Character Creation

Ability Scores
Ability Scores are the basic characteristics of your character and are used in determining a much larger number of skills.

The recommended method of determining your ability scores is a "point-buy" system with a standard amount of points being 20 points. Most games using a point-buy system should stay between 15-25 in order to prevent extremely weak or extremely strong characters. Rolling methods of 3d6 and 4d6 subtracting lowest are also perfectly fine.

Choose a Class
A character may have one class assigned to them to start. This is representative of the profession of your character and will determine favored weapons, skills, and stats. As a character gains more experience more of the class's abilities and skills will be unlocked.

If you plan on making a magic based class, consult the GM.

Custom Classes: As this is still very early in the making, if you have an idea for a class that does not seem to exist. Consult your GM.

Basic Classes

 * Gunslinger
 * Inquisitor
 * Mage
 * Ranger
 * Rifleman
 * Warrior

Allocate Skills
The number of skill ranks your character starts with is determined by class and intelligence modifier, as well as any possible extra bonuses (i.e. racial bonus). Every level your character gains additional skill ranks according to class, int mod, and any extra bonuses.

You may allocate skill ranks to desired skills. All class skills gain a +3 when the first skill rank is allocated to them.

Choose Heritage and Traits
Your Heritage is part of your character's background, establishing where they are from. Traits are small bonuses that can also help flesh out the personal history and personality. A normal campaign would allow two trait picks with an optional drawback pick allowing for a third.

Choose Feats
Every character starts with at least one feat, extra feats can be obtained by race, class, and level.

Starting Hit Points (HP)
1st level characters start with their constitution mod added to the maximum of their class hit die.

For characters above 1st level, multiply constitution mod by level, and for every level after 1st roll your hit die.

Equipment
Characters start with a baseline of 100 gold that can be used to buy equipment such as weapons, armor, and other general gear. Each class has a bonus amount of gold to be added onto the baseline 100 gold.

Determine Saving Throws, Initiative, and Attack Values
Determine saving throw, initiative, and attack stats for your character. These are usually already decided by previous steps, mostly character class.

Starting Spells
If you character is a spell casting class, you need to pick the spell that they will know at the start of the campaign. Spell lists and how many spells are specified by each class.