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		<id>https://d20futurepath.com/index.php?title=Alignment&amp;diff=835</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Alignment&amp;diff=835"/>
		<updated>2014-09-12T19:20:44Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* The Nine Alignments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ah Good vs. Evil! Law vs Chaos! These things help fuel epic stories and elevate Heros to almost godhood like status... or at least for some it does. Things like Good and Evil are hard to define in the modern world. Its a tricky thing. If there where Gods and Devils and such roaming around giving edicts and fighting one another then perhaps Humanity wouldn&#039;t have such a hard time asking the question. &amp;quot;Was that a bad act or a good act?&amp;quot; and &amp;quot;If that was bad or good how back or good was it? How much of an award or punishment should be given?&amp;quot; weighing these things is difficult in the real world because everyone has different scales. However in the world of entertainment the murky waters of morality and ethics seams to be filtered into a simple constant stream of action. Bad guys die! Good guys win! The Bad guys deserved to die! The Good guys are meant to be victorious (And get to have sex)!  &lt;br /&gt;
&lt;br /&gt;
Future Path is meant to be a form of entertainment through storytelling. It is suppose to be a rule set for telling stories in the Sci-Fy genre with all its sub-categorizes.  So for the most part this game system assumes good and evil are definitive things. Think of Star Wars and the Jedi vs Sith. The Jedi are definitively Good while the Sith are definitively Evil. There have been some more neutral view points of Sith and Jedi provided outside of the original films but we will get to that later. Good and Evil are things that you can detect or sense and they can effect your Characters view or opinion about something. This by know means should be seen as a restriction for storytelling. Over the years many artists from Music/Movies/Books and so on have told stories about viewing the good and bad aspects of what would originally seam like definitive, set in stone, evil or good. Or shared a &amp;quot;grey&amp;quot; neutral perspective. This can be very interesting to explore. &lt;br /&gt;
&lt;br /&gt;
Exploring the themes like Good vs. Evil vs. Neutral from a Sci-Fy setting can be fun and interesting but also can change the &amp;quot;feel&amp;quot; of the game. The below alignments are a tool for developing Player Character&#039;s identities as well as themes for the storytelling the GM will do. It is not meant to be a straitjacket for restricting your character or forcing the story to have to end a certain way. Remember this is a game of the imagination where the rules are more for the ability to effectively share that imagination then it is to restrict people from exploring ideas. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.&lt;br /&gt;
&lt;br /&gt;
A creature&#039;s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. More about each type of alignment below. Animals and other creatures incapable of moral action are neutral. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.&lt;br /&gt;
&lt;br /&gt;
== The Versus Story Tropes ==&lt;br /&gt;
&lt;br /&gt;
Below is two of the common versus themes you find in stories. Especially regarding Table Top games. &lt;br /&gt;
&lt;br /&gt;
=== Good Versus Evil ===&lt;br /&gt;
&lt;br /&gt;
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.&lt;br /&gt;
&lt;br /&gt;
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.&lt;br /&gt;
&lt;br /&gt;
Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.&lt;br /&gt;
&lt;br /&gt;
People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.&lt;br /&gt;
&lt;br /&gt;
=== Law Versus Chaos === &lt;br /&gt;
&lt;br /&gt;
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.&lt;br /&gt;
&lt;br /&gt;
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.&lt;br /&gt;
&lt;br /&gt;
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.&lt;br /&gt;
&lt;br /&gt;
Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Nine Alignments ==&lt;br /&gt;
&lt;br /&gt;
Below is a table of the Nine Alignments. You have &amp;quot;Law, Neutral, Chaotic&amp;quot; on the top row. And on the first column you have &amp;quot;Good, Neutral, Evil&amp;quot;. All this mix up as seen below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Alignments &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | &lt;br /&gt;
! Lawful &lt;br /&gt;
! Neutral &lt;br /&gt;
! Chaotic&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Good &lt;br /&gt;
||[[Alignment#Lawful_Good|Lawful Good]]  ||[[Alignment#Neutral_Good|Neutral Good]]  ||[[Alignment#Chaotic_Good|Chaotic Good]] &lt;br /&gt;
|-&lt;br /&gt;
! Neutral &lt;br /&gt;
||[[Alignment#Lawful_Neutral|Lawful Neutral]]  ||[[Alignment#Neutral|Neutral]]  ||[[Alignment#Chaotic_Neutral|Chaotic Neutral]] &lt;br /&gt;
|-&lt;br /&gt;
! Evil &lt;br /&gt;
||[[Alignment#Lawful_Evil|Lawful Evil]]  ||[[Alignment#Neutral_Evil|Neutral Evil]]  ||[[Alignment#Chaotic_Evil|Chaotic Evil]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nine distinct alignments define the possible combinations of the lawful-chaotic axis with the good-evil axis. &lt;br /&gt;
&lt;br /&gt;
The first six alignments, lawful good through chaotic neutral, are standard alignments for player characters. The three evil alignments are usually for monsters and villains. With the GM&#039;s permission, a player may assign an evil alignment to his PC, but such characters are often a source of disruption and conflict with good and neutral party members. GMs are encouraged to carefully consider how evil PCs might affect the campaign before allowing them.&lt;br /&gt;
&lt;br /&gt;
Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment. &lt;br /&gt;
&lt;br /&gt;
Alignment is a tool to aid players in creating personalities for their characters. It is a guideline for a character&#039;s morality, and Game Masters should not use it to unduly hamper characters, nor should it be used to straitjacket PCs in regard to determining the relationships between them. Just because two characters are of good alignments—possibly the same alignment—does not guarantee they can work well together. Other personality traits ultimately affect the type of relationship formed, not just similarity along the good-evil alignment axis.&lt;br /&gt;
&lt;br /&gt;
Each description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his alignment from day to day. Use these descriptions as guidelines, not as scripts.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Good ===&lt;br /&gt;
&lt;br /&gt;
A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.&lt;br /&gt;
&lt;br /&gt;
Lawful good combines honor with compassion.&lt;br /&gt;
&lt;br /&gt;
Lawful good characters are proficient at understanding bureaucracies, following laws, and cultivating order and structure in their own lives and in others&#039;. They are naturally helpful, and others find them trustworthy, even if they don&#039;t share the same alignment. Additionally, lawful good characters are adept at deciding which actions are lawful and benefit society rather than the individual. With their focus on order, they can often build governmental stability where none previously existed. These characters sometimes have problems defying laws, even when the laws are unjust. Instead of disobeying or protesting against such laws, they work within the provided structure or system to change those laws, and they implore others to do so as well. They feel guilty lying to others, even if only asked to fib to provide a ruse for their companions. Similarly, they won&#039;t break the law to help good-intentioned party members perform actions that might have beneficial results.&lt;br /&gt;
&lt;br /&gt;
When they&#039;re adventuring in urban areas with their companions, lawful good characters may feel compelled to excuse themselves from certain plans or attempt to reason with those more lenient in their interpretation of the law. It&#039;s much easier for lawful good characters to ignore the bad behavior of other party members when exploring ruins and wilderness areas outside the direct jurisdiction of a governing body.&lt;br /&gt;
&lt;br /&gt;
Lawful good characters regard law as necessary for the welfare of society. They fight to abolish or change laws they deem unjust, and they always aid those in need. Lawful good characters strive to be forthright in their words and deeds, refuse to lie to others, and keep their covenants. They oppose evil wherever it is found, and avoid putting the good of the individual ahead of what is good for the masses. For these characters, the end rarely justifies the means. Characters drawn to honor, righting wrongs, or making sacrifices for others might be attracted to this alignment.&lt;br /&gt;
&lt;br /&gt;
=== Neutral Good ===&lt;br /&gt;
&lt;br /&gt;
A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.&lt;br /&gt;
&lt;br /&gt;
Neutral good means doing what is good and right without bias for or against order.&lt;br /&gt;
&lt;br /&gt;
Neutral good characters excel at seeing both sides of a situation, and they use this ability to inform their actions, doing what they believe will produce the most good. These characters seek balance and harmony in their dealings with others; they know to avoid conversations leading to heated topics, and keep their responses to the middle of the road. They understand the value of nature, and realize that expanding civilization into the wilderness is not always the most appropriate thing to do. Because of their ability to see all facets of a situation, neutral good characters can sometimes have difficulty in choosing a side between other good beings. For this reason, others may label them as wishy-washy or not capable of serious conviction.&lt;br /&gt;
&lt;br /&gt;
