Creating a Character
As a player of a Shattered Lands game, you will first need to craft a character that you will portray and control in the world. This character's personality, background, and ambitions are entirely up to you! You'll use the information found here and other pages to use the game's systems and mechanics to determine their abilities, appearance, and skills that will allow you to forge your own path on your adventure.
Standard Array:
15, 14, 13, 12, 10, and 8
Split Array:
16, 16, 11, 10, 10, 10
Step 2: Add the modifiers granted by Feats, your Race, and your Theme.
Step 3: You now have 10 "ability points" that you can apply as you wish. However, no score can go above an 18.
Step 4: Place these final values in your character sheet.
Step 1: Roll 4d6 and the top 3 values together. This is a single stat value.
Step 2: Repeat step 1 five more times.
Step 3: Now with 6 values, you have a single spread of stat values.
You may generate up to two spreads and choose the one you like best. Once you have a spread to use, you may apply the values like the Standard Array approach.
The easiest place to start in the character creation process is to start with a level 1 character. The steps presented are the recommended order of the creation process, but feel free to complete them in the order that best makes sense to you. Please don't forget to check you your GM about what starting level your character should be before starting the adventure.
Step 1: Character Concept
The Shattered Lands system in its base form assumes you will be making a character that is a mage in some form or another. Given that premise, what kind of mage would be interesting to you? What is the personality of the character you want to spend time playing as? In this process you will begin to consider the major aspects that make your character unique. Sidebar CC-1 details the 3 pillars of the mechanical aspect of your character's abilities, background, and appearance. For this step it is good to brainstorm what motivates your character to go out on an adventure as well as any narrative beats that may be relevant or could re-appear as you play. Review the preivew of Races, Themes, and Classes from sidebar CC-1 and afterwards, decide on the direction you want to take your character. Play around with different ideas of how you want this character to play out and be a part of the adventure. At this point you can start filling out your character sheet with any information you've settled on and leave the rest open to finalize as you move through the process.Step 2: Choose a Race
Your character's race , or species, will determine your appearance, known languages to start, and some unique abilities. Additionally, your race will grant you different bonuses to different stats indicating natural variances between different species.Step 3: Choose a Theme
The next step is to choose a "theme" that represents your character's background or core abilities, attributes, and motiviations. In addition to reflecting a certain background, a theme provides benefits to an a skill or skills at 1st level and also grants 1 extra point to a specific ability score—you’ll finalize your ability scores during Step 5.Step 4: Choose a Class
The final step before locking in your character's ability scores is to choose your class. This is because different classes have different relevant ability scores. Your class determines your magical abilities, how you best contribute to your adventuring party, even specialized attacks unique only to that class. The class you choose will let you know what stats are related to it as well as any important information about health points and special abilities. You won't need to write down everything about the class at the start. You will finalize this information after determining your ability scores.Step 5: Determine Ability Scores
Now that the core of your character is established, you can finalize your ability scores, also called your stats. Your character has six base stats: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Further details of Ability Scores are documented below which will also contain the info about how to calculate the modifiers for each stat.Step 6: Apply Class Features
Now you can start filling out the rest of your character sheet. Star with the level 1 abilities of your class and document them on your character sheet. Your class also dictates the dice used to calculate your Hit Points (HP). Additionally, the class chosen grants certain proficiencies for equipment, armor, and weapons. You will also find specific skills related to your class that you get bonuses to if you are trained in them.Sidebar CC-1
Race:
Theme:
- Felinae: Agile and proud, this race of cat-like humanoids has found its way across many of the worlds of the Archepelago.
- Fomori: Giant-like in stature, the fomori come from cold climates and vary in appearance and attire.
- Fairy: This race of small, winged humanoids is quite rare, but a welcome sight to many.
- Human: Extremely versatile and adaptable race that’s constantly expanding and exploring.
- Krokadilian: This reptilian race hails from a land of sand where water is scarce and the climate scorching.
- Valaron: Elemental in nature, this race has close ties to magic and the primordials.
Classes:
- Alchemist: a master of reagents and elixirs
- Archeologist: Your pursuit of the past and ruins drives you to adventure.
- Haunted: You have seen things no one should see. What secrets do you know?
- Noble: A royal heir or member of the upper class.
- Pirate: Your thirst for adventure and goods takes you across the Archapelago.
- Performer: Your abilities to entertain and charm those around is almost magical wouldn't you say?
- Scholar: Knowledge is your prusuit and greatest tool.
- Scoundrel: You have a warrant for your arrest, or at least you think yourself rogue enough to be called a scoundrel.
- Soldier: You stand guard and defend the citizens of your home and beyond.
- Themeless: One who does not fit well into any category
- Cryomancers: bastions who control the wind and snow
- Conjurers: sorcerers who use several branches of magic to summon their will into existence
- Diviners: scholars who use knowledge of reality to manipulate it as they wish.
