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If you have reached this page, congratulations, and thank you for playing our game.
 
If you have reached this page, congratulations, and thank you for playing our game.
  
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== Character Sheet Template ==
  
== Choose your Path ==
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Fill out this [[Character Sheet Template]] as you follow along on this page to create your level 1 character.
  
To begin, you should choose between a caster, and a non-caster character as a base. Mixing and matching [[Spellcaster]] and [[Non-caster]] abilities is totally acceptable, but you must obey the rules of both. To begin, it is recommended you stick to one or the other until you reach high enough of a level to be able to have both.
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== Think of a Character ==
  
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Who are you going to play? The world of Ilisara is roleplay-heavy. Your character needs to have a personality and a story. Before you begin choosing stats and abilities for your character, jot down a few notes about who they are...
  
== Choose a race, class, and name for your character ==
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You can start with the basics:
  
Races
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1. Name, age, physical appearance
There are four core player races you can choose from: human, dwarf, sun elf, and halfling. These races are the primary races that live on Hellan.
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2. Personality, outlook on the world, attitude
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3. Family, personal ties, guild / artisan affiliations (if any)
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4. Aspirations, hopes, dreams, and flaws
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Of course, some of these things rely on what race your character is and where in the world they live. You may wish to scan through the [[Locations]] page, or read about the different [[Races]] in the world of Ilisara during your brainstorming.
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If you know who your character is and where they came from, figuring out their abilities and other details becomes easy! Here are some resources to help you, if you are new to character-building and roleplaying.
 +
 
 +
[https://writerswrite.co.za/character-interview-a-worksheet-for-beginners/ Beginner’s Worksheet on Creating a Character]:
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If you’re starting from scratch, this worksheet gives a great framework for designing a character — it’s a series of questions you can answer about your character, including places they’ve been, things they’ve done, etc.
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[https://diceenvy.com/blogs/news/6-awesome-ways-to-give-your-dnd-character-personality Personality Traits, Ideals, Bonds, and Flaws]:
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Personality traits, ideals, bonds, and flaws form the backbone of a character’s personality. Dungeons and Dragons 5e uses these four things to help players define their characters better. Worth a read if you’re trying to flesh out who your character is. There’s a huge list of example traits, ideals, bonds, and flaws [https://www.enworld.org/threads/list-of-all-personality-traits-ideals-bonds-flaws.469002/ located at this link].
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[http://easydamus.com/alignmenttest.html Alignment Questionnaire]:
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A fun questionnaire that you can use to determine your character’s alignment. Alignments are not used and enforced in Ilisara, but after answering this questionnaire you will know more about who your character is and what they believe in.
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== Race ==
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There are three primary races that live in Hellan: humans, dwarves, and sun elves. If you're just starting out, it's easiest to choose one of them. However, if you're interested in a different race, check out the [[Races]] page and work with the DM to create a unique character.
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Each race provides a permanent +1 bonus to an attribute.
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==== Human ====
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Bonus Attribute Point — +1 Charisma. Humans are respected by all the races of Hellan. This reputation is well-earned. Diplomacy and working alongside others despite differences are the specialties of humankind. Lore can be found on the [[Humans]] page.
  
Human
 
Racial Passive — Diplomacy: +1 Charisma. Humans are respected by all races of Hellan. Even Halflings avoid robbing human settlements. Without humanity, the confederacy would never have formed. Confederate enemies however, loath humanity (or the ruling nation of humanity, if they are outlaw humans).
 
 
Language — Common
 
Language — Common
  
Dwarf   
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==== Dwarf ====
Racial Passive Hardiness: +1 Stamina. Dwarves are in tune with the earth. They can sense the general distance and direction to nearby metals and ore. Dwarves are very resilient. They have an innate resistance to poison, and can survive in frigid cold temperatures or burning heat.
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Bonus Attribute Point — +1 Stamina. Dwarves are in tune with the earth. They are very resilient and hardy, capable of enduring extremes the other races cannot. Dwarves are known to survive and thrive through trying conditions. Lore can be found on the [[Dwarves]] page.
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Languages — Common, Dwarvish
 
