Character Creation

The character creation process in Chronicles of Aerthinia is a crucial step that allows players to create unique characters with their own abilities, skills, and personalities. Here is an extensive explanation of the character creation process:

1. Choose a race: The first step in creating a character is to choose a race. Races vary in abilities, traits, and cultural backgrounds. For more info - see available Races. Every race grants you one proficiency in different types of saving throws (mixed races can choose).
2. Choose a class: The next step is to choose a class. A class is a character's profession or vocation, such as a fighter, rogue, wizard, or cleric. Each class has its own unique abilities and skills, and determines how the character approaches combat and problem-solving. For more info - see available Classes. Every class grants you two proficiencies in ability checks.
3. Assign base ability scores: Ability scores represent a character's natural talents and training in six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Ability scores are assigned by rolling four six-sided dice and dropping the lowest roll, then repeating this process five more times. The resulting numbers are assigned to the abilities as desired and ability modifiers are calculated from that. For more info - see Ability Checks and Saving Throws. Finalizing ability score calculation happens at the end of your character creation.
4. Choose a background: A character's background provides additional flavor and backstory to the character. Backgrounds can provide proficiency in one skill, two languages, and one tool, as well as unique abilities and traits.
5. Choose your starting skills: During character creation, players can choose a number of skills based on their character's class and background. You can choose 2 passive skills and you also start with 1 elemental skill and depending on your racial background(mixed races can choose). Pure-blood races (Elvahir, Orcthanir, Dwarvandor and Eruvian) have an additional passive skill. You also start with one cantrip of your choosing(from 4 starting ones available) and can learn one active skill at levels 10, 15 and 20. For more info - see available Skills.
6. Choose starting equipment: Equipment represents the weapons, armor, and other gear that the character possesses. Different classes and backgrounds come with different starting equipment, and characters can also purchase additional equipment as the game progresses.
7. Calculate starting armor class (AC): Calculating armor class when creating a character involves adding the character's base AC from their equipment to their Dexterity modifier (up to a maximum determined by the armor type) and any other relevant bonuses (such as from a shield). The resulting number is the character's AC, which represents how difficult they are to hit in combat.
8. Determine starting hit points: Hit points represent a character's physical and mental durability. Hit points are determined by adding the character's Constitution modifier to the maximum hit points granted by their class and level.
9. Choose a name and personality: Finally, players choose a name and personality for their character. This includes their appearance, demeanor, and backstory, and can help bring the character to life in the game.

## Choosing a Race

Different races grant you one proficiency in a certain type of saving throw.

### Pure-blood Races:

Elvahir - Proficiency in Dexterity saving throws.

Orcthanir - Proficiency in Strength saving throws.

Dwarvandor - Proficiency in Constitution saving throws.

Eruvian - Proficiency in Inteligence saving throws.

### Mixed Races:

Elfaruviar - Can choose between proficiency in Dexterity or Inteligence saving throws.

Orukian - Can choose between proficiency in Strength or Inteligence saving throws.

Dwervial - Can choose between proficiency in Constitution or Inteligence saving throws.

Elorukir - Can choose between proficiency in Dexterity or Strength saving throws.

Dwarvaelir - Can choose between proficiency in Constitution or Dexterity saving throws.

Dwemorukir - Can choose between proficiency in Constitution or Strength saving throws.

Aereladon - Can choose between proficiency in Dexterity, Strength, Constitution or Inteligence saving throws.

## Choosing a Class

Every race can choose between being a fighter or a mage with 5 different types of classes for each of the two.

