Character Creation, Advancement, Ability Scores in Aertrea | World Anvil
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Character Creation, Advancement, Ability Scores

Character Creation:
  1. Pick a race. If you choose, modify this with racial template (half orc, half elf, etc). If you choose, modify with a culture.
  2. Buy ability score
  3. Choose character class.
  4. Roll Hit points, you receive maximum hit points at first level and may reroll 1s.
  5. Distribute skill points (main gain bonus skill point from character changes).
  6. Choose cultural feat(s)- you may choose from your racial feats with possible options from racial template or cultural templates lists.
  7. Choose regular and bonus feats.
  8. Buy Equipment (see restrictions under equipment section).
    Character Creation: Point Buy:
  • All ability scores start at 8. Use 32-point buy system unless otherwise requested:
  • To buy up to 14 = 1 point per.
  • 15-16 = 2 points
  • 17-18 = 3 points.
  • Apply racial, template, and cultural modifications to ability scores.
  Cultural Feats:
  • Characters gain a free cultural feat at 1st, 2nd, and 3rd level.
  • Every 4th level after 3rd you may exchange a cultural feat for another cultural feat. You must still meet all requirements for a cultural feat. Each character race has a cultural feat list.
  • Additional cultural feat options maybe added from a character’s racial template or culture. At first level (or 1st sorcerer level) you may also choose a single heritage feat if you desire (still takes feat slot).
  Ability Scores:
Score Mod +spells Score Mod +Spells
1 -5 - 28-29 +9 1,5,9
2-3 -4 - 30-31 +10 2,6
4-5 -3 32-33 +11 3,7
6-7 -2 34-35 +12 4,8
8-9 -1 36-37 +13 1,5,9
10-11 - 38-39 +14 2,6
12-13 +1 1 40-41 +15 3,7
14-15 +2 2 42-43 +16 4,8
16-17 +3 3 44-45 +17 1,5,9
18-19 +4 5 46-47 +18 2,6
20-21 +5 1,5 48-49 +19 3,7
22-23 +6 2,6 50-51 +20 4,8
24-25 +7 3,7 52-53 +21 1,5,9
26-27 +8 4,8 54-55 +22 2,6
    “0” ability Scores:
  • STR 0 = can’t move and lies helpless on ground,
  • DEX 0 = can’t move, stands rigid and helpless,
  • CON = 0 means dead,
  • INT = 0 indicates is in coma like stupor helpless,
  • WIS = 0 lapsed into deep sleep helpless,
  • CHA = 0 lies into catatonic coma and is helpless.
Character Advancement and Level-Dependent Bonuses
Level Advancement XP
1 General Feat, Cultural Feat, 0
2 Cultural Feat, Equipment Flavor, 2,000
3 General Feat, Cultural Feat, Personality Change, 5,000
4 Ability Increase, Equipment Flavor, 9,000
5 Mystic Physical Change, 15,000
6 General Feat, Goal Change, 23,000
7 Change Cultural Feat 35,000
8 Ability Increase,Personality Change, 51,000
9 General Feat, Equipment Flavor, 75,000
10 Mystic Physical Change, 105,000
11 Goal Change, Change Cultural Feat 155,000
12 General Feat, Ability Increase, 220,000
13 Personality Change 315,000
14 Equipment Change 445,000
15 General Feat, Personality Change, Mystic Physical Change, Change Cultural Feat 635,000
16 Ability Increase, Goal Change, 890,000
17 Equipment Change 1,300,000
18 General Feat, Personality Change 1,800,000
19 Change Cultural Feat, Equipment Change 2555,000
20 Ability Increase, Mystic Physical Change, 3,555,000
Level 21 and above= Epic Feat at 21 and every 3, 1,000,000 XP required per level   Character Changes at Level: Characters change overtime, both intellectually and emotionally and physically. This is represented with a mechanic completed at each level.   Equipment Change: You must decide on a change to how your character looks, this does not have any additional cost usually (DM discretion). For example: − Change style of Armor − Add a hat − You’ve been scarred (from a specific wound in an important battle) − Blood Red cloak lined with ermine fur. − A bejeweled Holy symbol. − A new hair style   Bonus: If the DM determines that you change represents something gain or change through the course of the adventure that fits you characters personality, you may gain a +1-5 XP bonus until the next level is reached.   Personality Changes: Given what has happened to your character, how might they be different? For Example: − Change your attitude towards another PC or NPC because of what happened. − You have sworn vengeance against an enemy. − You have developed a new fear or love of something. − You are going to emphasize or de-emphasize an existing character trait. − Your character has had a life-altering event and has changed appreciably in a specific way.   Bonus: with DM acceptance of a significant changed connected to in game events, you gain an additional 1 skill point for this level.   Goal Changes: Given what has gone one, your goals have changed, either slightly or in a totally new direction. For example: − You have decided a particular cause is worthy of your effort and take it up. − Your personal goals have changed; fame, revenge, fortune, power, love, respect. − Your religious or political affiliations may change.   Bonus: with DM acceptance of a significant changed connected to in game events, you gain an additional 1 hit point for this level.   Mystical Physical Changes: These are physical changes to your actual body or mind. The represents that while you may control magic or soulbinding or psionics, at the same time, those forces are influencing you. Includes physical affects, emotional effects, personality effects and they may be minor or major. Please connect any such changes to the magic or other supernatural forces you use or come into contact with. This provides a mechanic for creating visually striking characters (if desired, subtly can be used as well). These changes are for role-playing reasons only and have no other effect on game play. For Example: − Your use of shadow major has left your skin gray and your hair white. − Your exposure to fire magics have left your skin a burnt red color and your fingernails the color of burnished copper. − Your continued efforts to destroy undead have left you drained with sunken eyes and a bloodless look. − Your alliance with the Fey has left you with flowers that grow in your hair and birds land on your shoulders and sing. − Your exposure to mind flayer mind blasts have left your paranoid with an aversion to seafood. − Your shape shifting magics have left your taller then normal, seven and a half feet tall.   Bonus: with DM acceptance of a significant changed connected to in game events, you gain an additional general feat that must be connected with the change.   Epic Characters:
  • Epic Save Bonus: +1 to all saves every even character level (replaces other advancement).
  • Epic Attack Bonus: +1 on every odd character level (replaces other advancement).
  • Feats: as normal, gain a feat every level divisible by 3. Epic feats are available.
  • Ability increases: as normal, gain one every level divisible by 4. Cultural feat as normal.
  • Hit Dice: gained as normal by class.
  • Skill Points: gains as normal by class.
  • Class: any class or prestige class you qualify may be taken after 20th level with the above changes. If you have 20 levels in a base class, your DM will progress the class beyond if you wish. In these cases class abilities that regularly increase with class level (smite, stunning fist, regular bonus feats, familiars, animal companions etc) they continue to increase at the same rate. Caster level continues to progress as normal. Spells per day continue to progress as normal until 20th level is reached.
  Reputation (House Rule) Reputation is a measure of a PC’s affiliation with different groups. It is often used as a direct modifier to social skill checks or as criteria for entrance or certain services. Please be sure to ask the DM if you can add a reputation modifier to a roll or if, though interacting with a group or individual, it has affected your reputation score. Use or gain of reputation is entirely at the DM’s discretion.

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