Languages — Common, Dwarvish
  
Sun Elf
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==== Sun Elf ====
Racial Passive Long Lived: +1 Knowledge. Sun elves are in tune with the sky. They are excellent navigators as long as they are above ground. Sun Elves have an eye for beauty. Even the untrained can determine the worth of treasure or properties of a magical artifact.
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Bonus Attribute Point — +1 Knowledge. Sun elves are in tune with the sky and pursue knowledge, power, and artistic pursuits. Due to their long lifespans, they tend to be more experienced than other races. Lore can be found on the [[Sun Elves]] page.
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Languages — Common, Elven
 
Languages — Common, Elven
  
Halfling   
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== Profession ==
Racial Passive — Quick Fingers: +1 Dexterity. Halflings are nimble and quick-witted. Generations of farming and fishing have granted halflings better-than-average cooking skills and a tendency to befriend animals.
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Language — Common
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Professions are totally optional, but your character gains access to the ability to craft items and/or special background benefits from choosing a profession. As of now, the number of professions designed for Ilisara are limited. You can work with the DM to come up with your own, or choose one from the [[Professions]] page.
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== Attributes ==
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Every character in Ilisara has attributes. Players assign points to these attributes to define what their character is good at, and receive one bonus attribute point from their race. Otherwise, attribute points are static. At level 1, you begin with 10 points, and you gain new points every level. The maximum amount of points you can allocate to any attribute is 10.
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Ilisara’s six attributes are divided into three "physical" attributes (Strength, Stamina, and Dexterity) as well as three "mental" attributes (Knowledge, Charisma, Arcana).
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 +
To act in an RP encounter, you roll a d20 and add your applicable points. Attributes typically have little bearing on combat, with these exceptions:
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*Casting spells typically requires 4+ Arcana
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*Wielding weapons and wearing armor may require a certain amount of Dexterity and/or Strength
 +
*Movement speed is determined by Dexterity
 +
 
 +
If you are creating a character from scratch, put your attribute points where you feel they’ll work best for you. You can modify them as you continue building your character and learn more about how attributes are used.
 +
 
 +
For a full description of every attribute, visit [[Character Attributes]].
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 +
== Skills ==
 +
 
 +
Every character is equipped with specific, trained Skills that give them a +5 bonus to attempt an action out of combat. For example, a bard might be trained in Performance, allowing them to gain a +5 bonus to attempts made to put on a show for a crowd. The [[Character Skills]] page explains what skills are available to players in more depth, and the [[Using Skills]] page explains how skills are used out of combat.
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At level 1, you can choose three skills.
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== Classes? Nope! Casters and Non-Casters ==
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Within the Ilisara system, you can play any "class" you want. You could be a fighter, thief, swashbuckler, ninja, sorcerer, necromancer, illusionist, druid, shaman, seer, cleric, paladin, shapeshifter, mage, warlock, wizard, druid, elementalist, rogue, warrior, ranger, hunter, knight, cavalier, etc.; the limit is your imagination. Simply choose a defining theme for your character.  
  
If you would like to play another race (such as a wood elf, genasi, goblin, etc.), refer to the Advanced Character Building section of this guide.
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Characters in Ilisara fall into one of two paths for character progression: Caster or Non-caster. Casters are people who use magic spells. Non-casters are people who use weapons. You can blend the two seamlessly, just keep in mind the attribute requirements for casting spells and using weapons — if you want a character who does both, they will need to have points placed in Arcana, Dexterity and Strength.
  
 +
Here are some differences between Casters and Non-casters:
  
== Classes ==
+
General Differences 
  
Within this system, you can play any class you want. You could be a fighter, thief, swashbuckler, ninja, sorcerer, necromancer, illusionist, druid, shaman, seer, cleric, paladin, shapeshifter, etc.; the limit is your imagination. Simply choose a defining theme for your character. Simply conform to the [[Spellcaster]] and [[Non-caster]] rules for the respective schools of abilities.
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*Casters must put points into Arcana to use spells, whereas non-casters must put points into Strength and Dexterity to use weapons.
  
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Basic Attack: A Basic Attack can be used in combat as many times as you wish. It is an innate ability all characters have.
  
== Add points to attributes ==
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*Casters start with a ranged basic attack -- a spell -- that deals damage. Their basic attacks get small increased damage modifiers as they level up. In this way, casters are relatively simple to build, and have a linear path to upgrade their basic attack. They do not require any equipment to cast spells.
  