Dealing with other characters aligned along the lawful-chaotic axis can also be challenging, especially in mixed-alignment adventuring groups. The neutral good characters will not always agree with the lawful good characters&#039; meticulous need to plan their actions, control others, or prevent others from disobeying laws that interfere with the party&#039;s goals—sometimes less-than-honest tactics are necessary, after all. Conversely, neutral good characters might find chaotic good characters a little on the uncontrollable side, not liking the wild bent of their ideas or actions. Too much freedom of thought and action, they believe, just makes one irresponsible.&lt;br /&gt;
&lt;br /&gt;
Neutral good characters can see both sides of the lawful-chaotic axis, understanding that some choices are indeed better for all, and others are better for individuals. Because supporting either extreme on the axis does not motivate them, neutral good characters are often considered the “true good” alignment. They seek to do the most good in the world to make it a better place and to help others when possible. Neither anarchy nor the need for strict order concerns them. Neutral good characters support laws that benefit all, but have no qualms about ignoring unjust laws or tyrannical rulers.&lt;br /&gt;
&lt;br /&gt;
Neutral good characters give great consideration to their actions before deeming them correct; some neutral good characters find it unfathomable that others cannot see their viewpoint as the most sensible.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Good ===&lt;br /&gt;
&lt;br /&gt;
A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he&#039;s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.&lt;br /&gt;
&lt;br /&gt;
Chaotic good combines a good heart with a free spirit.&lt;br /&gt;
&lt;br /&gt;
Chaotic good characters follow their own consciences and are adaptable, easily rolling with life&#039;s punches. They rarely make plans too far in advance, preferring to take a wait-and-see approach to most things, which allows them to adjust their actions or reactions in a single heartbeat. They have no qualms about breaking laws, especially when doing so will save others or protect others&#039; rights from being trampled. Chaotic good characters want freedom for themselves and others, and find it difficult to live in societies they deem too restrictive to individuals. They view laws and regulations as unneeded mechanisms of control rather than protection. Deeply inherent in the chaotic good character&#039;s philosophy is the belief that most individuals are good and will do good if given the freedom to act as they please. In this regard, these benevolent, kind-hearted individuals can be viewed as the most idealistic of the good alignments. Other good characters call their live-and-let-live attitude overly idealistic, instead believing that individuals are more selfish than kindhearted in nature and need guidance to become good. The chaotic good philosophy, however, holds that because individuals are not all like-minded persons, imposing such guidance and laws to force them to conform to a single mold deforms their spirits, creating flaws and cracks where evil can more easily find a foothold.&lt;br /&gt;
&lt;br /&gt;
Chaotic good characters are strong-willed and self-directed—masters of their own destiny. They act as their consciences dictate, viewing the plights of the weak and innocent with compassion and correcting injustices when they can. Chaotic good characters disregard others&#039; expectations of their behavior, finding many laws and regulations too limiting to their personal freedom. They resent those who inflict their ideals on others, especially through intimidation, and are often reluctant to conform. Chaotic good characters want the freedom to do as they will and desire others to be free of oppression as well.&lt;br /&gt;
&lt;br /&gt;
While chaotic good characters do not accept that individuals must sacrifice their ideals and follow laws for the good of the whole, they willingly sacrifice themselves (and their individuality) to protect the whole in the name of good.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Neutral ===&lt;br /&gt;
&lt;br /&gt;
A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.&lt;br /&gt;
&lt;br /&gt;
Lawful neutral means you are reliable and honorable without being a zealot.&lt;br /&gt;
&lt;br /&gt;
=== Neutral ===&lt;br /&gt;
&lt;br /&gt;
A neutral character does what seems to be a good idea. She doesn&#039;t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos (and thus neutral is sometimes called “true neutral”). Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character probably thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she&#039;s not personally committed to upholding good in any abstract or universal way.&lt;br /&gt;
&lt;br /&gt;
Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.&lt;br /&gt;
&lt;br /&gt;
Neutral means you act naturally in any situation, without prejudice or compulsion.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Neutral ===&lt;br /&gt;
&lt;br /&gt;
A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn&#039;t strive to protect others&#039; freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those others suffer). a chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as he is to cross it.&lt;br /&gt;
&lt;br /&gt;
Chaotic neutral represents freedom from both society&#039;s restrictions and a do-gooder&#039;s zeal.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Evil ===&lt;br /&gt;
&lt;br /&gt;
A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.&lt;br /&gt;
&lt;br /&gt;
This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.&lt;br /&gt;
&lt;br /&gt;
Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.&lt;br /&gt;
&lt;br /&gt;
Lawful evil represents methodical, intentional, and organized evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Neutral Evil ===&lt;br /&gt;
&lt;br /&gt;
A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusions that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn&#039;t have the restless nature or love of conflict that a chaotic evil villain has.&lt;br /&gt;
&lt;br /&gt;
Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.&lt;br /&gt;
&lt;br /&gt;
Neutral evil represents pure evil without honor and without variation.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Evil ===&lt;br /&gt;
&lt;br /&gt;
A chaotic evil character does what his greed, hatred, and lust for destruction drive him to do. He is vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are likely to be poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.&lt;br /&gt;
&lt;br /&gt;
Chaotic evil represents the destruction not only of beauty and life, but also of the order on which beauty and life depend.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Alignment&amp;diff=834</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Alignment&amp;diff=834"/>
		<updated>2014-09-12T19:16:06Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ah Good vs. Evil! Law vs Chaos! These things help fuel epic stories and elevate Heros to almost godhood like status... or at least for some it does. Things like Good and Evil are hard to define in the modern world. Its a tricky thing. If there where Gods and Devils and such roaming around giving edicts and fighting one another then perhaps Humanity wouldn&#039;t have such a hard time asking the question. &amp;quot;Was that a bad act or a good act?&amp;quot; and &amp;quot;If that was bad or good how back or good was it? How much of an award or punishment should be given?&amp;quot; weighing these things is difficult in the real world because everyone has different scales. However in the world of entertainment the murky waters of morality and ethics seams to be filtered into a simple constant stream of action. Bad guys die! Good guys win! The Bad guys deserved to die! The Good guys are meant to be victorious (And get to have sex)!  &lt;br /&gt;
&lt;br /&gt;
Future Path is meant to be a form of entertainment through storytelling. It is suppose to be a rule set for telling stories in the Sci-Fy genre with all its sub-categorizes.  So for the most part this game system assumes good and evil are definitive things. Think of Star Wars and the Jedi vs Sith. The Jedi are definitively Good while the Sith are definitively Evil. There have been some more neutral view points of Sith and Jedi provided outside of the original films but we will get to that later. Good and Evil are things that you can detect or sense and they can effect your Characters view or opinion about something. This by know means should be seen as a restriction for storytelling. Over the years many artists from Music/Movies/Books and so on have told stories about viewing the good and bad aspects of what would originally seam like definitive, set in stone, evil or good. Or shared a &amp;quot;grey&amp;quot; neutral perspective. This can be very interesting to explore. &lt;br /&gt;
&lt;br /&gt;
Exploring the themes like Good vs. Evil vs. Neutral from a Sci-Fy setting can be fun and interesting but also can change the &amp;quot;feel&amp;quot; of the game. The below alignments are a tool for developing Player Character&#039;s identities as well as themes for the storytelling the GM will do. It is not meant to be a straitjacket for restricting your character or forcing the story to have to end a certain way. Remember this is a game of the imagination where the rules are more for the ability to effectively share that imagination then it is to restrict people from exploring ideas. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.&lt;br /&gt;
&lt;br /&gt;
A creature&#039;s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. More about each type of alignment below. Animals and other creatures incapable of moral action are neutral. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.&lt;br /&gt;
&lt;br /&gt;
== The Versus Story Tropes ==&lt;br /&gt;
&lt;br /&gt;
Below is two of the common versus themes you find in stories. Especially regarding Table Top games. &lt;br /&gt;
&lt;br /&gt;
=== Good Versus Evil ===&lt;br /&gt;
&lt;br /&gt;
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.&lt;br /&gt;
&lt;br /&gt;
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.&lt;br /&gt;
&lt;br /&gt;
Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.&lt;br /&gt;
&lt;br /&gt;
People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.&lt;br /&gt;
&lt;br /&gt;
