Precision (PRC), Reflex (REF), Strength (STR), Vitality (VIT) and Wisdom (WIS). Check the table below to determine the ability score modifier for each.
There are 8 races to choose from: Birdfolk, Dwarf, Elf, Anuran, Halfling, Human, Lacertian, and Orc. See the section on Races and increase your ability scores and add the racial traits given to you by your race.
Each of your ability scores determines some other statistic about your character. See the Ability Score section to see how to calculate these scores. Your movement is 30ft per turn.
When you begin your adventuring, you have six starting skills (eight if you are an elf). These starting skills can be any from the list in the Skills section. The skill score of your starting skills is 10 with a +0 skill modifier. All other skills have a skill score of 0, with a -4 skill modifier.
To determine your starting gold, use your Charisma score + 1d6 (reroll 1s) and multiply the result by 10. In addition to this, you receive clothing, a backpack, 4 rations, and a full waterskin. See the Equipment chapter to see what equipment you would like to buy and the prices. If you buy incense or spell scrolls, you can immediately memorize spells, provided that you have the appropriate skills.
You may start with as many powers as you can afford, and that you meet the requirements for. See the Powers section for details on the powers you can take.
You know common, any languages granted by your race, and additional languages equal to your WIS modifier, if positive. You also know an additional language if you start with the linguistics skill.
Languages
Archaic
Axiom
Celestial
Demonic
Dwarvish
Eldritch
Elvish
Garblespeak
Nirvana
Orcish
Primordial
Primus
Shadowspeak
Sylvan
The Arcane Knight is both a fighter and a mage. Utility is granted by arcane spells and damage is dealt through trained melee combat.
Ability Score Array. 7 Charisma, 9 Perception, 11 Strength, 11 Reflex, 13 Vitality, 13 Wisdom, and 15 Precision
Race. Elf, Human, or Lacertian
Skills. Arcana, Concentration, Endurance, Force of Might, Heavy Weapons, Dodging
Powers. Cruel Strikes, Spells: Sleep
Equipment. Clothing, a backpack, 4 rations, and a full waterskin, Gambeson Armor, Longsword, Scroll (Sleep)
The berserker is both a close combat fighter, and a medium distance artillerist. Capable of heavy amounts of damage through the use of Rage and Power Attack, the berserker specializes in damage.
Ability Score Array. 7 Charisma, 9 Wisdom, 11 Perception, 11 Reflex, 13 Precision, 13 Vitality, and 15 Strength
Race. Dwarf, Human, Lacertian, or Orc
Skills. Axes, Throwing, Endurance, Force of Might, Heavy Weapons, Dodging
Powers. Rage, Whirlwind, Power Attack
Equipment. Clothing, a backpack, 4 rations, and a full waterskin, Gambeson Armor, Throwing Axe, Spear
The Brawler is a quick and deadly close-up fighter. Capable of both controlling the battlefield by grappling and repositioning, as well as dealing heavy damage with Flurry of Blows. The Brawler specializes in damage and control.
Ability Score Array. 7 Perception, 9 Charisma, 11 Wisdom, 13 Vitality, 13 Strength, 15 Reflex, and 17 Precision
Race. Dwarf, Elf, Human, Lacertian, Orc
Skills. Martial Arts, Dodging, Endurance, Force of Might, Finesse Weapons, Acrobatics
Powers. Counterstrike, Flurry of Blows
Equipment. Clothing, a backpack, 4 rations, and a full waterskin, Leather Cuirass, 15gp
The Mage is a young wizard. Mages can adapt to the situation they’re in with clever use of spells. The Mage specializes in versatility.
Ability Score Array. 7 Reflex, 9 Strength, 11 Vitality, 11 Charisma, 13 Perception, 13 Precision, and 15 Wisdom
Race. Anuran, Elf, or Human
Skills. Arcana, Concentration, History, Dodging, Navigation, Investigation
Powers. Spells: Magic Missile, Sleep, Sand to Glass, Light or Darkness, Detect or Hide Magic
Equipment. Clothing, a backpack, 4 rations, and a full waterskin, Spell Scrolls (Magic Missile, Sleep, Sand to Glass, Light or Darkness, Detect or Hide Magic) scroll case, ink, quill, paper x5 (blank)
The Medic is a precise combatant with important support skills. A Medic takes the important roll of providing treatment to wounded allies. The Medic specializes in support.
Ability Score Array. 7 Reflex, 9 Vitality, 11 Strength, 11 Charisma, 13 Perception, 13 Wisdom, and 15 Precision
Race. Anuran, Birdfolk, Elf, Halfling, or Human
Skills. Alchemy, Medicine, Finesse Weapons, Nature, Dodging
Powers. Bloodletting Strike, Healing Potion (Alchemy), Surgeon
Equipment. Clothing, a backpack, 4 rations, and a full waterskin, Recipe Scroll (Healing Potion), 6 Basic Reagents, Surgery Utensils, Suture Kit, Ointment, Alcohol, Bandage x5
The Ranger is a scout and marksman. A Ranger can hunt down creatures by tracking them and deal heavy damage from afar with ranged weaponry. The Ranger specializes in ranged damage and tracking.
Ability Score Array. 7 Strength, 9 Charisma, 11 Reflex, 11 Wisdom, 13 Vitality, 13 Perception, and 15 Precision
Race. Birdfolk, Elf, Halfling, Human, or Orc
Skills. Marksmanship, Nature, Tracking, Stealth, Animal Handling, Investigation
Powers. Bloodletting Strike, Trauma, Ghillie Suit
Equipment. Clothing, a backpack, 4 rations, and a full waterskin, Longbow, 120 arrows and quiver
The Thief is sneaky and deceptive. A Thief can deal heavy damage when having the advantage and using Cruel Strike and Sneak Attack. The Thief specializes in damage and utility.
Ability Score Array. 7 Strength, 9 Wisdom, 11 Perception, 11 Vitality, 13 Reflex, 13 Charisma, and 15 Precision
Race. Elf, Halfling, or Human
Skills. Marksmanship, Finesse Weapons, Dodging, Thievery, Stealth, Deception
Powers. Sneak Attack, Cruel Strike, Trap Master
Equipment. Clothing, a backpack, 4 rations, and a full waterskin, Lockpicks x 3, Dagger x2, Short Bow, 20 arrows and a quiver, 20gp
The warrior is mighty and intimidating. A warrior is the frontline fighter, capable of taking hits and provoking enemies through Intimidating Stance. The warrior specializes in protection.
Ability Score Array. 7 Perception, 9 Charisma, 11 Wisdom, 11 Reflex, 13 Precision, 15 Vitality, and 13 Strength
Race. Dwarf, Human, Lacertian, or Orc
Skills. Swordsmanship, Blocking, Endurance, Force of Might, Heavy Weapons, Intimidate
Powers. Power Attack, Intimidating Stance
Equipment. Clothing, a backpack, 4 rations, and a full waterskin, Full Hide Armor, Longsword, Javelin x2, Heater Shield
A Zealot is a fanatic who is devoted to a god. The Zealot focuses on support and some damaging spells through divine spellcasting. The Zealot specializes in versatility.
Ability Score Array. 7 Precision, 9 Strength, 11 Reflex, 11 Vitality, 13 Perception, 13 Wisdom, and 15 Charisma
Race. Anuran, Birdfolk, Halfling, or Human
Skills. Divine, Nature, Dodging, History, Concentration, Insight
Powers. Divine Reach, Spells: Bless or Bane, Conjure Vermin, Call Lightning, Spirit Animal
Equipment. Clothing, a backpack, 4 rations, and a full waterskin, Holy Symbol (Iron), Incense (Simple)