- Necromancers: warlocks who walk the border of death
- Thaumaturges: visionaries who tame the storms and seas
- Theurgists: mages who call upon nature spirits and channel the lifeforce of the world
- Pyromancers: wizards whose passion burns brightly
Step 7: Assign Skill Points and Choose Feats
With your pool of available skill points, determine where you would like to apply them. Each level, you will gain additional skill points. You can place skill points in any skill of your choice so long as that skill's new total value would not exceed your current character level. Don't forget, if you train in the skills related to your Class you get a +2 bonus to checks in that skill. You can find more info on the Skills page. Once you apply your skill points you can fill in your skill bonus with is the total of the stat modifier + skill points + 2 (if a class skill) + any other specified bonuses from items or abilities. Once you have applied your skills you can review and choose your feats. Feats are minor modification that can be used to make your character even more unique or compensate for an area of weakness. All classes start with 1 free feat at level 1. You can learn more about what feats are available at the Feats page. Your class will also document how often you can gain a new feat or replace an existing one. Some items also allow you to reset your skill points or feats.Step 8: Staring Equipment
Generally, at first level, you have 1,000 Gold Pieces (GP) to spend on gear. Check with your GM to make sure they are still using this rule or if they have something else in mind. Keep in mind if you are not proficient with items you will suffer a penalty while using it. You can find more information on the Weapons and Clothing and Armor articles.Step 9: Final Details
You have now made it to the final step of filling out your character sheet. Below are the final aspects to finish up before you are ready to play!Alignment
Your character's alignment is a helpful tool to help you decide how to respond to situations and play out your character's personality. See ALIGNMENT for more details.Defenses
Your Armor Class (AC) represents how hard it is to hit you in combat or pierce through your armor. Unarmormed, you AC is 8 + DEX Mod unless otherwise specified. Certain gear will affect your AC and tell you specifially how to calculate it while equipping that gear. If you wear armor you are not proficient with, you do not get to add your base attack bonus to attack rolls or Spell Save DC. Additionally there are attributes known as Resistance and Damage Reduction (DR). When you have resistance to a damage type, the damage that would be applied to you is halved. Damage Reduction is a flat reduction of a specified amount of damage. You only need to worry about these attributes if a racial ability or item or ability grants you these special Defense bonuses.Attack Bonuses
In your class table, you will see a column for Specialty Bonus. You can add this bonus to your attack rolls with weapons you are proficient with or any other roll that calls for this bonus. If you are not proficient with a weapon you do not get to add this bonus to these rolls.Description
If you haven’t already, write a short description of your character.Home World
This is where your character was raised.Initiative Bonus
Your character’s initiative modifier is added to initiative checks to determine the order in which you act in combat. It’s equal to your Dexterity modifier plus modifiers from feats or other abilities that affect initiative.Languages
Your character begins play speaking and reading Common and any languages granted by their race and or class.Saving Throws
Occasionally, your character will need to resist an affect or spell. This is called a Saving Throw. It is a special kind of ability check reserved for these special circumstances. There is a Saving throw for each of the 6 main abilities. When the DM calls for a Saving Throw you add the related stat bonus to what you roll. Your class will also grant you bonuses to different saving throws as documented in your class table.Size
Your character’s race determines your size.Speed
Your character’s land speed at the beginning of play is 30 feet, unless there is an ability that modifies it (or penalties from armor or encumbrance).Ability Scores
There are six main attributes that represent your character's abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores are factored into nearly all of your character’s capabilities, such as Dexterity affecting agility and the steadiness of your aim, Intelligence represents education and reasoning ability, and so on. An average score is 10, though can go up to 20 unless special circumstances apply. The following sections show various options for generating ability scores. Check with your GM which method is preferred for your game.Standard Array
The standard array process is the most straight forward. Choose either the "Standard" list or the "Split" list of values. These represent the individual scores you place into each individual ability. You still get to add your race, feat, and theme modifiers to thes stats afterwards.Standard Array:
15, 14, 13, 12, 10, and 8
Split Array:
16, 16, 11, 10, 10, 10
Point Buy
This method grants you a pool of "ability points" with which you "buy" the scores you end up with. Step 1: On a scratch piece of paper, write down all six abilities and give them a 10.Step 2: Add the modifiers granted by Feats, your Race, and your Theme.
Step 3: You now have 10 "ability points" that you can apply as you wish. However, no score can go above an 18.
Step 4: Place these final values in your character sheet.
Rolling Stats
The most volatile method of generating stats is to roll for them. To generate a spread go through the following steps:Step 1: Roll 4d6 and the top 3 values together. This is a single stat value.
Step 2: Repeat step 1 five more times.
Step 3: Now with 6 values, you have a single spread of stat values.
You may generate up to two spreads and choose the one you like best. Once you have a spread to use, you may apply the values like the Standard Array approach.
Strength (Str)
Strength measures your physical strength and muscle. You apply your Str mod to melee attacks, Str checks, damage rolls that use melee weapons, etc.Dexterity (Dex)
Dexterity measures agility, balance, and reflexes. Your ranged attack rolls, damage with range weapons, and Dex checks use your Dex modifier bonus.Constitution (Con)
Constitution represents your character’s natural resilience and fortitude. A living creature whose Constitution score reaches 0 dies. Unlike other abilities, your Constitution directly influence your Health Points (HP). Every time you gain a level, you add your con mod to your max health value. You also add your Con mod to checks and saving throws related to this stat.Intelligence (Int)
Intelligence represents how well your character learns and reasons, and is often associated with knowledge and education. Animals have Intelligence scores of 1 or 2, and any creature capable of understanding a language has a score of at least 3. Your character’s Intelligence modifier is factored into skill and ability checks and saving throws related to this stat.Wisdom (Wis)
Wisdom describes a character’s common sense, intuition, and willpower. Your character’s Wisdom modifier is factored into skill and ability checks and saving throws related to this stat.Charisma (Cha)
Charisma measures a character’s personality, personal magnetism, ability to lead, and appearance. Your character’s Charisma modifier is factored into skill and ability checks and saving throws related to this stat.Ability Score | Modifier |
---|---|
1 | -5 |
2 | -4 |
3 | -4 |
4 | -3 |
5 | -3 |
6 | -2 |
7 | -2 |
8 | -1 |
9 | -1 |
10 | +0 |
11 | +0 |
12 | +1 |
13 | +1 |
14 | +2 |
15 | +2 |
16 | +3 |
17 | +3 |
18 | +4 |
19 | +4 |
20 | +5 |
21 | +5 |
22 | +6 |
23 | +6 |
24 | +7 |
25 | +7 |
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