=== Law Versus Chaos === &lt;br /&gt;
&lt;br /&gt;
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.&lt;br /&gt;
&lt;br /&gt;
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.&lt;br /&gt;
&lt;br /&gt;
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.&lt;br /&gt;
&lt;br /&gt;
Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Nine Alignments ==&lt;br /&gt;
&lt;br /&gt;
Below is a table of the Nine Alignments. You have &amp;quot;Law, Neutral, Chaotic&amp;quot; on the top row. And on the first column you have &amp;quot;Good, Neutral, Evil&amp;quot;. All this mix up as seen below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Alignments &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | &lt;br /&gt;
! Lawful &lt;br /&gt;
! Neutral &lt;br /&gt;
! Chaotic&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Good &lt;br /&gt;
||Lawful Good  ||Neutral Good  ||Chaotic Good &lt;br /&gt;
|-&lt;br /&gt;
! Neutral &lt;br /&gt;
||Lawful Neutral  ||Neutral  ||Chaotic Neutral &lt;br /&gt;
|-&lt;br /&gt;
! Evil &lt;br /&gt;
||Lawful Evil  ||Neutral Evil  ||Chaotic Evil &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nine distinct alignments define the possible combinations of the lawful-chaotic axis with the good-evil axis. &lt;br /&gt;
&lt;br /&gt;
The first six alignments, lawful good through chaotic neutral, are standard alignments for player characters. The three evil alignments are usually for monsters and villains. With the GM&#039;s permission, a player may assign an evil alignment to his PC, but such characters are often a source of disruption and conflict with good and neutral party members. GMs are encouraged to carefully consider how evil PCs might affect the campaign before allowing them.&lt;br /&gt;
&lt;br /&gt;
Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment. &lt;br /&gt;
&lt;br /&gt;
Alignment is a tool to aid players in creating personalities for their characters. It is a guideline for a character&#039;s morality, and Game Masters should not use it to unduly hamper characters, nor should it be used to straitjacket PCs in regard to determining the relationships between them. Just because two characters are of good alignments—possibly the same alignment—does not guarantee they can work well together. Other personality traits ultimately affect the type of relationship formed, not just similarity along the good-evil alignment axis.&lt;br /&gt;
&lt;br /&gt;
Each description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his alignment from day to day. Use these descriptions as guidelines, not as scripts.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Good ===&lt;br /&gt;
&lt;br /&gt;
A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.&lt;br /&gt;
&lt;br /&gt;
Lawful good combines honor with compassion.&lt;br /&gt;
&lt;br /&gt;
Lawful good characters are proficient at understanding bureaucracies, following laws, and cultivating order and structure in their own lives and in others&#039;. They are naturally helpful, and others find them trustworthy, even if they don&#039;t share the same alignment. Additionally, lawful good characters are adept at deciding which actions are lawful and benefit society rather than the individual. With their focus on order, they can often build governmental stability where none previously existed. These characters sometimes have problems defying laws, even when the laws are unjust. Instead of disobeying or protesting against such laws, they work within the provided structure or system to change those laws, and they implore others to do so as well. They feel guilty lying to others, even if only asked to fib to provide a ruse for their companions. Similarly, they won&#039;t break the law to help good-intentioned party members perform actions that might have beneficial results.&lt;br /&gt;
&lt;br /&gt;
When they&#039;re adventuring in urban areas with their companions, lawful good characters may feel compelled to excuse themselves from certain plans or attempt to reason with those more lenient in their interpretation of the law. It&#039;s much easier for lawful good characters to ignore the bad behavior of other party members when exploring ruins and wilderness areas outside the direct jurisdiction of a governing body.&lt;br /&gt;
&lt;br /&gt;
Lawful good characters regard law as necessary for the welfare of society. They fight to abolish or change laws they deem unjust, and they always aid those in need. Lawful good characters strive to be forthright in their words and deeds, refuse to lie to others, and keep their covenants. They oppose evil wherever it is found, and avoid putting the good of the individual ahead of what is good for the masses. For these characters, the end rarely justifies the means. Characters drawn to honor, righting wrongs, or making sacrifices for others might be attracted to this alignment.&lt;br /&gt;
&lt;br /&gt;
=== Neutral Good ===&lt;br /&gt;
&lt;br /&gt;
A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.&lt;br /&gt;
&lt;br /&gt;
Neutral good means doing what is good and right without bias for or against order.&lt;br /&gt;
&lt;br /&gt;
Neutral good characters excel at seeing both sides of a situation, and they use this ability to inform their actions, doing what they believe will produce the most good. These characters seek balance and harmony in their dealings with others; they know to avoid conversations leading to heated topics, and keep their responses to the middle of the road. They understand the value of nature, and realize that expanding civilization into the wilderness is not always the most appropriate thing to do. Because of their ability to see all facets of a situation, neutral good characters can sometimes have difficulty in choosing a side between other good beings. For this reason, others may label them as wishy-washy or not capable of serious conviction.&lt;br /&gt;
&lt;br /&gt;
Dealing with other characters aligned along the lawful-chaotic axis can also be challenging, especially in mixed-alignment adventuring groups. The neutral good characters will not always agree with the lawful good characters&#039; meticulous need to plan their actions, control others, or prevent others from disobeying laws that interfere with the party&#039;s goals—sometimes less-than-honest tactics are necessary, after all. Conversely, neutral good characters might find chaotic good characters a little on the uncontrollable side, not liking the wild bent of their ideas or actions. Too much freedom of thought and action, they believe, just makes one irresponsible.&lt;br /&gt;
&lt;br /&gt;
Neutral good characters can see both sides of the lawful-chaotic axis, understanding that some choices are indeed better for all, and others are better for individuals. Because supporting either extreme on the axis does not motivate them, neutral good characters are often considered the “true good” alignment. They seek to do the most good in the world to make it a better place and to help others when possible. Neither anarchy nor the need for strict order concerns them. Neutral good characters support laws that benefit all, but have no qualms about ignoring unjust laws or tyrannical rulers.&lt;br /&gt;
&lt;br /&gt;
Neutral good characters give great consideration to their actions before deeming them correct; some neutral good characters find it unfathomable that others cannot see their viewpoint as the most sensible.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Good ===&lt;br /&gt;
&lt;br /&gt;
A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he&#039;s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.&lt;br /&gt;
&lt;br /&gt;
Chaotic good combines a good heart with a free spirit.&lt;br /&gt;
&lt;br /&gt;
Chaotic good characters follow their own consciences and are adaptable, easily rolling with life&#039;s punches. They rarely make plans too far in advance, preferring to take a wait-and-see approach to most things, which allows them to adjust their actions or reactions in a single heartbeat. They have no qualms about breaking laws, especially when doing so will save others or protect others&#039; rights from being trampled. Chaotic good characters want freedom for themselves and others, and find it difficult to live in societies they deem too restrictive to individuals. They view laws and regulations as unneeded mechanisms of control rather than protection. Deeply inherent in the chaotic good character&#039;s philosophy is the belief that most individuals are good and will do good if given the freedom to act as they please. In this regard, these benevolent, kind-hearted individuals can be viewed as the most idealistic of the good alignments. Other good characters call their live-and-let-live attitude overly idealistic, instead believing that individuals are more selfish than kindhearted in nature and need guidance to become good. The chaotic good philosophy, however, holds that because individuals are not all like-minded persons, imposing such guidance and laws to force them to conform to a single mold deforms their spirits, creating flaws and cracks where evil can more easily find a foothold.&lt;br /&gt;
&lt;br /&gt;
Chaotic good characters are strong-willed and self-directed—masters of their own destiny. They act as their consciences dictate, viewing the plights of the weak and innocent with compassion and correcting injustices when they can. Chaotic good characters disregard others&#039; expectations of their behavior, finding many laws and regulations too limiting to their personal freedom. They resent those who inflict their ideals on others, especially through intimidation, and are often reluctant to conform. Chaotic good characters want the freedom to do as they will and desire others to be free of oppression as well.&lt;br /&gt;
&lt;br /&gt;
While chaotic good characters do not accept that individuals must sacrifice their ideals and follow laws for the good of the whole, they willingly sacrifice themselves (and their individuality) to protect the whole in the name of good.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Neutral ===&lt;br /&gt;
&lt;br /&gt;
A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.&lt;br /&gt;
&lt;br /&gt;
