Time will Remember
FASCRIP style character generation
1) Character sheet!
2) Ability scores
ROLL (option 1)
Rather than numbers you roll for, there are ranks of how good one is at an ability. Instead of 10 & 11 = o modifier, 12 & 13 = 1 modifier, etc etc, your dice rolls when figuring stats equate to different numbers from what you roll, creating one stat (no mods). Rolling one d8 (& if you’re playing a mythic game, 2d4!) to figure your stats, here is a chart that equates the score with the number you roll:
|(godly)||(6 & above)|
The above in parentheses are stats that cannot be obtained from a roll.
Here is how you use the table above to determine your ability scores:
For each stat, roll 1d8. Remember to write down what ability score the number you rolled gets you, NOT the roll itself (rolling a 4 does not mean you just rolled a stat of 4.)
Throw one additional 1d8 after the rest have been written down. If it is higher than your lowest roll, use this instead of your lowest.
If you roll more than two 1’s on the die (-1 stat), you can reroll the other 1’s.
If your stat sum is less than 8, reroll everything. (Stat sum is the total of your stats added together. Unlike point buy, high scores do not have an extra amount attached to them)
You can then make a few changes after you have your rolls:
-subtract one point from one stat to give one point to another stat. You can only do this once.
-If you really want to, you can then subtract two points from one stat (or one point each from two separate stats) to give one point to another stat. You can only do this once. (you cannot subtract two points from poor or horrendous rolls unless your racials bump them above poor, as there is nowhere worse to go than horrendous, save for the inept descriptor, which means you have no score for the stat – reserved for certain creatures & things. Very rare.)
You cannot do either of these things to make any stat go above 5. With your every 5 levels stat bump by one, you can do this, but not at character creation.
At character creation, 5 is the highest a stat can be. Only racial modifiers can push you higher at this stage.
Visit this Example if you’d like to see how it works.
CHOOSE (option 2)
This is the other option & an alternative to rolling dice, if you’re pressed for time or simply aren’t a fan of rolling.
You can choose from the two options below (A or B) as your stats, to place them any way you wish among the 7 stats. These are the values before you do the optional swap changes, & mandatory racial changes.
They are pretty similar to start with, so whichever you choose is up to you. This is not point buy, so these are the two options you have. Perfect for if you show up late & haven’t even made your character yet:
one poor -1
one avg 0
two fair 1 & 1
one good 2
one great 3
one amazing 4
two avg 0 & 0
two fair 1 & 1
one good 2
two great 3 & 3
3) Top of the sheet (Name, Concept, Appearance, Triad, & Race)
These really happen in any order & most seek to describe your character’s personality (once you’ve determined it):
- When you’re making a character, you know you have a concept in mind. Write it down, be it short like “bookish wizard” or “the muscle”, or more descriptive like “Princess that ran from the kingdom when she discovered magic in her blood” or “Teacher’s pet at the mystic academy”.
- Explain how your character looks. Copper hair? Blue eyes? beautiful? intimidating? “taller than he looks”? age & height flesh this out as well. It is simplest to keep it to skin, hair, & eye color.
- Then determine a triad of personality traits that really define your character. This is just a grouping of three adjectives. For example, the witch I just made (who is based a little off of Firethorn) has “odd, mysterious, alluring” as her triad. You may have “confident, sneaky, suspicious”, etc etc. Triad is purely adjectives, whereas concept is how you would describe your character in a sentence or statement.
- Then determine your race. From dwarf to human (& a few others), check out the race list here: FASCRIP style races. When it comes to ability scores, most have bonuses & penalties, & each is very different from the other. Keep in mind the character you want to play, not the numbers or stats you want to be best at (though that’s nice too).
- Choose a class.
FASCRIP style classes and companions
- At first level, you have 14 skill points PLUS highest of REA, INT, or PSY.
- There are no class skills.
- Disable Device still needs training. (RP wise, it can be in your backstory, or you’ve just tinkered all your life)
- After first level, you gain 3 skill points per level PLUS highest of REA, INT, or PSY.
6) Feats & Traits
- Choose your feats. Humans still gain an extra feat at first level, & depending on how you spend your creation points later on, you may have more feats regardless of race. (You gain feats at level 1, 2, 4, 6, & 8, then after max level, feats are purchased with XP)
- Choose two traits. These are listed in the Advanced Player’s Guide (& on the d20pfsrd)
7) Health Points
- Health Points are divided into Wound & Vitality points. Wound = 10 + (2 X CON). Vitality = the maximum of your class hit dice + CON. Wound Points are only gained once & never change (Unless CON goes up). Vitality does go up every level, just like HP do, except you don’t roll for them.
8) Wealth & Equipment
- Choose two of the three skills (Craft, Profession, or Perform). Roll 1d20 for each point that you have in both. Example: My first level witch from earlier – we’ll call her Moonfox – has 4 points in Craft (painting) (1 rank + 3 REA), & 6 in Profession (herbalist) (2 ranks + 4 INT). She has ranks in Perform (sing) to show she is a singer, but she rarely does so for money – so my two choices were Craft & Profession. I roll 10d20. The total of that roll is her starting silver (first level). You can do the adjustment to make these gold (10 s = 1 g).
- Roll one d20 per character level on top of that silver. This is the amount in gold that you have. (You do not roll a d20 every time you gain a level. Only at character creation do you do these wealth rolls)
- Equipment is bought as usual, though decrease all costs by half (round up if its an odd number). If you can make an item, with Craft or Profession, the cost is only for the raw materials – & free if you can gather those rather than purchase them.
9) Saving Throws, Initiative, Attack values
- Add your class’s base saves to your corresponding scores. FORT = Str or Con. REF = Agi or Int. WIL = Psy. Remember to fit your concept when choosing which stat to use for REF. Only substitute Int for Agi if they truly are that intuitive & aware. Add any miscellaneous bonuses from feats, traits, or familiars, etc.
- Your initiative is AGI plus any feat or trait bonus (if any).
- Write your base attack bonus in the BAB field. When you write your attack bonus in the bonus field by your weapons/attacks, keep in mind that Finesse is added to attack rolls, rather than Strength (unless you have taken the Strong Weapon feat).
- Everyone gains skill focus as a bonus feat, which grants +3 to any Craft, Profession, Perform, or Knowledge skill. This shows your education or experience. Half-elves still receive full skill focus, as well as this limited one.