You receive points to add to your main attributes. The number of points you can allocate are based on your level. At level 1, you begin with 10 points, and you gain new points every level.  
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*Non-casters start with a weapon that determines what their basic attack is. They can upgrade their weapon using gemstones, craft a new weapon with higher-quality materials, or buy a new weapon at any time -- providing a non-linear path to upgrading their damage output.
  
To act in an RP encounter, you roll a d20 and add your applicable points (imagine your points as a “modifier” for your d20 roll). Spell-casters typically need 4+ Arcana to cast spells, and non-casters need a certain amount of Dexterity and/or Strength to wield weapons, but the attributes are otherwise not used for combat directly.
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Tier Abilities: Tier Abilities are special, strong abilities that have a limited number of uses or "charges" in combat.
  
 +
*Casters use a specific damage template for their damaging / healing abilities.
  
== Defense Tables ==
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*Non-casters use their weapon damage to determine how much damage their Tier abilities do.
  
As you gain equipment, your armor value will increase. See [[Basic Equipment]] for details on the type of equipment you will find, and the requirements of that.
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*Casters require an increasing amount of Arcana to create stronger Tier abilities.
  
You will notice that armor has a set defensive value. To determine how this affects you in combat, consider wearing basic leather armor. Your defense might be 2, which would make your defense table something like this:
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Now that you understand the difference between Casters and Non-casters, pick which one your character will be and visit either of these pages to determine what your Basic Attack will be:
  
1 - crit fail
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*[[Caster]] if you are going to use any magical abilities
2 - no damage
 
3-10 - full damage -1d4
 
11-19 - full damage
 
20 crit success - max damage
 
  
The attacker would roll a d20 against your defense table, and depending on what they rolled, they would deal the appropriate amount of damage with their ability according to that table.
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*[[Non-caster]] if you are going to use a weapon instead of cast spells
  
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If you want to do both, first visit the Caster page and make sure you understand the requirements for casting spells. Then, visit the non-caster page and understand the requirements for wielding a weapon. It is perfectly doable to blend both playstyles.
  
== Skills ==
+
The [[Basic Equipment]] page lists all of the weapons in the game your character can get ahold of at level 1.
  
Every character begins with three skills they are proficient in. Skills are used for RP purposes. These skills are generally things which your character has received formal training in, has extensive experience with, or is naturally very good at. You gain a +5 bonus to rolls involving one of your proficient skills.
 
  
Here is a list of skills to choose from, or you can come up with your own. You must have 2 points in an attribute that apply to the skills you choose. For example, to use a “skill related to Strength”, it would require 2 Strength. Survival skills can be used by anyone.
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== Defense, Speed, Hit Points, and Other Stats ==
  
'''Skills Related to Strength'''
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Your character sheet should now have your name, age, race, profession, attributes, skills, and basic attack listed.
Swimming
 
Climbing
 
Balancing
 
Escaping restraints
 
Reduce falling damage
 
  
'''Skills Related to Stamina'''
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The other stats you should be aware of are:
Endure extreme weather
 
Resist disease
 
Ignore hunger/thirst
 
Stay awake without resting for 24+ hours
 
  
'''Skills Related to Dexterity'''
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*Hit Points. At level 1, you have 10 hit points.
Disable traps
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*Defense. Your Defense depends on your equipment. The [[Basic Equipment]] page describes different armor types. At level 1, you likely have 0 Defense.
Pickpocket
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*Speed. Your movement speed is determined by your Dexterity. 0 Dexterity is Low speed, 4 Dexterity is Medium speed, and 8 Dexterity is Fast speed.
Pick locks
 
Sleight of hand
 
Dancing
 
Stealth
 
  
'''Skills Related to Knowledge'''
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Visit [[Character Attributes]] for a more detailed explanation.
History: Human, dwarven, elven lore
 
History: Orc, demon, monster lore
 
History: Mythology and religion
 
History: Regional lore [choose a region]
 
Sensing others' motives
 
Investigating
 
  
'''Skills Related to Arcana'''
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== Done! ==
Identify magic item
 
