Character Creation Information:
(this presumes some amount of knowledge about d20)
This game uses a 24 point buy ability system.
All of your abilities (strength, dexterity, constitution, intelligence, wisdom, and charisma) start at 8, and are raised by spending from your budget of 24 points. No ability score may be lowered below 3 or raised above 20 at this time.
Ability Score: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Point Cost: -5 -4 -3 -2 -1 0 1 2 3 4 5 6 8 10 12 15 18 21
After spending points to determine your ability scores, increase one of them by +2. Then, increase one of your ability scores by +1. The ability score you increase by 2 can be the same as the one you increase by 1.
You begin with 16 + 4 x constitution modifier hit points. At each level, you gain 4 + constitution modifier hit points.
Your base attack bonus begins at +3, while you receive a base defense bonus of +2.
You gain a +4 base bonus to will saves, a +1 base bonus to reflex saves, and a +1 base bonus to fortitude saves.
You have a stat called sanity. Its starting value is five times your wisdom score.
You begin with 3 skill ranks in every skill covered by your two career themes, plus (4 + int modifier) x6 skill points. Your class skills are determined by your two skill foci.
Career Themes: (select two, you get 3 ranks in each skill covered under the themes)
Academia: Appriase, Heal, Knowledge, Research, Speak Language
Agility: Balance, Escape Artist, Tumble
Athletics: Climb, Jump, Swim
Criminal: Disable Device, Forgery, Open Lock, Sleight of Hand
Military: Demolitions, Pilot, Repair, Use Rope
Nature: Handle Animal, Navigate, Ride, Survival
Perception: Listen, Search, Sense Motive, Spot
Stealth: Hide, Move Silently
Technology: Computer Use, Drive, Repair
Theatrics: Bluff, Disguise, Perform, Sleight of Hand
Skill Foci: (at each level, select two; they determine your class skills)
Might: Balance, Climb, Demolitions, Escape Artist, Jump, Navigate, Pilot, Repair, Swim, Tumble, Use Rope
Intellect: Appraise, Computer Use, Craft, Drive, Heal, Knowledge, Listen, Pilot, Repair, Research, Search, Sense Motive, Speak Language, Spot
Spirit: Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Heal, Intimidate, Listen, Navigate, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival
Stealth: Balance, Demolitions, Disable Device, Escape Artist, Forgery, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble, Use Rope
Begin with 4 starting feats. You may select any of the feats presented below, or any feat from the core SRD with the following exceptions: Armor Proficiency (light, medium, or heavy), Augment Summoning, Combat Casting, Eschew Materials, Extra Turning, Improved Counterspell, Improved Familiar, Improved Turning, Deflect Arrows, Snatch Arrows, Leadership, Magical Aptitude, Martial Weapon Proficiency, Natural Spell, Shield Proficiency, Simple Weapon Proficiency, Spell Focus, Spell Mastery, Spell Penetration.