Character Creation

## Making your Level 0 character

We here at the Soleis Archipelago start our characters at lvl 0. This is a short period of time where you play your character and figure out what you want them to be like, this level is very fluid as to your ability to edit things on your sheet slightly to match what your hoping to be when you finally hit level 1. The following steps are to help you in making your Lvl 0 character.

### **Step 1: Picking a race**

We have a set list of allowed races in our settings, look over the following and make your choice. We wont be adding any others or changing our rulings unless deemed 100% necessary.

Dwarf

Elf

Gnome

Half-elf

Halfling

Half-orc

Human

Aasimar

Catfolk

Drow (Commoner not Noble)

Goblin

Hobgoblin

Kobold

Orc

Ratfolk

Tengu

Tiefling

Undine

Kitsune

Merfolk

You can find the information on said races here.

### **Step 2: Picking a lvl 0 sub class**

Understand that At lvl 0 you are considered untrained, you are not a hero or even an adventurer yet as this is the start of your story. To reflect this you get to choose a specific packet of items and aspects for your character... similar to a background from 5e.

**Note: You can only pick one of these, this is one of the only things you can not change in the span of Level 0... SO BE SURE IT'S WHAT YOU WANT!!!**

Your choices are

**Aristocratic** - You gain a +1 bonus to Diplomacy and Knowledge (Nobility) skill checks. Every day you may select 1 construction project (or Activity tagged “Group”) to oversee for the day, granting either a +5 construction points each time a person contributes 10 construction points to your project, or by granting a +2 bonus to the activities check. You begin play with...

Cards (or) Dice (or) Book

Grooming Kit

Musical Instrument (or) Book

Lantern, Waterproof

Signet Ring

**Explorer** - Select a type of terrain. You gain a +1 bonus to Knowledge (Geography) and Knowledge (Nature) skills checks pertinent to this terrain. You gain a +2 bonus to Survival checks made for the “Exploring” Activity. You also gain an “Explorer Point” which may be spent to either utilize the “Travel” or “Exploring” activities. As a secondary bonus for every location (be it a mine, hunting spot, or special location) You start and add onto a first teir pathway construction type by 20 points. You begin play with...

Climber’s Kit

Map and Compass

Lantern, Hooded

Star Charts (or) Axe, Logging

Musical Instrument (or) Cards (or) Dice

**Hunter** - You gain a +1 bonus to Survival and Handle Animal. Once a day when you hunt you may improve or decrease a hunting result by 1 step up or down the result chart, if you roll again you may not use this on a previous roll. Also you may process 1 additional game per size category, when utilizing the Hunting activity to do so. You begin play with...

Cooking Kit

Fishing Kit (or) Axe, Logging

Skinning Knife (or) Fishing Net

Trap, Bear (x2)

Veterinarian’s Kit

**Laborer** - Select a profession. You gain a +1 bonus to Crafting and Profession skill checks pertinent to this profession. You gain 1 additional Work Point, called a “Laborer Point” which may be spent to utilize the “Cooking”, “Construction”, “Crafting”, “Logging”, “Mining”, or “Repair” activities. When doing so, the result either gains a +1 bonus to the check made, or +5 Development/Crafting points. You begin play with...

Axe, Logging (or) Pick, Mining

Gear Maintenance Kit (or) Cooking Kit

Musical Instrument (or) Cards (or) Dice

Signal Horn (or) Axe, Logging

Tools (Thieves’ or Artisan’s) (or) Pick, Mining

**Medic** - You gain a +2 bonus when using the Heal skill to treat or diagnose disease and injury, a benefit which stacks when working in tandem with other medics for a combined roll using the highest bonus of the group. You restore +10 Fatigue and may extend the overall improved benefit to all others in your immediate vicinity when you utilize the “Relaxation” activity as “Guided Meditation”, so long as they join in on the activity as well as if it were tagged “Group”. Additionally, when utilizing the Cooking activity you gain +5 Preparation Points. You begin play with…

Cooking Kit

Healer’s Kit

Signal Whistle (or) Musical Instrument

Surgeon’s Tools (or) Artisan’s Tools

Veterinarian’s Kit (or) Poultice Recipe (See Cooking under Activities)

**Religious** - Select a deity. When interacting with members of that particular faith you gain a +2 bonus to Diplomacy and other social interaction-centric skill checks. You may spend 1 Downtime Point, per day, to either utilize the “Relaxation” Activity but benefitting someone in your immediate vicinity instead of yourself or utilize a special “Sermon” Activity to decrease Stress by 20 for all present with your inspirational words of faith. You begin play with...

