Below, you will find two characters being built on the same system, so you know what to expect.
Sarah has decided to play the game, and is getting ready to role up a character alongside her partner, Maria.
The GM, Clint, has elected to use the default generation method, which is to roll 4d6, dropping the lowest dice, and generating attribute scores in the default order.
Sarah has had some pretty good rolls, getting the following Attributes.
| Brawn | 11 (+0) | Heartiness | 12 (+0) |
|---|---|---|---|
| Agility | Precision | ||
| Logic | 11 (+0) | Reason | 14 (+1) |
| Savvy | 15 (+1) | Presence | 14 (+1) |
Looking at this character, Sarah can see that the character she generated is an above average person, with incredible Reason, Savvy, and Presence. A person like this could follow almost any path, but would be particularly suited in paths that their clarity of mind, cunning, and deportment are highly important. A reason above 13 is a prime candidate for a spell caster of Clerical Spells.
Sarah has decided to use Attribute Equalization, and has selected Agility and Precision to Equalize. She increases her Agility to 10, and decreases her Precision to 11. She cannot equalize further, as equalizing again would put her starting higher score as above her lower score.
With no penalties anywhere, and a solid reason score, Sarah has decided she does want to select a Path that could make use of her high rolls.
She decides that a Half-Elven Cleric sounds like a lot of fun, and selects that as her Path.
Clint has not made any campaign specific material available, and so Sarah thinks what her Half-Elven Cleric might have done in the past.
She decides that her character is a hunter, reasoning that even her church will need a supply of food, and that a hunter in the ranks of the church would make that much easier than bater.
Half-Elven Clerics can start with 100 Silver to purchase equipment, or gain a set of starting equipment. Sarah has decided to grab the starter equipment. This starter kit gives her a Flanged Mace, a Plated Jack, a Medium Wooden Shield, a Backpack, two days of trail rations, two water skins, 4 torches and 1 flask of oil. Additionally, she starts play with 14 silver coins to her name.
Finally, Sarah has some math to do:
Grit: Sarah’s character has 15 grit. She gains 6 from 1/2 her Heartiness score, 7 from 1/2 her Reason score, and 2 from her Path grit bonus.
Hit Points: Sarah’s character has 6 hit points. This is 6 from 1/2 her Heartiness score.
Armor Class: Sarah’s character’s Armor Class is 13, or 15 while she is wielding her shield. Base AC for all characters is 8, and she gains a +3 bonus for her Plated Jack, and +2 for her Defense bonus. While wielding her shield, she gains a +2 as well.
Force: Sarah’s character’s Force Saving Throw is +2. This is +2 fortitude bonus from her Path.
Resilience: Sarah’s character’s Resilience Saving Throw is +2. This is +2 fortitude bonus from her Path.
Evasion: Sarah’s character’s Evasion Saving Throw is +2. This is +2 reflex bonus from her Path.
Control: Sarah’s character’s Control Saving Throw is +2. This is +2 reflex bonus from her Path.
Focus: Sarah’s character’s Focus Saving Throw is +2. This is a +2 willpower bonus from her Path.
Conviction: Sarah’s character’s Conviction Saving Throw is +3. This is a +2 willpower bonus from her Path, and a +1 from her Reason modifier.
Guile: Sarah’s character’s Guile Saving Throw is +3. This is a +2 willpower bonus from her Path, and a +1 from her Savvy modifier.
Resolve: Sarah’s character’s Resolve Saving Throw is +3. This is a +2 willpower bonus from her Path, and a +1 from her presence modifier.
Move Speed: Saran’s move speed is 25 feet. This was based on her chosen Path.
Weapon Proficiency Points: As a Half-Elven Cleric, Sarah’s character beings play with weapon familiarity with bludgeons, crossbows, flails, maces, and staves. She also has 4 weapon proficiency points to upgrade proficiencies (twice her offense bonus). With a 2 offense bonus, the maximum rank she can buy is Proficient. She uses 2 points to upgrade her Fails and Maces from Familiar to Proficient. She uses an additional 2 points to first purchase familiarity with Heavy Blades, then upgrade her Heavy Blades to Proficient.