### Pure-blood Races

#### Elvahir

##### Fighter Classes:

* Fighter and Support: ***Blade Dancer***
* Archer: ***Sylvan Sentinel***
* Dagger Wielding Rogue: ***Thornblade***
* Tank: ***Nature's Guardian***
* Fighter Damage Dealer: ***Swift Strider***

##### Mage Classes:

* Mage Damage Dealer: ***Sylvan Mage***
* Summoner: ***Wild Summoner***
* Support-Buffer: ***Star Weaver***
* Healer: ***Life Warden***
* Debuffer-Curser: ***Wind Blight***

#### Orcthanir

##### Fighter Classes:

* Fighter and Support: ***Blood Reaver***
* Archer: ***Ironclad Sentinel***
* Dagger Wielding Rogue: ***Bloodletter***
* Tank: ***Mountainbreaker***
* Fighter Damage Dealer: ***Vicious Berserker***

##### Mage Classes:

* Mage Damage Dealer: ***Chaos Mage***
* Summoner: ***Death Caller***
* Support-Buffer: ***Blood Shaman***
* Healer: ***Fire Warder***
* Debuffer-Curser: ***Plague Bringer***

#### Dwarvandor

##### Fighter Classes:

* Fighter and Support: ***Shieldbearer***
* Archer: ***Stone Sentinel***
* Dagger Wielding Rogue: ***Tunnel Assassin***
* Tank: ***Rune Knight***
* Fighter Damage Dealer: ***Hammer Master***

##### Mage Classes:

* Mage Damage Dealer: ***Arcane Runesmith***
* Summoner: ***Forge Master***
* Support-Buffer: ***Earthshaper***
* Healer: ***Crystal Warden***
* Debuffer-Curser: ***Rock Curser***

#### Eruvian

##### Fighter Classes:

* Fighter and Support: ***Rain Dancer***
* Archer: ***Lightning Sentinel***
* Dagger Wielding Rogue: ***Whispering Blade***
* Tank: ***Storm Binder***
* Fighter Damage Dealer: ***Cloud Striker***

##### Mage Classes:

* Mage Damage Dealer: ***Celestial Mage***
* Summoner: ***Nature's Summoner***
* Support-Buffer: ***Starlight Weaver***
* Healer: ***Soul Guardian***
* Debuffer-Curser: ***Life Leecher***

### Mixed Races

#### Elfaruviar

As a mix of the Elvahir and Eruvian races, they can choose between all Elvahir and Eruvian classes.

#### Orukian

As a mix of the Orcthanir and Eruvian races, they can choose between all Orcthanir and Eruvian classes.

#### Dwervial

As a mix of the Dwarvandor and Eruvian races, they can choose between all Dwarvandor and Eruvian classes.

#### Elorukir

As a mix of the Elvahir and Orcthanir races, they can choose between all Elvahir and Orcthanir classes.

#### Dwarvaelir

As a mix of the Dwarvandor and Elvahir races, they can choose between all Dwarvandor and Elvahir classes.

#### Dwemorukir

As a mix of the Dwarvandor and Orcthanir races, they can choose between all Dwarvandor and Orcthanir classes.

#### Aereladon

As a mix of many races, they can choose between all races' classes based on their complex lineage.

Every type of class gives 2 +1 bonuses as follows:

* Fighter and Support: +1 STR, +1 CON
* Archer: +1 DEX, +1 WIS
* Dagger Wielding Rogue: +1 DEX, +1 CHA
* Tank: +1 STR, +1 CON
* Fighter Damage Dealer: +1 STR, +1 DEX
* Mage Damage Dealer: +1 INT, +1 WIS
* Summoner: +1 INT, +1 CHA
* Support-Buffer: +1 WIS, +1 CHA
* Healer: +1 WIS, +1 CON
* Debuffer-Curser: +1 INT, +1 CHA

## Calculating Ability Scores and Modifiers

Ability scores are assigned by rolling four six-sided dice and dropping the lowest roll, then repeating this process five more times. The resulting numbers are assigned to the abilities (STR, CON, DEX, INT, WIS and CHA) as desired and ability modifiers are calculated from that.