Dispelling wards
 
Detect magic
 
  
'''Skills Related to Charisma'''
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You're done creating a level 1 character! As characters level up, they gain additional bonuses and benefits, such as Tier Abilities and Combat Passives. Refer to the [[Character Progression]] page to see what you will gain, and explore the rest of the rules on [[Official Ilisara RPG Rules]] to build more beyond level 1. In Ilisara, combat is turn based with action economy and consists of rolls made to attack and deal damage. [[Combat]] explains more about this system.
Lying
 
Intimidation
 
Persuasion
 
Seduction
 
Blending in with locals
 
Performing (Singing, storytelling, and acting)
 
  
'''Survival / Adventuring Skills'''
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Ask the DM if you need help.
Foraging
 
Administer first aid
 
Treat diseases
 
Animal handling
 
Build traps (snares etc)
 
Navigation
 
Piloting [choose vehicle type]
 
Creating camouflage
 
Sailing
 

Latest revision as of 20:48, 29 February 2020

If you have reached this page, congratulations, and thank you for playing our game.

Character Sheet Template

Fill out this Character Sheet Template as you follow along on this page to create your level 1 character.

Think of a Character

Who are you going to play? The world of Ilisara is roleplay-heavy. Your character needs to have a personality and a story. Before you begin choosing stats and abilities for your character, jot down a few notes about who they are...

You can start with the basics:

1. Name, age, physical appearance

2. Personality, outlook on the world, attitude

3. Family, personal ties, guild / artisan affiliations (if any)

4. Aspirations, hopes, dreams, and flaws

Of course, some of these things rely on what race your character is and where in the world they live. You may wish to scan through the Locations page, or read about the different Races in the world of Ilisara during your brainstorming.

If you know who your character is and where they came from, figuring out their abilities and other details becomes easy! Here are some resources to help you, if you are new to character-building and roleplaying.

Beginner’s Worksheet on Creating a Character: If you’re starting from scratch, this worksheet gives a great framework for designing a character — it’s a series of questions you can answer about your character, including places they’ve been, things they’ve done, etc.

Personality Traits, Ideals, Bonds, and Flaws: Personality traits, ideals, bonds, and flaws form the backbone of a character’s personality. Dungeons and Dragons 5e uses these four things to help players define their characters better. Worth a read if you’re trying to flesh out who your character is. There’s a huge list of example traits, ideals, bonds, and flaws located at this link.

Alignment Questionnaire: A fun questionnaire that you can use to determine your character’s alignment. Alignments are not used and enforced in Ilisara, but after answering this questionnaire you will know more about who your character is and what they believe in.

Race

There are three primary races that live in Hellan: humans, dwarves, and sun elves. If you're just starting out, it's easiest to choose one of them. However, if you're interested in a different race, check out the Races page and work with the DM to create a unique character.

Each race provides a permanent +1 bonus to an attribute.

Human

Bonus Attribute Point — +1 Charisma. Humans are respected by all the races of Hellan. This reputation is well-earned. Diplomacy and working alongside others despite differences are the specialties of humankind. Lore can be found on the Humans page.

Language — Common

Dwarf

Bonus Attribute Point — +1 Stamina. Dwarves are in tune with the earth. They are very resilient and hardy, capable of enduring extremes the other races cannot. Dwarves are known to survive and thrive through trying conditions. Lore can be found on the Dwarves page.

Languages — Common, Dwarvish

Sun Elf

Bonus Attribute Point — +1 Knowledge. Sun elves are in tune with the sky and pursue knowledge, power, and artistic pursuits. Due to their long lifespans, they tend to be more experienced than other races. Lore can be found on the Sun Elves page.

Languages — Common, Elven

Profession

Professions are totally optional, but your character gains access to the ability to craft items and/or special background benefits from choosing a profession. As of now, the number of professions designed for Ilisara are limited. You can work with the DM to come up with your own, or choose one from the Professions page.

Attributes

Every character in Ilisara has attributes. Players assign points to these attributes to define what their character is good at, and receive one bonus attribute point from their race. Otherwise, attribute points are static. At level 1, you begin with 10 points, and you gain new points every level. The maximum amount of points you can allocate to any attribute is 10.

Ilisara’s six attributes are divided into three "physical" attributes (Strength, Stamina, and Dexterity) as well as three "mental" attributes (Knowledge, Charisma, Arcana).