Attack Rolls: Sarah’s character makes attack rolls with a +2 bonus. This is +2 from her offense bonus.
Damage Dice: When Sarah’s character rolls for damage, she only rolls 1 dice. She won’t gain a 2nd damage dice until her offense reaches 4. While using the Flanged Mace she purchased in step 4, the damage dice is d6 (d8 while wielding two-handed), thus her damage dice is 1d6 (or 1d8 while wielding two-handed). She deals bludgeoning damage with this attack.
Damage Rolls: When Sarah’s character rolls her damage dice, she adds +2 to the result of the roll. This is +2 from her offense bonus. Additionally, because she has increased her Proficiency level to Proficient, if a creature using a metal shield preforms a shield block on her Flanged Mace attack, she increases the break chance by 1.
Overwhelm: Sarah’s character’s Overwhelm Save DC is 10. Base Save DCs for all characters is 8, and she gains a +2 for her Offense Bonus.
Outmaneuver: Sarah’s character’s Outmaneuver Save DC is 10. Base Save DCs for all characters is 8, and she gains a +2 for her Skill Bonus.
Exploit: Sarah’s character’s Exploit Save DC is 10. Base Save DCs for all characters is 8, and she gains a +2 for her Offense Bonus.
Outwit: Sarah’s character’s Overwhelm Save DC is 11. Base Save DCs for all characters is 8, and she gains a +2 for her Skill Bonu, and a +1 for her Savvy Modifier.
Authority: Sarah selected a class that can cast Clerical Spells, and thus she should calculate her Authority Save DC. Note that she cannot cast these spells until she reaches 2nd level. Her Base Authority Save is 13. Base Save DCs for all characters is 8, +2 for her Spell Bonus, +1 for her Presence modifier. However, note that she applies the Magnatude of a spell to her Save DC. This means her actual Authority will range from 14 for Magnitude 1 spells, all the way to 19 for Magnitude 6 spells.
Shield Block:
Languages: As a half-elf cleric, Sarah’s character is able to speak and read\write the common and elven languages.
Features: Sarah’s Half-Elven Cleric gains the ability to Turn Undead at 1st level.
Sarah decides to name her character Astril. Astril is 26 years old, stands at 61 inches tall, and weighs about 100 lbs. She decides with her scores that Astril is a commanding, cunning half-elf whose intuition has caused her superiors to put a lot of trust in her.
Maria has decided to play the game, and is getting ready to role up a character alongside her partner, Sarah.
The GM, Clint, has elected to use the default generation method, which is to roll 4d6, dropping the lowest dice, and generating attribute scores in the default order.
Maria has had some amazing rolls, getting the following Attributes.
| Brawn | 14 (+1) | Heartiness | 16 (+2) |
|---|---|---|---|
| Agility | 15 (+1) | Precision | 15 (+1) |
| Logic | 9 (+0) | Reason | 16 (+2) |
| Savvy | 15 (+1) | Presence | 8 (+0) |
Maria has rolled exceptionally well, and has generated a character that can perform well regardless of her chosen path. Maria has average logic and presence, and is extremely exceptional otherwise. Even with scores like this, she could follow any path. With how exceptional she is, she could select a path that benefits from these scores, or even select a path that has a focus on her lower ones and still be fun.
Maria has decided not to use attribute equalization. Although she has a few good candidates to do so, however, these scores have started to give her some ideas on how she wishes to play this character. Raising any score comes at the cost of lowering the other, and she likes what she has.
With exceptional attributes, Maria could select any path and excel. However, she has an image of a wise, strong, likable fighter in her mind.
She decides to select Human Fighter as her path, and is excited to use her attributes for role-play.
Clint has not made any campaign specific material available, and so Maria thinks what her Human Fighter might have done in the past.
