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Difference between revisions of "Character Creation"

(Skills)
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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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== Choose your Path ==
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There are two types of characters in this game, and two paths for character progression: [[Caster]] and [[Non-caster]]. Casters include things like mages, warlocks, wizards, (some) druids, elementalists, etc.; basically, people who use magic spells. Non-casters are rogues, warriors, rangers, hunters, knights, cavaliers, etc.; basically, people who use weapons.
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Here are some differences:
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General Differences 
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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.
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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.
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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.
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Tier Abilities: Tier Abilities are special, strong abilities that have a limited number of uses or "charges" in combat.
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*Casters use a specific damage template and format for their damaging / healing abilities.
  
== Choose your Path ==
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*Non-casters use their weapon damage to determine how much damage their Tier abilities do.
  
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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*Casters require a certain amount of Arcana to create Tier abilities.
  
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*Non-casters require a certain amount of Strength and/or Dexterity to create Tier abilities and wield weapons.
  
 
== Choose a race, class, and name for your character ==
 
== Choose a race, class, and name for your character ==
  
Races
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Once you have selected whether your character will be a caster or non-caster, start fleshing out the rest of their story. What race are they? What type of character are they, personality-wise? What's important to them? What's their name? These answers will help inform what skills and abilities you design for your character later.
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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.
 
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.
  
Human
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==== Human ====
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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).
 
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).
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Language — Common
 
Language — Common
  
Dwarf   
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==== Dwarf ====
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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.
 
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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Languages — Common, Dwarvish
 
Languages — Common, Dwarvish
  
Sun Elf
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==== Sun Elf ====
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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.
 
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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Languages — Common, Elven
 
Languages — Common, Elven
  
Halfling   
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==== Halfling ====
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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.
 
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
 
Language — Common
  
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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If you would like to play another race (such as a wood elf, genasi, goblin, etc.), speak to the DM.
 
 
  
 
== Classes ==
 
== Classes ==
  
 
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.
 
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.
 
  
 
== Add points to attributes ==
 
== Add points to attributes ==
  
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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Every character in Ilisara have attributes. Our six attributes are divided into three "physical" attributes (Strength, Stamina, and Dexterity) as well as three "mental" attributes (Knowledge, Charisma, Arcana). As you level up, 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.
  
 
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.
 
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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For a full description of every attribute, visit [[Character Attributes]].
  
== Defense Tables ==
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After this point, you should know:
  
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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*Whether your character is a caster or non-caster
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*Your character's race
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*Some idea of your character's backstory
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*Your character's Attributes
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*Your character's HP
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*Your character's Movement Speed
  
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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== Skills ==
  
1 - crit fail
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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.
  
2 - no damage
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At level 1, you can choose three skills.
  
3-10 - full damage -1d4
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== Done! ==
  
11-19 - full damage
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Once you have your character's skills sorted out, 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.
  
20 crit success - max damage
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== Combat, Armor, Weapons, and More ==
  
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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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 for wearing them. [[Combat]] explains how combat works. In Ilisara, combat is turn based with action economy and consists of rolls made to attack and deal damage.
 
 
== 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.
 

Revision as of 09:00, 22 June 2019

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

Choose your Path

There are two types of characters in this game, and two paths for character progression: Caster and Non-caster. Casters include things like mages, warlocks, wizards, (some) druids, elementalists, etc.; basically, people who use magic spells. Non-casters are rogues, warriors, rangers, hunters, knights, cavaliers, etc.; basically, people who use weapons.

Here are some differences:

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 and format for their damaging / healing abilities.
  • Non-casters use their weapon damage to determine how much damage their Tier abilities do.
  • Casters require a certain amount of Arcana to create Tier abilities.
  • Non-casters require a certain amount of Strength and/or Dexterity to create Tier abilities and wield weapons.

Choose a race, class, and name for your character

Once you have selected whether your character will be a caster or non-caster, start fleshing out the rest of their story. What race are they? What type of character are they, personality-wise? What's important to them? What's their name? These answers will help inform what skills and abilities you design for your character later.

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.

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

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.

Languages — Common, Dwarvish

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.

Languages — Common, Elven

Halfling

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.

Language — Common

If you would like to play another race (such as a wood elf, genasi, goblin, etc.), speak to the DM.

Classes

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.

Add points to attributes

Every character in Ilisara have attributes. Our six attributes are divided into three "physical" attributes (Strength, Stamina, and Dexterity) as well as three "mental" attributes (Knowledge, Charisma, Arcana). As you level up, 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.

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.

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

After this point, you should know:

  • Whether your character is a caster or non-caster
  • Your character's race
  • Some idea of your character's backstory
  • Your character's Attributes
  • Your character's HP
  • Your character's Movement Speed

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.

Done!

Once you have your character's skills sorted out, 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.

Combat, Armor, Weapons, and More

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 for wearing them. Combat explains how combat works. In Ilisara, combat is turn based with action economy and consists of rolls made to attack and deal damage.