Example scores:

[4d6] Roll: `[4, 3, 2, 2]` Remove one of the 2-s. Result: 9

`[4d6]` Roll: `[6, 5, 6, 4]` Remove the 4. Result: 17

`[4d6]` Roll: `[4, 2, 3, 1]` Remove the 1. Result: 9

`[4d6]` Roll: `[4, 1, 2, 3]` Remove the 1. Result: 9

`[4d6]` Roll: `[6, 5, 1, 2]` Remove the 1. Result: `13`

`[4d6]` Roll: `[4, 3, 3, 1]` Remove the 1. Result: `10`

Assign scores as you like:

STR - 17

CON - 9

DEX - 10

INT - 9

WIS - 9

CHA - 13

Each ability score has an associated ability modifier that is used to determine the character's bonuses or penalties when making ability checks, attack rolls, or saving throws that use that ability.

The formula to calculate an ability modifier is as follows:

Ability Modifier = (Ability Score - 10) / 2 (rounded down)

If we take the previously assigned ability scores we get the following modifiers:

STR - 17 **(+3)**

CON - 9 **(-1)**

DEX - 10 **(0)**

INT - 9 **(-1)**

WIS - 9 **(-1)**

CHA - 13 **(+1)**

## Choosing a Background

The creation of a character's backstory in the World of Aerthinia is the process of crafting a tale that illuminates their identity, origin, and driving force. This may encompass aspects of the character's genealogy, their formative years, and pivotal moments that have influenced their demeanor and aspirations. The result of this endeavor is a more comprehensive understanding of the character, empowering the player to make informed choices during gameplay. A character's background and profession can grant them up to 2 ability proficiency bonuses of +2 and advantage on skill checks regarding specific actions. Read more on - Backgrounds and Professions.

Here's a short example of a character's background story and profession:

Name: Aria, nicknamed - Nightshade

Race: Elfaruviar

Class: Thornblade

Background:

Aria was born to a Eruvian mother and an Elvahir father, both of whom were skilled thieves. Growing up in the shadowy underworld of the city, Aria learned how to pick pockets, sneak around unnoticed, and disarm traps from a young age. Her parents were eventually caught and imprisoned, leaving Aria to fend for herself.

Determined to clear her parents' name and secure their release, Aria turned to a life of adventuring. She joined a band of mercenaries and quickly rose through the ranks thanks to her natural agility and cunning. Along the way, she discovered a talent for alchemy, which she uses to create poisons and potions to aid her in her endeavors.

Despite her tough exterior, Aria harbors a deep sense of loyalty to her family and will stop at nothing to clear their name. She is also haunted by the memory of her parents' arrest and the fear of being caught herself.

Aria's background grants her a +2 proficiency bonus on DEX based ability checks because of her talents as a rogue as well as a +2 proficiency bonus on INT based ability checks because of her exceptional cunning and understanding of complex sciences such as poison and potion making. Those talents also give her proficiency in certain skill checks for specific actions such as pickpocketing, sneaking, disarming traps, creating potions and poisons where she would have advantage on rolling.

## Skills

You can choose 2 passive skills, 3 active skills and you also start with 1 elemental skill depending on your racial background(mixed races can choose). Pure-blood races (Elvahir, Orcthanir, Dwarvandor and Eruvian) have an additional passive skill. For more info - see available Skills.

## Equipment

All character start with the same basic equipment and get to choose their type of armor, a weapon based on their class(every class has a certain weapon type proficiency which should be taken into account when choosing a weapon) and one magic item. Characters also start with a certain amount of gold according to their background.

### Basic equipment:

* **1 Small Bag of Holding** - a magical, extradimensional container that can hold an extraordinary amount of items while remaining small and lightweight.
* **1 Bedroll** - a portable bedding made of blankets or quilts rolled up together, used for sleeping outdoors or while traveling.
* **1 Day rations** - pre-packaged food supplies that provide enough sustenance for one person for a day, often used for traveling or outdoor activities.
* **1 Water flask** - a small, portable container used to carry water or other beverages while on the go.
* **1 Lantern** - a portable light source that uses a fuel source to produce a flame, often used for camping or exploring dark environments.
* **1 Small Shovel** - a handheld digging tool used for excavation or creating makeshift fortifications, among other things.
* **1 Common Pocket Dagge**r - a short-bladed, lightweight weapon designed for quick and easy concealment or utility purposes.

