Rolling for Starting Statistics
Each player may choose between 2 similar methods of starting stat distribution, once the choice has been made it can not be changed.
First Method, more chances at success...
Min 8 Max 18 Ave 13 | 3 Sets to Choose From
Roll 3d6 and add 6 to the sum of the top 2 dice. Record this total and repeat the process until six numbers are generated. The Player will generate 2 sets of stats and the DM will match with 1 set of stats. The player may then choose the most favorable set to assign to the character's ability scores.
The Second Method, feeling lucky...
Roll 3d6 and add 6 to the sum of the top 2 dice. Record this total and repeat the process until six numbers are generated. The Player will generate 2 sets of stats and the DM will match with 1 set of stats. The player may then choose the most favorable set to assign to the character's ability scores.
The Second Method, feeling lucky...
Min 12 Max 20 Ave 16 | 1 Set to Choose From
Roll 4d4 and add 8 to the sum of the top 3 dice. Record this total and repeat the process until six numbers are generated. The Player will only generate 1 set of stats.
Choose your Race
Roll 4d4 and add 8 to the sum of the top 3 dice. Record this total and repeat the process until six numbers are generated. The Player will only generate 1 set of stats.
Choose your Race
Pick a race, applying any modifiers to your ability scores and any other racial traits. Each race lists the languages a character of that race automatically knows, as well as a number of bonus languages it may learn. A character knows a number of additional bonus languages equal to his or her Intelligence modifier.
Note: See the Linguistics skill for more information pertaining to Languages.
Choose your Class
A character's class represents a profession, such as fighter or wizard. If this is a new character, he or she starts at 1st level in this chosen class. As the character gains experience points (XP) for defeating monsters, he goes up in level, granting him new powers and abilities.
If your character is a spell caster that prepares spells (such as a wizard) you will need to determine the spells your character starts with.
Class Specialization
The different races (and sub-races) of Krona have a particular aptitude with certain classes, as such they gain different bonuses by default. You may find these bonuses in the race pages underneath the racial features section.
Gain Action Points
Gain Action Points
Two action points are granted for every character level gained, including first level. Action points can also be gained through acts of greatness, under DM discretion. These acts of greatness can be personal or party wide; if the party overcomes a difficult obstacle then they all receive action points, if a player shows exceptional bravery or skill then they gain an additional action point. These action points can be spent to take an automatic 15 on any single d20 roll.
Allocate Character Points
Character points are granted at every level; at first level you gain character points depending on your race and every level after you gain a static 4 character points. These character points can be spent to improve your character in the following ways…
Ability Scores (12 CP)
You may spend your character points to increase one of your ability scores by 1 (Max +5 total)
Armor Class (4 CP)
You may spend character points to increase your armor class, this can be either natural armor or dodge bonus (Max +5 total).
Base Attack Bonus (10 CP)
You may spend your character points to increase your class’ base attack bonus by 1 (max +3).
Energy Resistance (4 CP)
You may spend character points to increase your acid, cold, electricity, fire, or sonic energy resistance by 5 (Max 10 resistance per energy type).
Feats (6 CP)
You may spend character points to receive any feat you are eligible for.
Healing Surge (6 CP)
You may spend character points to receive an additional healing surge per day.
Saving Throws (4 CP)
You may spend character points to grant a +1 resistance bonus to one of your saving throws (max +5 total).
Skill Bonuses (4 CP)
You may spend character points to grant a +4 bonus to one skill, this stacks with the skill focus feat and can only be taken once per skill. These skill points are not considered ranks, only a bonus.
Spell DC (8 CP)
You may spend character points to increase the DC of all your spells by 1 (Max +3), this includes both divine and arcane spells.
Spells (6-22 CP)
You can spend character points to gain additional spell slots per day; the amount of character points is equal to 4 + twice the spell level. You must already have access to the spell level you attempt to purchase with character points; a level 4 wizard cannot purchase a level 6 spell with character points. This is limited to 3 bonus spells per spell level.
Choose your Following
Every character has a following which dictates his or her morals, choices and behavior. Each following grants bonuses at 8th, 12th and 16th level, the bonuses will not be revealed until those levels are attained. The player may choose one of the following four options; a player may also choose to combine the Tech-Geek with another following if they desire, this will create a hybrid following which will grant unique bonuses.
Deity / Titan
The player may choose to worship a deity or titan, to revere one of the extremely powerful and godlike beings as a divine calling. With this choice the character should be within one step of the chosen deity or titans alignment and if he/she ever deviates from that alignment then all bonuses are lost until those particular deeds are atoned for (see the atonement spell description). If the player is ever blessed enough to be in the presence of their deity or titan they gain a short term burst of super-human ability.
Atheist
The player may choose to reject the belief in deities, they do not believe these creatures to be divine beings but just powerful creatures who pose as Gods. The atheist can be any alignment and can take any action without losing his bonuses. When confronted with the presence of a titan or a deity the player is inflicted with a slight detriment to his abilities.