Lawful neutral means you are reliable and honorable without being a zealot.&lt;br /&gt;
&lt;br /&gt;
=== Neutral ===&lt;br /&gt;
&lt;br /&gt;
A neutral character does what seems to be a good idea. She doesn&#039;t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos (and thus neutral is sometimes called “true neutral”). Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character probably thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she&#039;s not personally committed to upholding good in any abstract or universal way.&lt;br /&gt;
&lt;br /&gt;
Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.&lt;br /&gt;
&lt;br /&gt;
Neutral means you act naturally in any situation, without prejudice or compulsion.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Neutral ===&lt;br /&gt;
&lt;br /&gt;
A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn&#039;t strive to protect others&#039; freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those others suffer). a chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as he is to cross it.&lt;br /&gt;
&lt;br /&gt;
Chaotic neutral represents freedom from both society&#039;s restrictions and a do-gooder&#039;s zeal.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Evil ===&lt;br /&gt;
&lt;br /&gt;
A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.&lt;br /&gt;
&lt;br /&gt;
This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.&lt;br /&gt;
&lt;br /&gt;
Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.&lt;br /&gt;
&lt;br /&gt;
Lawful evil represents methodical, intentional, and organized evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Neutral Evil ===&lt;br /&gt;
&lt;br /&gt;
A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusions that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn&#039;t have the restless nature or love of conflict that a chaotic evil villain has.&lt;br /&gt;
&lt;br /&gt;
Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.&lt;br /&gt;
&lt;br /&gt;
Neutral evil represents pure evil without honor and without variation.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Evil ===&lt;br /&gt;
&lt;br /&gt;
A chaotic evil character does what his greed, hatred, and lust for destruction drive him to do. He is vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are likely to be poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.&lt;br /&gt;
&lt;br /&gt;
Chaotic evil represents the destruction not only of beauty and life, but also of the order on which beauty and life depend.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Alignment&amp;diff=833</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Alignment&amp;diff=833"/>
		<updated>2014-09-12T19:13:26Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ah Good vs. Evil! Law vs Chaos! These things help fuel epic stories and elevate Heros to almost godhood like status... or at least for some it does. Things like Good and Evil are hard to define in the modern world. Its a tricky thing. If there where Gods and Devils and such roaming around giving edicts and fighting one another then perhaps Humanity wouldn&#039;t have such a hard time asking the question. &amp;quot;Was that a bad act or a good act?&amp;quot; and &amp;quot;If that was bad or good how back or good was it? How much of an award or punishment should be given?&amp;quot; weighing these things is difficult in the real world because everyone has different scales. However in the world of entertainment the murky waters of morality and ethics seams to be filtered into a simple constant stream of action. Bad guys die! Good guys win! The Bad guys deserved to die! The Good guys are meant to be victorious (And get to have sex)!  &lt;br /&gt;
&lt;br /&gt;
Future Path is meant to be a form of entertainment through storytelling. It is suppose to be a rule set for telling stories in the Sci-Fy genre with all its sub-categorizes.  So for the most part this game system assumes good and evil are definitive things. Think of Star Wars and the Jedi vs Sith. The Jedi are definitively Good while the Sith are definitively Evil. There have been some more neutral view points of Sith and Jedi provided outside of the original films but we will get to that later. Good and Evil are things that you can detect or sense and they can effect your Characters view or opinion about something. This by know means should be seen as a restriction for storytelling. Over the years many artists from Music/Movies/Books and so on have told stories about viewing the good and bad aspects of what would originally seam like definitive, set in stone, evil or good. Or shared a &amp;quot;grey&amp;quot; neutral perspective. This can be very interesting to explore. &lt;br /&gt;
&lt;br /&gt;
Exploring the themes like Good vs. Evil vs. Neutral from a Sci-Fy setting can be fun and interesting but also can change the &amp;quot;feel&amp;quot; of the game. The below alignment&#039;s is a tool for developing Player Character&#039;s identities as well as themes for the storytelling the GM will do. It is not meant to be a straitjacket for restricting your character or forcing the story to have to end a certain way. Remember this is a game of the imagination where the rules are more for the ability to effectively share that imagination then it is to restrict people from exploring ideas. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.&lt;br /&gt;
&lt;br /&gt;
A creature&#039;s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. More about each type of alignment below. Animals and other creatures incapable of moral action are neutral. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.&lt;br /&gt;
&lt;br /&gt;
== The Versus Story Tropes ==&lt;br /&gt;
&lt;br /&gt;
Below is two of the common versus themes you find in stories. Especially regarding Table Top games. &lt;br /&gt;
&lt;br /&gt;
=== Good Versus Evil ===&lt;br /&gt;
&lt;br /&gt;
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.&lt;br /&gt;
&lt;br /&gt;
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.&lt;br /&gt;
&lt;br /&gt;
Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.&lt;br /&gt;
&lt;br /&gt;
People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.&lt;br /&gt;
&lt;br /&gt;
=== Law Versus Chaos === &lt;br /&gt;
&lt;br /&gt;
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.&lt;br /&gt;
&lt;br /&gt;
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.&lt;br /&gt;
&lt;br /&gt;
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.&lt;br /&gt;
&lt;br /&gt;
Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Nine Alignments ==&lt;br /&gt;
&lt;br /&gt;
Below is a table of the Nine Alignments. You have &amp;quot;Law, Neutral, Chaotic&amp;quot; on the top row. And on the first column you have &amp;quot;Good, Neutral, Evil&amp;quot;. All this mix up as seen below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Alignments &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | &lt;br /&gt;
! Lawful &lt;br /&gt;
! Neutral &lt;br /&gt;
! Chaotic&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Good &lt;br /&gt;
||Lawful Good  ||Neutral Good  ||Chaotic Good &lt;br /&gt;
|-&lt;br /&gt;
! Neutral &lt;br /&gt;
||Lawful Neutral  ||Neutral  ||Chaotic Neutral &lt;br /&gt;
|-&lt;br /&gt;
! Evil &lt;br /&gt;
||Lawful Evil  ||Neutral Evil  ||Chaotic Evil &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nine distinct alignments define the possible combinations of the lawful-chaotic axis with the good-evil axis. &lt;br /&gt;
&lt;br /&gt;
The first six alignments, lawful good through chaotic neutral, are standard alignments for player characters. The three evil alignments are usually for monsters and villains. With the GM&#039;s permission, a player may assign an evil alignment to his PC, but such characters are often a source of disruption and conflict with good and neutral party members. GMs are encouraged to carefully consider how evil PCs might affect the campaign before allowing them.&lt;br /&gt;
&lt;br /&gt;
Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment. &lt;br /&gt;
&lt;br /&gt;
Alignment is a tool to aid players in creating personalities for their characters. It is a guideline for a character&#039;s morality, and Game Masters should not use it to unduly hamper characters, nor should it be used to straitjacket PCs in regard to determining the relationships between them. Just because two characters are of good alignments—possibly the same alignment—does not guarantee they can work well together. Other personality traits ultimately affect the type of relationship formed, not just similarity along the good-evil alignment axis.&lt;br /&gt;
&lt;br /&gt;
Each description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his alignment from day to day. Use these descriptions as guidelines, not as scripts.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Good ===&lt;br /&gt;
&lt;br /&gt;
A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.&lt;br /&gt;
&lt;br /&gt;
Lawful good combines honor with compassion.&lt;br /&gt;
&lt;br /&gt;
Lawful good characters are proficient at understanding bureaucracies, following laws, and cultivating order and structure in their own lives and in others&#039;. They are naturally helpful, and others find them trustworthy, even if they don&#039;t share the same alignment. Additionally, lawful good characters are adept at deciding which actions are lawful and benefit society rather than the individual. With their focus on order, they can often build governmental stability where none previously existed. These characters sometimes have problems defying laws, even when the laws are unjust. Instead of disobeying or protesting against such laws, they work within the provided structure or system to change those laws, and they implore others to do so as well. They feel guilty lying to others, even if only asked to fib to provide a ruse for their companions. Similarly, they won&#039;t break the law to help good-intentioned party members perform actions that might have beneficial results.&lt;br /&gt;
&lt;br /&gt;
When they&#039;re adventuring in urban areas with their companions, lawful good characters may feel compelled to excuse themselves from certain plans or attempt to reason with those more lenient in their interpretation of the law. It&#039;s much easier for lawful good characters to ignore the bad behavior of other party members when exploring ruins and wilderness areas outside the direct jurisdiction of a governing body.&lt;br /&gt;
