Future (4e Sourcebook)/Character Creation
From D&D Wiki
|Characters from Phantasy Star Online|
To create your Future character, go through these steps:
- Select two Origins: a primary and secondary.
- Your Primary Origin determines your primary ability score, which will be 18.
- Your Secondary Origin determines your secondary ability score, which will be 16. If your secondary ability is the same as your primary, then your primary ability score is 20.
- Your remaining ability scores are determined by rolling 3d6 for each, in order.
- Some origins have a Power Source. You gain a +2 bonus to overcharge rolls on Techniques that have the same power source as your primary origin.
- You gain:
- all of the level 1 traits from your primary and secondary origins.
- the novice power from each origin
- skill bonuses related to your origins
- one Technique of your choice which you can use once per encounter.
- one second wind per encounter
- All characters the following statistics:
- Hit Points at 1st Level: 12 + your Constitution score
- Bloodied Value: Half your hit point total, rounded down
- Hit Points per Level Gained: 5
- Fortitude Defense: 10 + your level + the better of your Strength or Constitutiuon modifiers
- Reflex Defense: 10 + your level + the better of your Dexterity or Intelligence modifiers
- Will Defense: 10 + your level + the better of your Wisdom or Charisma modifiers
- Armour Class: 10 + your level + armor bonus + shield bonus, if any; if you're wearing light armor or no armor, add the better of your Dexterity or Intelligence modifiers.
- Speed: 6
- Initiative Modifier: Your dexterity modifier + your level
- Attack Bonus (Weapon): Best modifier from the weapon's key ability score pair + your level +weapon accuracy bonus
- Attack Bonus (Power): The power's key ability modifier + your level + the power's accuracy modifier (or weapon accuracy bonus if the power works with a weapon)
- Skill Level: The skill's key ability modifier + your level + bonuses granted from origin + bonus to one random skill.
- Choose your equipment.
As noted above, once origins are determined a character receives a bonus to a random skill. Roll 1d10 and consult the table below. You gain a +4 bonus to that skill, which stacks with any bonuses from your origins.
|1||Acrobatics||DEX||Use to accomplish stunts of agility; physical activities that rely more on nimbleness than muscle.|
|2||Athletics||STR||Use to physically overcome an obstruction; tasks relying on physical might.|
|3||Conspiracy||INT||Use to remember useful information about a significant person, organization or event.|
|4||Insight||WIS||Use to discern intent and decipher body language during social situations; for understanding the significance of a puzzling clue.|
|5||Interaction||CHA||Use to influence someone's opinions or actions; to gather information in a settlement.|
|6||Mechanics||INT||Use to use, repair or overcome machines.|
|7||Nature||WIS||Use to identify and cope with the hazards of the natural world.|
|8||Perception||WIS||Use to notice clues, spot danger, hear someone sneaking up on you, or find a trap.|
|9||Science||INT||Use to remember a fact about physics, geology, mathematics, computer operation or other areas of scientific theory; hacking; to identify an unnatural hazard or to operate computerized technology.|
|10||Stealth||DEX||Use to hide yourself from an observer, both by moving quietly and by staying out of sight.|
Use the XP progression from vanilla D&D. In addition to increasing attack, defense, initiative and skill check modifiers by 1 every level, a character gains the following benefits:
|1st||Origin traits; Novice power from each origin; First technique|
|2nd||One critical hit benefit from either origin|
|3rd||One utility power from either origin|
|5th||One origin expert power from either origin|
|6th||Second critical hit benefit|
|7th||Second utility power|
|9th||Second expert power|
You may also retrain one Technique.