Allocate Skill Ranks
Determine the number of skill ranks your character gets based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans).
Class Skills
Each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into.
Then allocate these ranks to desired skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one).
Each level thereafter, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill.
Choose Feats
Determine how many feats your character receives, based on his class and level.
All characters begin with 1 feat.
Determine Starting Hit Points (HP)
A character starts with an amount of hit points equal to their constitution score plus their maximum class hit dice. Every level after first they gain their normal hit dice but the minimum is equal to half of that hit dice.
Example: An Armiger rolls for hit points and gets a 2+1=3 and the DM rolls 2+3=5, but since the average for his 2d6 hit dice is a 7 (2+12=24/2=7) he then takes the 7 instead of the 5.
To determine a hit points for levels beyond 1st, roll the dice indicated by its Class Hit Dice and add his constitution modifier. Creatures whose first Hit Die comes from an NPC class or from his race roll their first Hit Die normally.
Get Equipped
Each new character begins the game with an amount of gold, based on his class, that can be spent on a wide range of equipment and gear, from chainmail armor to leather backpacks. This gear helps your character survive while adventuring.
The armor or other protective devices you purchase may affect his starting Armor Class (AC), so once you have purchased armor or other protective devices you can determine your Armor Class (AC).
Character Advancement
As player characters overcome challenges, they gain experience points. As these points accumulate, PCs advance in level and power. Characters advance in level according to Table: Character Advancement and Level-Dependent Bonuses.
Advancing Your Character
A character advances in level as soon as he earns enough experience points to do so—typically, this occurs at the end of a game session, when your GM hands out that session's experience point awards.
The process of advancing a character works in much the same way as generating a character, except that your ability scores, race, and previous choices concerning class, skills, and feats cannot be changed. Adding a level generally gives you new abilities, additional skill points to spend, more hit points, and possibly an ability score increase or additional feat (see Table: Character Advancement and Level-Dependent Bonuses). Over time, as your character rises to higher levels, he becomes a truly powerful force in the game world, capable of ruling nations or bringing them to their knees.
When adding new levels of an existing class or adding levels of a new class (see Multiclassing, below), make sure to take the following steps in order. First, select your new class level. You must be able to qualify for this level before any of the following adjustments are made. Second, apply any ability score increases due to gaining a level. Third, integrate all of the level's class abilities and then roll for additional hit points. Finally, add new skills and feats.
Table: Character Advancement and Level-Dependent Bonuses
Character Level
|
XP
|
Feats
|
Ability Score
|
1st
|
—
|
1st
|
—
|
2nd
|
1,300
|
—
|
—
|
3rd
|
3,300
|
2nd
|
—
|
4th
|
6,000
|
—
|
1st
|
5th
|
10,000
|
3rd
|
—
|
6th
|
15,000
|
—
|
—
|
7th
|
23,000
|
4th
|
—
|
8th
|
34,000
|
—
|
2nd
|
9th
|
50,000
|
5th
|
—
|
10th
|
71,000
|
—
|
—
|
11th
|
105,000
|
6th
|
—
|
12th
|
145,000
|
—
|
3rd
|
13th
|
210,000
|
7th
|
—
|
14th
|
295,000
|
—
|
—
|
15th
|
425,000
|
8th
|
—
|
16th
|
600,000
|
—
|
4th
|
17th
|
850,000
|
9th
|
—
|
18th
|
1,200,000
|
—
|
—
|
19th
|
1,700,000
|
10th
|
—
|
20th
|
2,400,000
|
—
|
5th
|
Ability Score Increase
Through the experiences of adventuring you gain both the knowledge and strength to overcome greater obstacles. Whenever you would gain an ability score increase from character advancement you increase a single mental ability (Cha, Int, Wis) score and single physical ability score (Str, Dex, Con) by 1. This does not include familiars, animal companions, eidolons, etc.
Multiclassing
Instead of gaining the abilities granted by the next level in your character's current class, he can instead gain the 1st-level abilities of a new class, adding all of those abilities to his existing ones. This is known as “multiclassing.”
For example, let's say a 5th-level fighter decides to dabble in the arcane arts, and adds one level of wizard when he advances to 6th level. Such a character would have the powers and abilities of both a 5th-level fighter and a 1st-level wizard, but would still be considered a 6th-level character. (His class levels would be 5th and 1st, but his total character level is 6th.) He keeps all of his bonus feats gained from 5 levels of fighter, but can now also cast 1st-level spells and picks an arcane school. He adds all of the hit points, base attack bonuses, and saving throw bonuses from a 1st-level wizard on top of those gained from being a 5th-level fighter.
Note that there are a number of effects and prerequisites that rely on a character's level or Hit Dice. Such effects are always based on the total number of levels or Hit Dice a character possesses, not just those from one class. The exception to this is class abilities, most of which are based on the total number of class levels that a character possesses of that particular class.