&lt;br /&gt;
Lawful good characters regard law as necessary for the welfare of society. They fight to abolish or change laws they deem unjust, and they always aid those in need. Lawful good characters strive to be forthright in their words and deeds, refuse to lie to others, and keep their covenants. They oppose evil wherever it is found, and avoid putting the good of the individual ahead of what is good for the masses. For these characters, the end rarely justifies the means. Characters drawn to honor, righting wrongs, or making sacrifices for others might be attracted to this alignment.&lt;br /&gt;
&lt;br /&gt;
=== Neutral Good ===&lt;br /&gt;
&lt;br /&gt;
A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.&lt;br /&gt;
&lt;br /&gt;
Neutral good means doing what is good and right without bias for or against order.&lt;br /&gt;
&lt;br /&gt;
Neutral good characters excel at seeing both sides of a situation, and they use this ability to inform their actions, doing what they believe will produce the most good. These characters seek balance and harmony in their dealings with others; they know to avoid conversations leading to heated topics, and keep their responses to the middle of the road. They understand the value of nature, and realize that expanding civilization into the wilderness is not always the most appropriate thing to do. Because of their ability to see all facets of a situation, neutral good characters can sometimes have difficulty in choosing a side between other good beings. For this reason, others may label them as wishy-washy or not capable of serious conviction.&lt;br /&gt;
&lt;br /&gt;
Dealing with other characters aligned along the lawful-chaotic axis can also be challenging, especially in mixed-alignment adventuring groups. The neutral good characters will not always agree with the lawful good characters&#039; meticulous need to plan their actions, control others, or prevent others from disobeying laws that interfere with the party&#039;s goals—sometimes less-than-honest tactics are necessary, after all. Conversely, neutral good characters might find chaotic good characters a little on the uncontrollable side, not liking the wild bent of their ideas or actions. Too much freedom of thought and action, they believe, just makes one irresponsible.&lt;br /&gt;
&lt;br /&gt;
Neutral good characters can see both sides of the lawful-chaotic axis, understanding that some choices are indeed better for all, and others are better for individuals. Because supporting either extreme on the axis does not motivate them, neutral good characters are often considered the “true good” alignment. They seek to do the most good in the world to make it a better place and to help others when possible. Neither anarchy nor the need for strict order concerns them. Neutral good characters support laws that benefit all, but have no qualms about ignoring unjust laws or tyrannical rulers.&lt;br /&gt;
&lt;br /&gt;
Neutral good characters give great consideration to their actions before deeming them correct; some neutral good characters find it unfathomable that others cannot see their viewpoint as the most sensible.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Good ===&lt;br /&gt;
&lt;br /&gt;
A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he&#039;s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.&lt;br /&gt;
&lt;br /&gt;
Chaotic good combines a good heart with a free spirit.&lt;br /&gt;
&lt;br /&gt;
Chaotic good characters follow their own consciences and are adaptable, easily rolling with life&#039;s punches. They rarely make plans too far in advance, preferring to take a wait-and-see approach to most things, which allows them to adjust their actions or reactions in a single heartbeat. They have no qualms about breaking laws, especially when doing so will save others or protect others&#039; rights from being trampled. Chaotic good characters want freedom for themselves and others, and find it difficult to live in societies they deem too restrictive to individuals. They view laws and regulations as unneeded mechanisms of control rather than protection. Deeply inherent in the chaotic good character&#039;s philosophy is the belief that most individuals are good and will do good if given the freedom to act as they please. In this regard, these benevolent, kind-hearted individuals can be viewed as the most idealistic of the good alignments. Other good characters call their live-and-let-live attitude overly idealistic, instead believing that individuals are more selfish than kindhearted in nature and need guidance to become good. The chaotic good philosophy, however, holds that because individuals are not all like-minded persons, imposing such guidance and laws to force them to conform to a single mold deforms their spirits, creating flaws and cracks where evil can more easily find a foothold.&lt;br /&gt;
&lt;br /&gt;
Chaotic good characters are strong-willed and self-directed—masters of their own destiny. They act as their consciences dictate, viewing the plights of the weak and innocent with compassion and correcting injustices when they can. Chaotic good characters disregard others&#039; expectations of their behavior, finding many laws and regulations too limiting to their personal freedom. They resent those who inflict their ideals on others, especially through intimidation, and are often reluctant to conform. Chaotic good characters want the freedom to do as they will and desire others to be free of oppression as well.&lt;br /&gt;
&lt;br /&gt;
While chaotic good characters do not accept that individuals must sacrifice their ideals and follow laws for the good of the whole, they willingly sacrifice themselves (and their individuality) to protect the whole in the name of good.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Neutral ===&lt;br /&gt;
&lt;br /&gt;
A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.&lt;br /&gt;
&lt;br /&gt;
Lawful neutral means you are reliable and honorable without being a zealot.&lt;br /&gt;
&lt;br /&gt;
=== Neutral ===&lt;br /&gt;
&lt;br /&gt;
A neutral character does what seems to be a good idea. She doesn&#039;t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos (and thus neutral is sometimes called “true neutral”). Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character probably thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she&#039;s not personally committed to upholding good in any abstract or universal way.&lt;br /&gt;
&lt;br /&gt;
Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.&lt;br /&gt;
&lt;br /&gt;
Neutral means you act naturally in any situation, without prejudice or compulsion.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Neutral ===&lt;br /&gt;
&lt;br /&gt;
A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn&#039;t strive to protect others&#039; freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those others suffer). a chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as he is to cross it.&lt;br /&gt;
&lt;br /&gt;
Chaotic neutral represents freedom from both society&#039;s restrictions and a do-gooder&#039;s zeal.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Evil ===&lt;br /&gt;
&lt;br /&gt;
A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.&lt;br /&gt;
&lt;br /&gt;
This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.&lt;br /&gt;
&lt;br /&gt;
Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.&lt;br /&gt;
&lt;br /&gt;
Lawful evil represents methodical, intentional, and organized evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Neutral Evil ===&lt;br /&gt;
&lt;br /&gt;
A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusions that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn&#039;t have the restless nature or love of conflict that a chaotic evil villain has.&lt;br /&gt;
&lt;br /&gt;
Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.&lt;br /&gt;
&lt;br /&gt;
Neutral evil represents pure evil without honor and without variation.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Evil ===&lt;br /&gt;
&lt;br /&gt;
A chaotic evil character does what his greed, hatred, and lust for destruction drive him to do. He is vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are likely to be poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.&lt;br /&gt;
&lt;br /&gt;
Chaotic evil represents the destruction not only of beauty and life, but also of the order on which beauty and life depend.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Alignment&amp;diff=832</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Alignment&amp;diff=832"/>
		<updated>2014-09-12T19:12:54Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ah Good vs. Evil! Law vs Chaos! These things help fuel epic stories and elevate Heros to almost godhood like status... or at least for some it does. Things like Good and Evil are hard to define in the modern world. Its a tricky thing. If there where Gods and Devils and such roaming around giving edicts and fighting one another then perhaps Humanity wouldn&#039;t have such a hard time asking the question. &amp;quot;Was that a bad act or a good act?&amp;quot; and &amp;quot;If that was bad or good how back or good was it? How much of an award or punishment should be given?&amp;quot; weighing these things is difficult in the real world. However in the world of entertainment the murky waters of morality and ethics seams to be filtered into a simple constant stream of action. Bad guys die! Good guys win! The Bad guys deserved to die! The Good guys are meant to be victorious (And get to have sex)!  &lt;br /&gt;
&lt;br /&gt;
