Tales of the Peacock Knight
Generate Ability Scores
Generate ability scores using the random generation method described here.
Assign Ability Scores
Take the scores that you generated earlier and assign each to one of the six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Usually, you will want to put your best score into the ability most closely associated with your character class that you intend to choose. Read more about the ability scores here. Record your ability scores on your character sheet. Record your ability modifiers as well.
The most important part of character creation, and the most fun, is determining your character concept. Who and what do you want to be? A player inventing a character concept bear many similarities to a novelist or playwright creating a character for a literary endeavor, and the process is just as involved and rewarding. Read more about developing a character concept here.
Choose Your Class
A class provides you with a starting point for your character, a frame upon which you can hang skills, feats, and various story elements. Read more about the classes here.
At this point in character creation, you must have first pondered your character concept and decided upon which of the main factions that you wish your character to be a member of: a noble house, a church sect, a League guild, or an alien race. Each faction produces characters with unique skills – nobles tend towards dueling and diplomacy, priests towards healing and study, guild members towards technology and thievery, and each aliens race’s culture is different, producing philosophers or warriors. Read more about character background stages here.
Select Your Talent
Each class offers a number of talents to choose from at first level. These talents are unique to each class. In addition, certain character concepts and backgrounds stages may provide access to additional talent trees. Choose a talent and record it on your character record sheet. A comprehensive list of talents can be found here.
Your class determines your character’s Hit Die – the die you roll to gain new hit points at each character level. Record this die (d6, d8, or d10) in the space on the character sheet, the figure out your starting number of hit points. At character creation, a 1st-level character gets the maximum hit points from the Hit Die, plus the character’s Constitution modifier.
For example, if your character belongs to the Smart class and you have a 12 constitution, you start with 7 hit points (6, the maximum result of a d6 roll, plus one for your constitution bonus).
The Toughness feat increases your hit points. If you select this feat, adjust your hit points accordingly.
To determine your character’s Defense, add the following numbers together:
If your character wears armor, it provides an equipment bonus that adds to Defense. Read more about Defense here.
Your character’s speed is dependent on his race. A human has a speed of 30 feet. That’s the speed that a human can cover using a move action.
Your character’s initiative modifier equals the character’s Dexterity modifier. The Improved Initiative feat provides an additional modifier. If you select this feat, adjust your initiative modifier accordingly.
Base Attack Bonus
Your character’s class determines your base attack bonus. Record this number in the space provided on the character sheet.
Your character’s class determines your Reputation bonus. Record this number in the space provided on the character sheet. The Renown and Low Profile feats provide an additional modifier. If you select either of these feats, adjust your Reputation accordingly. Read more about Reputation here.
Your class determines your base saving throws. To these numbers, add the modifiers for the associated abilities as follows:
- for Fortitude, add your Constitution modifier
- for Reflex, add your Dexterity modifier
- for Will, add your Wisdom modifier
Some feats provide additional saving throw modifiers. If you select any of these feats, adjust your saving throws accordingly. Read more about saving throws here.
Melee Attack Bonus
To determine your melee attack bonus, add your Strength modifier to your base attack bonus. This is the bonus you apply when making attacks with close-combat weapons (such as longswords and vibro-blades) and when making unarmed strikes. Certain feats and class features might provide additional modifiers, so make the adjustments as necessary.
Ranged Attack Bonus
To determine your ranged attack bonus, add your Dexterity modifier to your base attack bonus. This is the bonus that you apply when making attacks with ranged weapons (such as blaster pistols and sniper rifles) and when throwing an object (such as grenade). Certain feats and class features might provide additional modifiers, so make the adjustments as necessary.
Your character starts play with 5 action points. Record this number in the space provided on the character sheet. Read more about action points here.
Your character’s class and Intelligence modifier determine how many skill points you have to buy skills. Skills are measured in ranks. Each rank adds +1 to skill checks made using a specific skill. Some skills are considered to be class skills for your character’s class. All other skills are considered to be cross-class skills. Your character history stages may give you additional class skills.
At 1st level, you can buy up to 4 ranks in a class skill for a cost of 4 skill points, or up to 2 ranks in a cross-class skill for the same cost. (You get more out of purchasing class skills.) Buying skills goes faster and provides maximum effect if you spend 4 skill points (your maximum) on every skill that you select.
Once you determine your skills, determine the skill modifier for each skill. To do this, add together the skill ranks, the appropriate ability modifier, and any other modifiers that apply.
Read more about skills here.