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Character Creation

Character Sheet

When creating a character for Pondera D&D, the first, most important step is the character sheet. Ask your dungeonmaster about the character sheet you and your party will be using.

Choosing Ability Scores

When creating ability scores for your character, you have two options. Point buy or random chance.

Point Buy

Each ability score starts at 8 (a -1 modifier), and every character has a pool of 28 'points' to buy extra stats for each score. (NPCs usually have 25, but can be higher.) Using the chart to the right, assign your ability scores until all points are used up.
Alternative to Point Buy
Instead of performing math, You can choose an alternative "stat array" from below to help speed up the character creation process. Choose each number to go to any specific ability score in any order.

Extreme Specialist

18, 16, 10, 8, 8, 8

Specialist

18, 14, 10, 10, 10, 8

Sub Specialist

17, 14, 12, 10, 10, 9

Extreme Generalist

13, 13, 13, 13, 12, 12

Generalist

15, 14, 12, 12, 12, 10

Random Stats

For the purposes of choosing stats in Pondera when randomizing, each stat is to be rolled with 3d6 , and assigned to the stat of your choice. There is no re-rolling or changing stats after assigning your stats.
#Cost
91
102
113
124
135
146
158
1610
1713
1816

Race and Class

Choose your class and race at the same time. Keep in mind that certain races are better suited towards specific classes. Do note, however that every race can be every class.

Skills

Assign your skill points based on your class and your int modifier as detailed by the pathfinder skill rules..

Feats

Each character starts with 1 feat. Classes and races may provide additional feats or proficiencies.
Additionally, characters may choose to take 2 traits. If none of the traits appeal to you about your character, speak with your DM to come up with a good alternative.
Characters after 1st level gain one extra feat for every level divisible by 3.

Equipment

When starting a campaign, you can choose to gain a starting package based on your class/race combination, or based on your class alone. Wealth based on class/race combination are detailed in the class themselves, and only for first level. Starting wealth based on your class alone, or above first level is shown on the chart below.

Starting Wealth by Level


LevelWealthLevelWealth
1stBy Class11th66000gp
2nd900gp12th88000gp
3rd2700gp13th110000gp
4th5400gp14th150000gp
5th9000gp15th200000gp
6th13000gp16th260000gp
7th19000gp17th340000gp
8th27000gp18th440000gp
9th36000gp19th580000gp
10th49000gp20th760000gp

After gaining your starting funding, you may begin to purchase equipment.

Description

The DM requires the following pieces of information.
  • A backstory for your character.
  • A list, or a set of goals that your character wishes to accomplish.
  • A phobia, and a phillia
  • A completed character sheet

Leveling Up

The Dm will decide when and if a party levels up. By default, the requirements for leveling up are based on actions performed by the party, and how far reaching their actions affect the world at the time of completing the quest.
Leveling up is as follows:
  • Level 1-5:The actions affect someone on an individual scale.
  • Level 6-10:The actions affect a region or on a city wide scale.
  • Level 11-15:The actions affect a large area, such as geography, or a kingdom.
  • Level 16-20:The actions affect the entire world.
  • Level 20+: Actions affect the cosmos, or an entire plane.

Choose a Class

The first step to leveling up is choosing which class you will taking a level in. You can choose any class, even one you do not own, or even a prestige class if you so desire.

BAB & Saves

Your Base Attack Bonus and Saves will potentially increase based on your level. Check the chart below to determine what your BAB and saves should be based on your level. Should you have different classes that provide different benefits, treat the combined level of your classes for each individual base score.

BAB and Saves


LevelGood BABAverage BABPoor BABGood SavePoor Save
1st+1+0+0+2+0
2nd+2+1+1+3+0
3rd+3+2+1+3+1
4th+4+3+2+4+1
5th+5+3+2+4+1
6th+6+4+3+5+2
7th+7+5+3+5+2
8th+8+6+4+6+2
9th+9+6+4+6+3
10th+10+7+5+7+3
11th+11+8+5+7+3
12th+12+9+6+8+4
13th+13+9+6+8+4
14th+14+10+7+9+4
15th+15+11+7+9+5
16th+16+12+8+10+5
17th+17+12+8+10+5
18th+18+13+9+11+6
19th+19+14+9+11+6
20th+20+15+10+12+6

Skills

At each level, a character gains skill points based on their class. Skills can always be treated as if they were their maximum value for simplicities sake. The maximum value of a skill is the combined total levels of a characters class, +3. Any cross class skills are treated as if they were 1/2 of that total volume.
If a character multiclasses into a class that has less skill points per level, they would subtract the difference per level on any skill(s) of teir choice. Alternativly, they may total their skills and assign them as they please, so long as each point placed into a cross class skill counts for only 1/2 of the normal bonus, and all skill ranks do not go over the maximum value of a skill.

Other

Characters will gain 1 feat at 1st level, and an additional feat by any level divisible by 3.
Characters will gain an ability score increase that they may instead exchange into a feat if they desire, at any level divisible by 4.
At each level of a class, it may unlock new abilities and features. These are detailed in the class description, and these are in addition to all benefits previously unlocked. Spells per day, or PP per day, are instead treated as that value is now the base value of what the character gets.
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