Future Path is meant to be a form of entertainment through storytelling. It is suppose to be a rule set for telling stories in the Sci-Fy genre with all its sub-categorizes.  So for the most part this game system assumes good and evil are definitive things. Think of Star Wars and the Jedi vs Sith. The Jedi are definitively Good while the Sith are definitively Evil. There have been some more neutral view points of Sith and Jedi provided outside of the original films but we will get to that later. Good and Evil are things that you can detect or sense and they can effect your Characters view or opinion about something. This by know means should be seen as a restriction for storytelling. Over the years many artists from Music/Movies/Books and so on have told stories about viewing the good and bad aspects of what would originally seam like definitive, set in stone, evil or good. Or shared a &amp;quot;grey&amp;quot; neutral perspective. This can be very interesting to explore. &lt;br /&gt;
&lt;br /&gt;
Exploring the themes like Good vs. Evil vs. Neutral from a Sci-Fy setting can be fun and interesting but also can change the &amp;quot;feel&amp;quot; of the game. The below alignment&#039;s is a tool for developing Player Character&#039;s identities as well as themes for the storytelling the GM will do. It is not meant to be a straitjacket for restricting your character or forcing the story to have to end a certain way. Remember this is a game of the imagination where the rules are more for the ability to effectively share that imagination then it is to restrict people from exploring ideas. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.&lt;br /&gt;
&lt;br /&gt;
A creature&#039;s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. More about each type of alignment below. Animals and other creatures incapable of moral action are neutral. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.&lt;br /&gt;
&lt;br /&gt;
== The Versus Story Tropes ==&lt;br /&gt;
&lt;br /&gt;
Below is two of the common versus themes you find in stories. Especially regarding Table Top games. &lt;br /&gt;
&lt;br /&gt;
=== Good Versus Evil ===&lt;br /&gt;
&lt;br /&gt;
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.&lt;br /&gt;
&lt;br /&gt;
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.&lt;br /&gt;
&lt;br /&gt;
Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.&lt;br /&gt;
&lt;br /&gt;
People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.&lt;br /&gt;
&lt;br /&gt;
=== Law Versus Chaos === &lt;br /&gt;
&lt;br /&gt;
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.&lt;br /&gt;
&lt;br /&gt;
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.&lt;br /&gt;
&lt;br /&gt;
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.&lt;br /&gt;
&lt;br /&gt;
Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Nine Alignments ==&lt;br /&gt;
&lt;br /&gt;
Below is a table of the Nine Alignments. You have &amp;quot;Law, Neutral, Chaotic&amp;quot; on the top row. And on the first column you have &amp;quot;Good, Neutral, Evil&amp;quot;. All this mix up as seen below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Alignments &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | &lt;br /&gt;
! Lawful &lt;br /&gt;
! Neutral &lt;br /&gt;
! Chaotic&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Good &lt;br /&gt;
||Lawful Good  ||Neutral Good  ||Chaotic Good &lt;br /&gt;
|-&lt;br /&gt;
! Neutral &lt;br /&gt;
||Lawful Neutral  ||Neutral  ||Chaotic Neutral &lt;br /&gt;
|-&lt;br /&gt;
! Evil &lt;br /&gt;
||Lawful Evil  ||Neutral Evil  ||Chaotic Evil &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nine distinct alignments define the possible combinations of the lawful-chaotic axis with the good-evil axis. &lt;br /&gt;
&lt;br /&gt;
The first six alignments, lawful good through chaotic neutral, are standard alignments for player characters. The three evil alignments are usually for monsters and villains. With the GM&#039;s permission, a player may assign an evil alignment to his PC, but such characters are often a source of disruption and conflict with good and neutral party members. GMs are encouraged to carefully consider how evil PCs might affect the campaign before allowing them.&lt;br /&gt;
&lt;br /&gt;
Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment. &lt;br /&gt;
&lt;br /&gt;
Alignment is a tool to aid players in creating personalities for their characters. It is a guideline for a character&#039;s morality, and Game Masters should not use it to unduly hamper characters, nor should it be used to straitjacket PCs in regard to determining the relationships between them. Just because two characters are of good alignments—possibly the same alignment—does not guarantee they can work well together. Other personality traits ultimately affect the type of relationship formed, not just similarity along the good-evil alignment axis.&lt;br /&gt;
&lt;br /&gt;
Each description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his alignment from day to day. Use these descriptions as guidelines, not as scripts.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Good ===&lt;br /&gt;
&lt;br /&gt;
A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.&lt;br /&gt;
&lt;br /&gt;
Lawful good combines honor with compassion.&lt;br /&gt;
&lt;br /&gt;
Lawful good characters are proficient at understanding bureaucracies, following laws, and cultivating order and structure in their own lives and in others&#039;. They are naturally helpful, and others find them trustworthy, even if they don&#039;t share the same alignment. Additionally, lawful good characters are adept at deciding which actions are lawful and benefit society rather than the individual. With their focus on order, they can often build governmental stability where none previously existed. These characters sometimes have problems defying laws, even when the laws are unjust. Instead of disobeying or protesting against such laws, they work within the provided structure or system to change those laws, and they implore others to do so as well. They feel guilty lying to others, even if only asked to fib to provide a ruse for their companions. Similarly, they won&#039;t break the law to help good-intentioned party members perform actions that might have beneficial results.&lt;br /&gt;
&lt;br /&gt;
When they&#039;re adventuring in urban areas with their companions, lawful good characters may feel compelled to excuse themselves from certain plans or attempt to reason with those more lenient in their interpretation of the law. It&#039;s much easier for lawful good characters to ignore the bad behavior of other party members when exploring ruins and wilderness areas outside the direct jurisdiction of a governing body.&lt;br /&gt;
&lt;br /&gt;
Lawful good characters regard law as necessary for the welfare of society. They fight to abolish or change laws they deem unjust, and they always aid those in need. Lawful good characters strive to be forthright in their words and deeds, refuse to lie to others, and keep their covenants. They oppose evil wherever it is found, and avoid putting the good of the individual ahead of what is good for the masses. For these characters, the end rarely justifies the means. Characters drawn to honor, righting wrongs, or making sacrifices for others might be attracted to this alignment.&lt;br /&gt;
&lt;br /&gt;
=== Neutral Good ===&lt;br /&gt;
&lt;br /&gt;
A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.&lt;br /&gt;
&lt;br /&gt;
Neutral good means doing what is good and right without bias for or against order.&lt;br /&gt;
&lt;br /&gt;
Neutral good characters excel at seeing both sides of a situation, and they use this ability to inform their actions, doing what they believe will produce the most good. These characters seek balance and harmony in their dealings with others; they know to avoid conversations leading to heated topics, and keep their responses to the middle of the road. They understand the value of nature, and realize that expanding civilization into the wilderness is not always the most appropriate thing to do. Because of their ability to see all facets of a situation, neutral good characters can sometimes have difficulty in choosing a side between other good beings. For this reason, others may label them as wishy-washy or not capable of serious conviction.&lt;br /&gt;
&lt;br /&gt;
Dealing with other characters aligned along the lawful-chaotic axis can also be challenging, especially in mixed-alignment adventuring groups. The neutral good characters will not always agree with the lawful good characters&#039; meticulous need to plan their actions, control others, or prevent others from disobeying laws that interfere with the party&#039;s goals—sometimes less-than-honest tactics are necessary, after all. Conversely, neutral good characters might find chaotic good characters a little on the uncontrollable side, not liking the wild bent of their ideas or actions. Too much freedom of thought and action, they believe, just makes one irresponsible.&lt;br /&gt;
&lt;br /&gt;
Neutral good characters can see both sides of the lawful-chaotic axis, understanding that some choices are indeed better for all, and others are better for individuals. Because supporting either extreme on the axis does not motivate them, neutral good characters are often considered the “true good” alignment. They seek to do the most good in the world to make it a better place and to help others when possible. Neither anarchy nor the need for strict order concerns them. Neutral good characters support laws that benefit all, but have no qualms about ignoring unjust laws or tyrannical rulers.&lt;br /&gt;
&lt;br /&gt;
Neutral good characters give great consideration to their actions before deeming them correct; some neutral good characters find it unfathomable that others cannot see their viewpoint as the most sensible.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Good ===&lt;br /&gt;
&lt;br /&gt;
A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he&#039;s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.&lt;br /&gt;
&lt;br /&gt;
Chaotic good combines a good heart with a free spirit.&lt;br /&gt;
&lt;br /&gt;