To act in an RP encounter, you roll a d20 and add your applicable points. Attributes typically have little bearing on combat, with these exceptions:

  • Casting spells typically requires 4+ Arcana
  • Wielding weapons and wearing armor may require a certain amount of Dexterity and/or Strength
  • Movement speed is determined by Dexterity

If you are creating a character from scratch, put your attribute points where you feel they’ll work best for you. You can modify them as you continue building your character and learn more about how attributes are used.

For a full description of every attribute, visit Character Attributes.

Skills

Every character is equipped with specific, trained Skills that give them a +5 bonus to attempt an action out of combat. For example, a bard might be trained in Performance, allowing them to gain a +5 bonus to attempts made to put on a show for a crowd. The Character Skills page explains what skills are available to players in more depth, and the Using Skills page explains how skills are used out of combat.

At level 1, you can choose three skills.

Classes? Nope! Casters and Non-Casters

Within the Ilisara system, you can play any "class" you want. You could be a fighter, thief, swashbuckler, ninja, sorcerer, necromancer, illusionist, druid, shaman, seer, cleric, paladin, shapeshifter, mage, warlock, wizard, druid, elementalist, rogue, warrior, ranger, hunter, knight, cavalier, etc.; the limit is your imagination. Simply choose a defining theme for your character.

Characters in Ilisara fall into one of two paths for character progression: Caster or Non-caster. Casters are people who use magic spells. Non-casters are people who use weapons. You can blend the two seamlessly, just keep in mind the attribute requirements for casting spells and using weapons — if you want a character who does both, they will need to have points placed in Arcana, Dexterity and Strength.

Here are some differences between Casters and Non-casters:

General Differences

  • Casters must put points into Arcana to use spells, whereas non-casters must put points into Strength and Dexterity to use weapons.

Basic Attack: A Basic Attack can be used in combat as many times as you wish. It is an innate ability all characters have.

  • Casters start with a ranged basic attack -- a spell -- that deals damage. Their basic attacks get small increased damage modifiers as they level up. In this way, casters are relatively simple to build, and have a linear path to upgrade their basic attack. They do not require any equipment to cast spells.
  • Non-casters start with a weapon that determines what their basic attack is. They can upgrade their weapon using gemstones, craft a new weapon with higher-quality materials, or buy a new weapon at any time -- providing a non-linear path to upgrading their damage output.

Tier Abilities: Tier Abilities are special, strong abilities that have a limited number of uses or "charges" in combat.

  • Casters use a specific damage template for their damaging / healing abilities.
  • Non-casters use their weapon damage to determine how much damage their Tier abilities do.
  • Casters require an increasing amount of Arcana to create stronger Tier abilities.

Now that you understand the difference between Casters and Non-casters, pick which one your character will be and visit either of these pages to determine what your Basic Attack will be:

  • Caster if you are going to use any magical abilities
  • Non-caster if you are going to use a weapon instead of cast spells

If you want to do both, first visit the Caster page and make sure you understand the requirements for casting spells. Then, visit the non-caster page and understand the requirements for wielding a weapon. It is perfectly doable to blend both playstyles.

The Basic Equipment page lists all of the weapons in the game your character can get ahold of at level 1.


Defense, Speed, Hit Points, and Other Stats

Your character sheet should now have your name, age, race, profession, attributes, skills, and basic attack listed.

The other stats you should be aware of are:

  • Hit Points. At level 1, you have 10 hit points.
  • Defense. Your Defense depends on your equipment. The Basic Equipment page describes different armor types. At level 1, you likely have 0 Defense.
  • Speed. Your movement speed is determined by your Dexterity. 0 Dexterity is Low speed, 4 Dexterity is Medium speed, and 8 Dexterity is Fast speed.

Visit Character Attributes for a more detailed explanation.

Done!

You're done creating a level 1 character! As characters level up, they gain additional bonuses and benefits, such as Tier Abilities and Combat Passives. Refer to the Character Progression page to see what you will gain, and explore the rest of the rules on Official Ilisara RPG Rules to build more beyond level 1. In Ilisara, combat is turn based with action economy and consists of rolls made to attack and deal damage. Combat explains more about this system.

Ask the DM if you need help.