Character Creation Guide

A quick, step-by-step guide to building a character sheet in Terranon: E&E. This goes hand-in-hand with Writing a Character Background before your character is ready for play in our world. Please use the Form_Fillable_Terranon_Character_Sheet.pdf for your character sheet. You can also export your character as a PDF from systems like DND Beyond. You can also have it on World Anvil if you like, but the PDF copy between you and your assigned ST is the "Official" copy.  
  1. Determine Ability Scores. Using the 27 point Point Buy system, determine your ability scores for your character’s six Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. An easy to use point buy calculator can be found here.
  2. Choose a Race. Many of the races and variants that we’re using are from other settings that have cultures that do not exist in Terranon. Drow are not from the Underdark. Orcs are not savages. Some humans just happen to be psychic and are known as Kalashtar. The culture and background for these races and variants are yours to come up with in conjunction with other players and the storyteller staff.   You may make your character look any way you wish. Does your orc have blue hair? Your elf have tiny horns? Your human have scales? As long as they’re not mechanical, flavor your character’s looks as you wish. This is a great opportunity to add depth to who your family is. Your human with scales may have had a dragonborn in their family tree. The elf with tiny horns may be related to a tiefling. That blue haired orc’s family line might have sea elf ancestors.   Record the traits granted by your race on your character sheet. Your race adds additional ability scores.   You may Customize your Origin and choose where to put your attribute points. As an example, if you are playing an Elf, you are not required to put your +2 racial bonus in Dexterity, and can put it in Intelligence, instead. If your race and variant provides more than one increase, you cannot apply both bonuses to the same attribute.
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  4. Choose a Class. On your character sheet, record all the features that your class gives you at 1st level.
  5. Choose a Background. Your character’s background describes where they came from, their original occupation, and the character’s place in the world.   A background gives your character a background feature (a general benefit) and proficiencies.   Your background also determines, in part, your expected Lifestyle, and this can be adjusted with storyteller permission.
  6. Choose Languages All characters start with Common and one other language of their choice.   This second language should be considered your cultural heritage language, and was commonly spoken among the people you were with growing up, such as your family, your village, etc. This does not have to be tied to your race, but probably should. If you’re an elf that grew up in a mostly dwarf village, you probably speak Dwarven, not Elvish.   It cannot be Thieves’ Cant or Druidic, but can be an exotic language.   Some class features, feats, or backgrounds grant other languages. Although not commonly used, these languages may be found in remote villages, ruins, or privately among families.
  7. Level. PCs at chronicle start begin at level 1 and PCs coming in later will enter at the current game max level   Record your level on your character sheet. If you’re starting at a higher level, record the additional elements your class gives you for your levels past 1st.
  8. Hit Points & Hit Die. At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the max roll possible on your die type (you also add your Constitution modifier). This is also your hit point maximum.   Every level above first will also use the max hit die for calculating HP plus your constitution modifier.   Record your character’s hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have.  
  9. Proficiency Bonus. The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character.   Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.   You may swap up to two of your class, background, or racial proficiencies using the following chart:
    ProficiencyReplacement Proficiency
    SkillSkill
    ArmorSimple or martial weapon or tool
    Simple WeaponSimple weapon or tool
    Martial WeaponSimple or martial weapon or tool
    ToolTool or simple weapon
    Swapping the proficiency is subject to ST approval and must be concept appropriate. You may not swap a proficiency in "simple weapons" or "martial weapons" and must pick a single weapon proficiency. Swapping a weapon proficiency for a tool proficiency does not grant the tool; it only grants the ability to use it if you acquire one later.
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  11. Choose a Feat. Regardless of your race or class, all PCs in Terranon get a free Feat at character creation.   If you are playing a Europan human or custom lineage race, you may choose an additional feat, for a total of two.
  12. Choose Equipment and Starting Gold. Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. You may swap an item of equal or lesser value from starting equipment.   Record how much gold you get from your background   Record your armor’s AC, including your shield if your character uses one.
  13. Choose Spells. Some classes get spells that they can add to their spellbook. If you’ve picked one of these classes, record them now.
  14. Describe your Character Write out a background using the Writing a Character Background and submit it to your Storyteller

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