Jump to content

Character creation

From Arelith Wiki
Revision as of 16:23, 8 May 2012 by Lorkas (talk | contribs) (Gifts: moved ECL section to the gifts article)

During the creation of a new character, you are given several options to customize your character. This takes place as soon as you enter Arelith for the first time on a new character in the character creation area, which is considered to be an OOC area.

Customization options include subrace selection, selection of any subclasses or paths, and the selection of gifts for your character.

Subraces

Main article: Race

Subraces in Arelith do not affect the stats or abilities of the character (any more). The selection only affects the appearance, starting location, starting languages, and factions.

Subclasses

Main article: Class

There are five custom classes, or paths, available in Arelith.

Warlock

Main article: Warlock

The warlock is a subclass of the bard. Warlocks gain magical powers by bargaining with demons, devils, or unseelie fey.

Warlock does not have to be selected at character creation: bards can make a pact later by finding the appropriate NPC.

Totem Druid

Main article: Druid#Totem animal

Totem druids gain improved wildshape abilities in exchange for being weaker in their unshifted form. On taking a totem, a character immediately loses 4 STR, 4 DEX, and 4 CON, and gains the abilities of his or her totem.

A totem can be selected by a druid after character creation by finding the appropriate NPC.

Archer

Main article: Ranger#Archer

Archer is a subclass of the ranger. Archers give up their two-weapon fighting feats in exchange for the ability to craft a bundle of arrows each day. The arrows increase in power with archer levels.

The archer path can only be selected at character creation.

Sniper

Sniper is a subclass of the ranger. Snipers give up their two-weapon fighting feats in exchange for Point Blank Shot and Rapid Shot as bonus feats at level 1 and Mobility as a bonus feat at level 9.

The sniper path can only be selected at character creation.

Path of the True Flame

Main article: Sorcerer#Path of the True Flame

A Path of the True Flame sorcerer can cast an unlimited number of spells per day, but is limited to evocation spells. This restriction includes spells cast from items such as scrolls and wands. This means that True Flame sorcerers cannot use healing potions or Raise Dead scrolls.

True Flame sorcerers can use any epic spells, however; both those that come from the Epic Spell line of feats and the epic spells that come from the Epic Spell Focus line of feats in Arelith. They do not, however, get more castings of those spells per day than a normal sorcerer would (i.e. they can only cast Hellball and Greater Ruin once per day).

The Path of the True Flame can only be selected at character creation.

Kensai

Kensai is a path selectable by any melee class. A kensai has permanent haste (coupled with a speed reduction effect of -30%, meaning that they move at 120% normal speed, along with an extra attack per round and +4 AC from haste). However, they are prevented from equipping any ranged weapons, and they cannot use spells from any source, including feats that replicate the effects of spells.

In addition, the kensai also receives +10 discipline.

Kensai cannot be selected by any class that naturally gains the ability to cast spells (bard, cleric, druid, paladin, ranger, sorcerer, or wizard).

The assassin and blackguard prestige classes can be selected by a kensai, but their spell-like abilities may not function.

The kensai path can only be selected at character creation.

Healer

The healer is a subclass of cleric. Healers lose (and cannot regain) all weapon and armor proficiencies except for Simple weapons. In exchange, they gain the ability to cast raise dead 3 times per day and cure serious wounds 5 times per day.

The healer path can only be selected at character creation.

Gifts

The gifts system is a mechanic unique to Arelith that allows you to customize your character. You can select up to three of the gifts for each new character, and gifts cannot be selected after leaving the character creation area. Each gift applies a bonus or malus to a particular ability, along with applying an ECL.

Background

A new character may be assigned a background that affects the starting abilities of the character. Each background provides a bonus to some abilities and a malus to others, with the exception of the fisherman background, which lets the character start with a fishin' pole (medium races) or fishin' pole jr. (small or tiny races).