Chaotic good characters follow their own consciences and are adaptable, easily rolling with life&#039;s punches. They rarely make plans too far in advance, preferring to take a wait-and-see approach to most things, which allows them to adjust their actions or reactions in a single heartbeat. They have no qualms about breaking laws, especially when doing so will save others or protect others&#039; rights from being trampled. Chaotic good characters want freedom for themselves and others, and find it difficult to live in societies they deem too restrictive to individuals. They view laws and regulations as unneeded mechanisms of control rather than protection. Deeply inherent in the chaotic good character&#039;s philosophy is the belief that most individuals are good and will do good if given the freedom to act as they please. In this regard, these benevolent, kind-hearted individuals can be viewed as the most idealistic of the good alignments. Other good characters call their live-and-let-live attitude overly idealistic, instead believing that individuals are more selfish than kindhearted in nature and need guidance to become good. The chaotic good philosophy, however, holds that because individuals are not all like-minded persons, imposing such guidance and laws to force them to conform to a single mold deforms their spirits, creating flaws and cracks where evil can more easily find a foothold.&lt;br /&gt;
&lt;br /&gt;
Chaotic good characters are strong-willed and self-directed—masters of their own destiny. They act as their consciences dictate, viewing the plights of the weak and innocent with compassion and correcting injustices when they can. Chaotic good characters disregard others&#039; expectations of their behavior, finding many laws and regulations too limiting to their personal freedom. They resent those who inflict their ideals on others, especially through intimidation, and are often reluctant to conform. Chaotic good characters want the freedom to do as they will and desire others to be free of oppression as well.&lt;br /&gt;
&lt;br /&gt;
While chaotic good characters do not accept that individuals must sacrifice their ideals and follow laws for the good of the whole, they willingly sacrifice themselves (and their individuality) to protect the whole in the name of good.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Neutral ===&lt;br /&gt;
&lt;br /&gt;
A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.&lt;br /&gt;
&lt;br /&gt;
Lawful neutral means you are reliable and honorable without being a zealot.&lt;br /&gt;
&lt;br /&gt;
=== Neutral ===&lt;br /&gt;
&lt;br /&gt;
A neutral character does what seems to be a good idea. She doesn&#039;t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos (and thus neutral is sometimes called “true neutral”). Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character probably thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she&#039;s not personally committed to upholding good in any abstract or universal way.&lt;br /&gt;
&lt;br /&gt;
Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.&lt;br /&gt;
&lt;br /&gt;
Neutral means you act naturally in any situation, without prejudice or compulsion.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Neutral ===&lt;br /&gt;
&lt;br /&gt;
A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn&#039;t strive to protect others&#039; freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those others suffer). a chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as he is to cross it.&lt;br /&gt;
&lt;br /&gt;
Chaotic neutral represents freedom from both society&#039;s restrictions and a do-gooder&#039;s zeal.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Evil ===&lt;br /&gt;
&lt;br /&gt;
A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.&lt;br /&gt;
&lt;br /&gt;
This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.&lt;br /&gt;
&lt;br /&gt;
Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.&lt;br /&gt;
&lt;br /&gt;
Lawful evil represents methodical, intentional, and organized evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Neutral Evil ===&lt;br /&gt;
&lt;br /&gt;
A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusions that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn&#039;t have the restless nature or love of conflict that a chaotic evil villain has.&lt;br /&gt;
&lt;br /&gt;
Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.&lt;br /&gt;
&lt;br /&gt;
Neutral evil represents pure evil without honor and without variation.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Evil ===&lt;br /&gt;
&lt;br /&gt;
A chaotic evil character does what his greed, hatred, and lust for destruction drive him to do. He is vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are likely to be poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.&lt;br /&gt;
&lt;br /&gt;
Chaotic evil represents the destruction not only of beauty and life, but also of the order on which beauty and life depend.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Alignment&amp;diff=831</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Alignment&amp;diff=831"/>
		<updated>2014-09-12T17:11:36Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* The Nine Alignments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ah Good vs. Evil! Law vs Chaos! These things help fuel epic stories and elevate Heros to almost godhood like status... or at least for some it does. Things like Good and Evil are hard to define in the modern world. Its a tricky thing. If there where Gods and Devils and such roaming around giving edicts and fighting one another then perhaps Humanity wouldn&#039;t have such a hard time asking the question. &amp;quot;What that a bad act or a good act?&amp;quot; and &amp;quot;If that was bad or good how back or good was it? How much of an award or punishment should be given?&amp;quot; weighing these things is difficult in the real world. However in the world of entertainment the murky waters of morality and ethics seams to be filtered into a simple constant stream of action. Bad guys die! Good guys win! The Bad guys deserved to die! The Good guys are meant to be victorious (And get to have sex)!  &lt;br /&gt;
&lt;br /&gt;
Future Path is meant to be a form of entertainment through storytelling. It is suppose to be a rule set for telling stories in the Sci-Fy genre with all its sub-categorizes.  So for the most part this game system assumes good and evil are definitive things. Think of Star Wars and the Jedi vs Sith. The Jedi are definitively Good while the Sith are definitively Evil. There have been some more neutral view points of Sith and Jedi provided outside of the original films but we will get to that later. Good and Evil are things that you can detect or sense and they can effect your Characters view or opinion about something. This by know means should be seen as a restriction for storytelling. Over the years many artists from Music/Movies/Books and so on have told stories about viewing the good and bad aspects of what would originally seam like definitive, set in stone, evil or good. Or shared a &amp;quot;grey&amp;quot; neutral perspective. This can be very interesting to explore. &lt;br /&gt;
&lt;br /&gt;
Exploring the themes like Good vs. Evil vs. Neutral from a Sci-Fy setting can be fun and interesting but also can change the &amp;quot;feel&amp;quot; of the game. The below alignment&#039;s is a tool for developing Player Character&#039;s identities as well as themes for the storytelling the GM will do. It is not meant to be a straitjacket for restricting your character or forcing the story to have to end a certain way. Remember this is a game of the imagination where the rules are more for the ability to effectively share that imagination then it is to restrict people from exploring ideas. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.&lt;br /&gt;
&lt;br /&gt;
A creature&#039;s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. More about each type of alignment below. Animals and other creatures incapable of moral action are neutral. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.&lt;br /&gt;
&lt;br /&gt;
== The Versus Story Tropes ==&lt;br /&gt;
&lt;br /&gt;
Below is two of the common versus themes you find in stories. Especially regarding Table Top games. &lt;br /&gt;
&lt;br /&gt;
=== Good Versus Evil ===&lt;br /&gt;
&lt;br /&gt;
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.&lt;br /&gt;
&lt;br /&gt;
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.&lt;br /&gt;
&lt;br /&gt;
Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.&lt;br /&gt;
&lt;br /&gt;
People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.&lt;br /&gt;
&lt;br /&gt;
=== Law Versus Chaos === &lt;br /&gt;
&lt;br /&gt;
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.&lt;br /&gt;
&lt;br /&gt;
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.&lt;br /&gt;
&lt;br /&gt;
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.&lt;br /&gt;
&lt;br /&gt;
Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Nine Alignments ==&lt;br /&gt;
&lt;br /&gt;
Below is a table of the Nine Alignments. You have &amp;quot;Law, Neutral, Chaotic&amp;quot; on the top row. And on the first column you have &amp;quot;Good, Neutral, Evil&amp;quot;. All this mix up as seen below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Alignments &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | &lt;br /&gt;
! Lawful &lt;br /&gt;
! Neutral &lt;br /&gt;
! Chaotic&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Good &lt;br /&gt;
||Lawful Good  ||Neutral Good  ||Chaotic Good &lt;br /&gt;
|-&lt;br /&gt;
! Neutral &lt;br /&gt;
||Lawful Neutral  ||Neutral  ||Chaotic Neutral &lt;br /&gt;
|-&lt;br /&gt;
! Evil &lt;br /&gt;
||Lawful Evil  ||Neutral Evil  ||Chaotic Evil &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nine distinct alignments define the possible combinations of the lawful-chaotic axis with the good-evil axis. &lt;br /&gt;
&lt;br /&gt;
The first six alignments, lawful good through chaotic neutral, are standard alignments for player characters. The three evil alignments are usually for monsters and villains. With the GM&#039;s permission, a player may assign an evil alignment to his PC, but such characters are often a source of disruption and conflict with good and neutral party members. GMs are encouraged to carefully consider how evil PCs might affect the campaign before allowing them.&lt;br /&gt;
&lt;br /&gt;
Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment. &lt;br /&gt;
&lt;br /&gt;