### Armor:

A character can choose to wear any type of armor but each type of armor has a proficiency requirement for an extra bonus associated with it, and a character must be proficient in that type of armor to use it and receive the bonus.

Heavy Plate Armor: +4 STR, -4 DEX (+1 STR for classes proficient in this type of armor)

Brigandine Armor: +3 STR, -2 DEX (+1 STR for classes proficient in this type of armor)

Chainmail Armor: +2 STR, -1 DEX (+1 STR for classes proficient in this type of armor)

Leather Armor: +1 STR, 0 DEX (+1 DEX for classes proficient in this type of armor)

Archmage Robes: +2 INT, -2 STR (+1 INT for classes proficient in this type of armor)

Novice Robes: +1 INT, -1 STR (+1 INT for classes proficient in this type of armor)

Shield: +2 STR, -1 Hand Slot (+1 STR for classes proficient in shields)

### Weapons:

A character can choose to utilize any type of weapon but each type has a proficiency requirement for an extra bonus associated with it, and a character must be proficient in that type of weapon to use it and receive the bonus.

**Short Sword:** A versatile weapon that requires a balance of strength and dexterity to wield effectively.

+2 STR, +1 DEX (+1 STR for classes proficient in this type of weapon)

**Long Sword:** A heavy blade that favors brute strength over agility.

+3 STR, -2 DEX, -1 Hand Slot (+1 STR for classes proficient in this type of weapon)

**Claymore Sword, Battleaxe or Warhammer:** A massive two-handed weapon that requires tremendous strength and sacrifices mobility.

+4 STR, -3 DEX, -1 Hand Slot (+1 DEX for classes proficient in this type of weapon)

**Dagger:** A small, lightweight blade that relies on agility and finesse to deal damage.

+1 STR, +2 DEX (+1 STR for classes proficient in this type of weapon)

**Bow:** A ranged weapon that requires strength to draw the bowstring, but sacrifices mobility for accuracy.

+3 STR, -3 DEX (+1 DEX for classes proficient in this type of weapon)

**Crossbow:** A more powerful ranged weapon that requires strength to draw the string and sacrifices mobility and speed for power.

+4 STR, -4 DEX (+1 DEX for classes proficient in this type of weapon)

**Dual Swords:** Two swords that can be wielded simultaneously, providing a balance of strength and agility at the expense of using both hands.

+4 STR, +2 DEX, -1 Hand Slot (+2 STR for classes proficient in this type of weapon)

**Dual Daggers:** Two daggers that can be wielded simultaneously, providing exceptional agility and speed at the expense of power.

+2 STR, +4 DEX -1 Hand Slot (+2 DEX for classes proficient in this type of weapon)

**Dual Fist Weapons:** Two weapons that require agility and speed to use effectively, but sacrifice power.

+1 STR, +5 DEX, -1 Hand Slot (+2 STR for classes proficient in this type of weapon)

**Staff:** A magical weapon that enhances intellect and spellcasting abilities at the expense of mobility.

+5 INT, -3 DEX, -1 Hand Slot (+1 INT for classes proficient in this type of weapon)

**Wand:** A magical weapon that enhances spellcasting abilities and requires some dexterity to use effectively.

+3 INT, +1 DEX (+1 WIS for classes proficient in this type of weapon)

**Catalyst:** A magical weapon that enhances spellcasting abilities but does not affect physical combat.

+2 INT, 0 DEX (+1 INT for classes proficient in this type of weapon)

### Magic items:

Characters can choose 1 magic item to carry with them.