Grooming Kit (or) Musical Instrument

Healer’s Kit (or) Cooking Kit

Holy Symbol

Lamp

Spellbook, Traveling

**Student** - You may treat all Knowledge skills as a single skill, and reroll one failed Knowledge check per day. You gain a single spell from a specific list, though you may select whether it is divine or arcane in nature. In either case, it may be cast freely. The spells you may pick from are as follows: detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, stabilize, touch of fatigue. You begin play with...

Chronicler’s Kit (or) Spellbook, Traveling

Cypher Books (or) Cooking Kit

Lamp

Scroll Case

Musical Instrument (or) Cards (or) Dice

**Trained** - You gain proficiency with light armor and one of the following: shields, all simple weapons, or a specific martial weapon. Whenever making camp, you may perform the “Scout” Activity once without cost, so long as it is within the first day. Multiple Trained in a given battle attacking the same target gain a +1 bonus per Trained involved to a maximum of a +3 bonus. You begin play with...

Armor, Padded

Axe, Logging (or) Pick, Mining

Climber’s Kit (or) Cooking Kit

Gear Maintenance Kit

Whetstone

Shield or Weapon you are Proficient in

**ONCE AGAIN Note: You can only pick one of these, this is one of the only things you can not change in the span of Level 0... SO BE SURE IT'S WHAT YOU WANT!!!**

### Step 3: Ability scores

Ok now that you have your lvl 0 subclass it's time to make your ability scores!!! On this server we use High Fantasy point buy (20 points). Point buy Calculator

In character creation for this server the highest you can have in a single ability score (**after racial modifications**) is an 18. And the lowest you can have is a 7 (Once again, **after racial modifications**.) These numbers are so your character can be more balanced and not Min/Max'ed at the very start of the game.

All level 0 characters start with a flat 5 Hp. this is not effected by Con mod, and is carried over into Level 1.

### Step 4: Lvl 0 skills

Along side your ability scores and lvl 0 pack you also get 3 skill points(Skill ranks) to implement in any three of the following skills you wish.

Acrobatics

Appraise

Bluff

Climb

Craft (Blacksmith)

Craft (Tailor)

Craft (Alchemist)

Craft (Woodworking)

Diplomacy

Disguise

Escape Artist

Intimidate

Perception

Perform

Ride

Sense Motive

Stealth

Survival

Swim

As a Level zero character, Climb (Str), Craft (Int), Handle Animal (Cha), Perception (Wis), Profession (Wis), Ride (Dex), and Swim (Str) are class skills, but only if you have 1 rank in them.

You can have as many skill points (Skill ranks) in a single skill as equal to your total character level **not higher**.

### Step 5: Creation feat

At level 0, and another thing you can change at any point before hitting level 1, you also get a bonus creation feat that replaces the feat you would normally get at level 1. this feat can be any that is applicable at your current stats and can be found here general-feats or here combat-feats

Take your time when picking your feat as it can sway how your entire character is played~

### Step 6: Extra inventory

Now that your character is almost ready for Level 0 play you may be noticing your inventory is a bit... lacking... so to speak. That you should probably have a few more items, maybe even some starting funds. Well rejoice, all players regardless of what starting pack they chose will also get the creation pack consisting of

1 Simple Weapon: Players begin with a single simple weapon of their choice.

1 Small Pouch - ½ lb: Players begin with a simple cloth pouch containing 10 gold pieces.

1 Backpack - 1 lb: Players begin with a simple leather backpack that contains the following:

Bedroll (x1) - 5 lb

Blanket (x1) - 3 lb

Flint and Steel (x1) - Weightless

Rations, Trail (x5) - 5 lb [1 lb each]

Rope, Hemp (50 ft, x1) - 10 lb

Torches (x3) - 3 lb

Waterskin (x1) - 4 lb

Lamp Oil 2-Hours

### Step 7: Level one

After 1 in real life week you get to pick your class~ the options allowed are...

Bard

Fighter

Ranger

Rogue(Unchained)

Sorcerer

Alchemist

Arcanist

Barbarian(Unchained)

Bloodranger

Brawler

Cavalier

Cleric

Druid

Hunter

Investigator

Inquisitor

Magus

Medium

Monk(unchained)

Ninja

Occultist

Oracle

Paladin

Samurai

Shaman

Skald

Slayer

Spiritualist

Swashbuckler

Warpriest

Witch

Wizard