She decides that her character was a farmer, but her high ability scores have caused her to be restless with simple farming, and thus turned to adventuring.
Human Fighters can start with 125 Silver to purchase equipment, or gain a starting set. Maria has elected to spend her 125 silver.
Maria purchases a Bastard Sword for 25 silver, a Hand Axe for 1 Silver, Aslundian Vikingr Maille for 75 silver, a Medium Wood Shield for 15 silver, a Backpack for 5 silver, a Water Skin for 1 silver, 2 days worth of trail rations for 2 silver, and finally, 4 torches for 25 copper. Additionally, he starts play with 75 copper coins to his name.
Finally, Maria has some math to do:
Grit: Maria’s character has 19 grit. She gains 8 from 1/2 her Heartiness score, 8 from 1/2 her Reason score, and 3 from her Path grit bonus.
Hit Points: Maria’s character has 8 hit points. This is 8 from 1/2 her Heartiness score.
Armor Class: Maria’s character’s Armor Class is 15, or 17 while she is wielding her shield. Base AC for all characters is 8, and she gains a +4 bonus for her Aslundian Vikingr Maille, +2 for her Defense bonus, and +1 for her agility modifier. While wielding her shield, she gains a +2 as well.
Force: Maria’s character’s Force Saving Throw is +3. This is +2 fortitude bonus from her Path, and a +1 from her brawn modifier.
Resilience: Maria’s character’s Resilience Saving Throw is +4. This is +2 fortitude bonus from her Path, and a +2 from her heartiness modifier.
Evasion: Maria’s character’s Evasion Saving Throw is +3. This is +2 reflex bonus from her Path, and a +1 from her agility modifier.
Control: Maria’s character’s Control Saving Throw is +3. This is +2 reflex bonus from her Path, and a +1 from her precision modifier.
Focus: Maria’s character’s Focus Saving Throw is +2. This is a +2 willpower bonus from her Path.
Conviction: Maria’s character’s Conviction Saving Throw is +4. This is a +2 willpower bonus from her Path, and a +2 from her Reason modifier.
Guile: Maria’s character’s Guile Saving Throw is +3. This is a +2 willpower bonus from her Path, and a +1 from her Savvy modifier.
Resolve: Maria’s character’s Resolve Saving Throw is +2. This is a +2 willpower bonus from her Path.
Move Speed: Maria’s move speed is 30 feet. Human Fighters have a base move speed of 25 feet, but she gains an additional 5 feet of speed for her high agility.
Weapon Proficiency Points: As a Human Fighter, Maria’s character beings play with weapon familiarity with all weapons. She also has 4 weapon proficiency points to upgrade proficiencies (twice her offense bonus). With a 2 offense bonus, the maximum rank she can buy is Proficient. She uses her 4 points to upgrade her Axes, Bows, Heavy Blades, and Pole Arms from Familiar to Proficient.
Attack Rolls: Sarah’s character makes attack rolls with a +3 bonus. This is +2 from her offense bonus, and +1 for her brawn modifier, or her precision modifier, depending on the situation.
Damage Dice: When Maria’s character rolls for damage, she only rolls 1 dice. She won’t gain a 2nd damage dice until her offense reaches 4. While using the Bastard Sword she purchased in step 4, the damage dice is d6 (d8 while wielding two-handed), thus her damage dice is 1d6 (or 1d8 while wielding two-handed). She can select to deal either slashing or piercing damage with this attack. Her Hand Axe deals similar damage, but it only deals 1d4 points of slashing damage.
Damage Rolls: When Sarah’s character rolls her damage dice, she adds +3 to the result of the roll. This is +2 from her offense bonus, and +1 from her brawn. Additionally, because she has increased her Proficiency level to Proficient, when she makes opportunity attacks or attacks as part of a readied action with her Bastard Sword, she increases the damage to 1d8 (or 1d10 if wielding two-handed). If she’s attacking with her Hand Axe, any creature using a wooden shield preforms a shield block will find that they must increases the break chance by 1.