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BARBARIAN
BARBARIAN
Beefy and strong. Smash things and ignore the idiots who try to hurt you.
They can hit you, but it wont hurt that much.
High risk/reward. Going into a Rage makes you hit hard, but makes you
easier to hit. Knowing when and how determines a good barbarian.
Specialize into Berserker (with much higher risk and much higher reward) or
get a spirit animal and channel the powers of a wolf, bear, or eagle.
BARD
BARD
CLERIC
CLERIC
Hard to kill, and is not ineffective wading through combat or hanging back
and blasting with spells. Can wear heavy armor.
DRUID
DRUID
Can shapeshift into any animal they have ever seen (limited at first, but
grows stronger over time)
FIGHTER
FIGHTER
It's in the name. Master of combat in all its forms. Very, very effective
anywhere near combat - no matter whether it's with a giant axe, whip,
crossbow, or a tea cup.
Very adaptable to play style over time. Easy to specialize into any of a
number of fighting styles.
Specialize into a champion (simple but effective for those that don't want
complexity), battle master (controlling the battle field with a number of
specialized maneuvers), or eldritch knight (mix swords and magic to fuck
things up).
MONK
MONK
Agile, hits quickly and often, hard to hit back. Fast, channels inner ki to
accomplish a variety of inhuman feats.
Hits harder with fists than most others can hit with a sword.
Very resistant to spells.
Specialize into a monk of the open hand (battlefield control), a shadow monk
(sneaky, teleports from shadow to shadow), or a monk of the four elements
(a bender like aang).
PALADIN
PALADIN
Warrior with a cause - one held so strongly that the gods have decided to
help. Hard to hurt, can heal self or others, and can smite enemies to
devastating effect.
Strong, wears heavy armor, and can support his allies when necessary. Very
resistant to spells.
Specialize into protection and healing, guarding and consecration, or
absolutely destroying anything that stands between your and your goal.
Specialization requires taking one of many codes and adhering to it, ranging
from the classic codes of chivalry to the "no mercy" code of the punisher.
RANGER
RANGER
One of the best archers in the game, but has no problem fighting up close
when needed.
ROGUE
ROGUE
SORCERER
SORCERER
A sorcerer's magic comes from their inner power. This allows them to mold
spells to alter their effects, though they don't know as many spells to begin
with.
Their specialty is determined by where they got their powers from. Dragon's
blood and being born during a wild magic surge give different sets of extra
powers.
WARLOCK
WARLOCK
WIZARD
WIZARD
Has to learn spells through finding scrolls or reading books. Ends up with a
number of usable spells easily 10-30x the size of other arcane spellcasters,
though is only able to use a portion of them at a time (still more at any given
time then any other arcane caster). A wizard that chose the right spells for
the day is a force to be feared.
Due to his large number of spells, can solve virtually any problem through
the application of magic, if they're ready for it (and sometimes if they're not).
Best utility caster in the game, but still strong in combat when needed.
BACKGROUNDS
Acolyte
Artisan
Merchant
Noble
Charlatan
Criminal
Entertainer
Folk Hero
Gladiator
Hermit
Outlander
Pirate
Sage
Sailor
Soldier
Spy
Knight
Street Urchin
STATS
For the rest of the time we play, if I refer to your strength verbally or you see STR
written, it means your STRENGTH MODIFIER. I will explicitly say strength score or you
will see something similar in print if I am referring to the total number. This is rare.
Modifiers
Score
Modifier
8-9
-1
10-11
12-13
+1
Score
Cost
Score
Cost
12
13
10
14
14-15
+2
11
15
16-17
+3
18-19
+4
20
+5
RACES
Choose a couple
races that interest
you and have
statistics that you
need. Well get to the
details later, but keep
track of them for now.
(To make this fit on
the page, I had to
replace strength
score with str. All
these numbers refer
to your total ability
scores.)
Consult your race, class, and background for the benefits and perks that
they give you.
Give enough detail in the description so that you remember how the ability
works.
While youre doing this, go ahead and fill in your hit points for first level as
well. The number is listed in your class description, and is usually equal to
something like 8 + CON
SKILLS
Consult your race, class, and background and add any proficiencies you
have. Youll have to make some choices. Fill in the dots when you have a
proficiency.
Your skill at a task is equal to your training + your natural ability. This
translates into your proficiency bonus + your ability modifier. Acrobatics, for
example, is Proficiency+DEX. Add these up now.
EQUIPMENT
Look at your class and background to determine what you get by default.
Again, youll have to make some choices.
Ill allow you to trade out items for things you might want instead of roughly
the same value (p145 armor; p149 weapons, p150 general stuff).
Were using a simple method of judging weight. You can carry a weight of
[your strength score] stones worth of weight. Going above this limit halves
your movement speed. You cannot go higher than twice this limit.
Loosely speaking, one stone is equal to the weight something would have
to be for you to notice that someone put it in your backpack without you
seeing them. It can also be defined as awkward enough to require two
hands to carry it easily like a large beach ball.
A set of full plate armor weighs 3, a bucket weighs 1, and an empty pouch
weighs 0. One dagger weighs 0, but five daggers weigh 1. This is a very
loose rule, and one that we will apply based upon feel.
FILLING IN
You now have enough information to fill in all the blocks on your character
sheet. Ill walk you through them one-by-one. It wont take long.
Examples are listed alongside your background, but you need not use them.
Use this time to think about your back story. Come up with a reason that you
are no longer doing the job listed in your background, and are instead
freelancing as an adventurer. Build your story around these traits.
Try to end your story in such a way that you are heading towards a small
town in the middle of a common trade route. The town is called Greenest.
Maybe youre a merchant looking for contacts, a guard hired for a caravan,
or youre meeting up with an old friend. Be creative.
While theyre doing this, spellcasters, I will give you a brief overview of
spellcasting, and you can start selecting your spells.