* Gauntlets of Ogre Power: A magical item that enhances the wearer's strength score: +1 STR
* Amulet of Health: A magical item that enhances the wearer's constitution score: +1 CON
* Boots of the Elvahir: A magical item that enhances the wearer's dexterity score: +1 DEX
* Helmet of Intellect: A magical item that enhances the wearer's intelligence score: +1 INT
* Brooch of Invocation: A magical item that enhances the wearer's wisdom score: +1 WIS
* Cloak of Charisma: A magical item that enhances the wearer's charisma score: +1 CHA

### Gold:

All character start with **5 gold** with the possibility of having +2 or -2 gold depending on their background.

## Armor Class

Armor Class (AC) in the World of Aerthinia is calculated using the following formula:
10 + Dexterity modifier + Armor bonus + Shield bonus

The base AC is 10, and the other components of the formula are added to it to determine the total AC. Here's what each component represents:

* Dexterity modifier: The modifier associated with your character's Dexterity score. This represents how agile and quick your character is.
* Armor bonus: The STR bonus conferred by the armor you are wearing, if you're proficient in the type of armor.
* Shield bonus: The STR bonus conferred by a shield you are wielding, if you're proficient in shields.
* Other bonuses: Any other bonuses that may apply, such as those from spells and magic items you acquire throughout your journey.

AC, or Armor Class, is used to determine how difficult it is to hit a character with an attack.

When an enemy makes an attack against a character, they roll a d20 and add their attack bonus(if they are proficient with that weapon or used a specific skill) to the roll. The resulting number is compared to the target's AC.

If the roll plus the attack bonus is equal to or higher than the target's AC, the attack hits and deals damage. If the result is lower than the target's AC, the attack misses and does not deal damage.

Therefore, a higher AC makes it more difficult for enemies to successfully hit a character, reducing the amount of damage they take in combat.

AC is an important factor to consider when building a character or preparing for combat, and it can be affected by a variety of factors such as armor, shields, Dexterity, and magic items.

Here's an example:

A character with a dexterity modifier of +3, that is proficient in Heavy Plate Armor(+1 STR) and Shields(+1 STR) and manage to acquire the Crystal of Impregnable Defense(+1 STR) magic item will have an AC of 16.

## Hit Points

In the World of Aerthinia, hit points (HP) represent a character's physical and mental durability. They determine how much damage a character can take before they fall unconscious or die.

A character's hit points are determined by their class and level. Each class type has a hit die associated with it, which determines how many hit points the character gains each time they level up.

When a character levels up, they roll their hit die and add their Constitution modifier to the result. The sum is added to their total hit points.

For example, a 1st-level fighter with a Constitution score of 14 (a modifier of +2) who is allowed to use a d10 hit die (Fighter and Support or Fighter Damage Dealer) would roll a d10 and add 2 to the result to determine their total hit points at 1st level.

Subsequently, each time the character levels up, they would roll their hit die again and add their Constitution modifier to the result, and add that to their total hit points.

Additionally, a character's hit points can be affected by temporary modifiers such as spells or magic items, and they may be healed or restored through rest, magic, or other means.

## Choosing a Name and Personality

Choosing a name and personality for your character is an important part of the character creation process in the World of Aerthinia, as it helps to bring your character to life and make them unique.

First, choosing a name allows you to give your character an identity and backstory. You can consider factors such as their race, culture, and background when choosing a name, and it can also be helpful to choose a name that is easy to pronounce and remember.

Next, choosing a personality for your character is important because it helps to guide your roleplaying and decision-making during the game. You can consider factors such as your character's alignment, background, and motivations when choosing their personality traits, ideals, bonds, and flaws.

It can be helpful to think about your character's backstory and how it has shaped their personality, as well as any goals or aspirations they may have. You can also consider how your character interacts with other characters in the game, and how they respond to different situations and challenges.

Overall, choosing a name and personality for your character is an opportunity to create a unique and memorable character that you can enjoy playing throughout your adventures. It can help to make the game more immersive and enjoyable, and can also help you to develop your roleplaying and creative storytelling skills.