Alignment is a tool to aid players in creating personalities for their characters. It is a guideline for a character&#039;s morality, and Game Masters should not use it to unduly hamper characters, nor should it be used to straitjacket PCs in regard to determining the relationships between them. Just because two characters are of good alignments—possibly the same alignment—does not guarantee they can work well together. Other personality traits ultimately affect the type of relationship formed, not just similarity along the good-evil alignment axis.&lt;br /&gt;
&lt;br /&gt;
Each description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his alignment from day to day. Use these descriptions as guidelines, not as scripts.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Good ===&lt;br /&gt;
&lt;br /&gt;
A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.&lt;br /&gt;
&lt;br /&gt;
Lawful good combines honor with compassion.&lt;br /&gt;
&lt;br /&gt;
Lawful good characters are proficient at understanding bureaucracies, following laws, and cultivating order and structure in their own lives and in others&#039;. They are naturally helpful, and others find them trustworthy, even if they don&#039;t share the same alignment. Additionally, lawful good characters are adept at deciding which actions are lawful and benefit society rather than the individual. With their focus on order, they can often build governmental stability where none previously existed. These characters sometimes have problems defying laws, even when the laws are unjust. Instead of disobeying or protesting against such laws, they work within the provided structure or system to change those laws, and they implore others to do so as well. They feel guilty lying to others, even if only asked to fib to provide a ruse for their companions. Similarly, they won&#039;t break the law to help good-intentioned party members perform actions that might have beneficial results.&lt;br /&gt;
&lt;br /&gt;
When they&#039;re adventuring in urban areas with their companions, lawful good characters may feel compelled to excuse themselves from certain plans or attempt to reason with those more lenient in their interpretation of the law. It&#039;s much easier for lawful good characters to ignore the bad behavior of other party members when exploring ruins and wilderness areas outside the direct jurisdiction of a governing body.&lt;br /&gt;
&lt;br /&gt;
Lawful good characters regard law as necessary for the welfare of society. They fight to abolish or change laws they deem unjust, and they always aid those in need. Lawful good characters strive to be forthright in their words and deeds, refuse to lie to others, and keep their covenants. They oppose evil wherever it is found, and avoid putting the good of the individual ahead of what is good for the masses. For these characters, the end rarely justifies the means. Characters drawn to honor, righting wrongs, or making sacrifices for others might be attracted to this alignment.&lt;br /&gt;
&lt;br /&gt;
=== Neutral Good ===&lt;br /&gt;
&lt;br /&gt;
A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.&lt;br /&gt;
&lt;br /&gt;
Neutral good means doing what is good and right without bias for or against order.&lt;br /&gt;
&lt;br /&gt;
Neutral good characters excel at seeing both sides of a situation, and they use this ability to inform their actions, doing what they believe will produce the most good. These characters seek balance and harmony in their dealings with others; they know to avoid conversations leading to heated topics, and keep their responses to the middle of the road. They understand the value of nature, and realize that expanding civilization into the wilderness is not always the most appropriate thing to do. Because of their ability to see all facets of a situation, neutral good characters can sometimes have difficulty in choosing a side between other good beings. For this reason, others may label them as wishy-washy or not capable of serious conviction.&lt;br /&gt;
&lt;br /&gt;
Dealing with other characters aligned along the lawful-chaotic axis can also be challenging, especially in mixed-alignment adventuring groups. The neutral good characters will not always agree with the lawful good characters&#039; meticulous need to plan their actions, control others, or prevent others from disobeying laws that interfere with the party&#039;s goals—sometimes less-than-honest tactics are necessary, after all. Conversely, neutral good characters might find chaotic good characters a little on the uncontrollable side, not liking the wild bent of their ideas or actions. Too much freedom of thought and action, they believe, just makes one irresponsible.&lt;br /&gt;
&lt;br /&gt;
Neutral good characters can see both sides of the lawful-chaotic axis, understanding that some choices are indeed better for all, and others are better for individuals. Because supporting either extreme on the axis does not motivate them, neutral good characters are often considered the “true good” alignment. They seek to do the most good in the world to make it a better place and to help others when possible. Neither anarchy nor the need for strict order concerns them. Neutral good characters support laws that benefit all, but have no qualms about ignoring unjust laws or tyrannical rulers.&lt;br /&gt;
&lt;br /&gt;
Neutral good characters give great consideration to their actions before deeming them correct; some neutral good characters find it unfathomable that others cannot see their viewpoint as the most sensible.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Good ===&lt;br /&gt;
&lt;br /&gt;
A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he&#039;s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.&lt;br /&gt;
&lt;br /&gt;
Chaotic good combines a good heart with a free spirit.&lt;br /&gt;
&lt;br /&gt;
Chaotic good characters follow their own consciences and are adaptable, easily rolling with life&#039;s punches. They rarely make plans too far in advance, preferring to take a wait-and-see approach to most things, which allows them to adjust their actions or reactions in a single heartbeat. They have no qualms about breaking laws, especially when doing so will save others or protect others&#039; rights from being trampled. Chaotic good characters want freedom for themselves and others, and find it difficult to live in societies they deem too restrictive to individuals. They view laws and regulations as unneeded mechanisms of control rather than protection. Deeply inherent in the chaotic good character&#039;s philosophy is the belief that most individuals are good and will do good if given the freedom to act as they please. In this regard, these benevolent, kind-hearted individuals can be viewed as the most idealistic of the good alignments. Other good characters call their live-and-let-live attitude overly idealistic, instead believing that individuals are more selfish than kindhearted in nature and need guidance to become good. The chaotic good philosophy, however, holds that because individuals are not all like-minded persons, imposing such guidance and laws to force them to conform to a single mold deforms their spirits, creating flaws and cracks where evil can more easily find a foothold.&lt;br /&gt;
&lt;br /&gt;
Chaotic good characters are strong-willed and self-directed—masters of their own destiny. They act as their consciences dictate, viewing the plights of the weak and innocent with compassion and correcting injustices when they can. Chaotic good characters disregard others&#039; expectations of their behavior, finding many laws and regulations too limiting to their personal freedom. They resent those who inflict their ideals on others, especially through intimidation, and are often reluctant to conform. Chaotic good characters want the freedom to do as they will and desire others to be free of oppression as well.&lt;br /&gt;
&lt;br /&gt;
While chaotic good characters do not accept that individuals must sacrifice their ideals and follow laws for the good of the whole, they willingly sacrifice themselves (and their individuality) to protect the whole in the name of good.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Neutral ===&lt;br /&gt;
&lt;br /&gt;
A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.&lt;br /&gt;
&lt;br /&gt;
Lawful neutral means you are reliable and honorable without being a zealot.&lt;br /&gt;
&lt;br /&gt;
=== Neutral ===&lt;br /&gt;
&lt;br /&gt;
A neutral character does what seems to be a good idea. She doesn&#039;t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos (and thus neutral is sometimes called “true neutral”). Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character probably thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she&#039;s not personally committed to upholding good in any abstract or universal way.&lt;br /&gt;
&lt;br /&gt;
Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.&lt;br /&gt;
&lt;br /&gt;
Neutral means you act naturally in any situation, without prejudice or compulsion.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Neutral ===&lt;br /&gt;
&lt;br /&gt;
A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn&#039;t strive to protect others&#039; freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those others suffer). a chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as he is to cross it.&lt;br /&gt;
&lt;br /&gt;
Chaotic neutral represents freedom from both society&#039;s restrictions and a do-gooder&#039;s zeal.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Evil ===&lt;br /&gt;
&lt;br /&gt;
A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.&lt;br /&gt;
&lt;br /&gt;
This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.&lt;br /&gt;
&lt;br /&gt;
Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.&lt;br /&gt;
&lt;br /&gt;
Lawful evil represents methodical, intentional, and organized evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Neutral Evil ===&lt;br /&gt;
&lt;br /&gt;
A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusions that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn&#039;t have the restless nature or love of conflict that a chaotic evil villain has.&lt;br /&gt;
&lt;br /&gt;
Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.&lt;br /&gt;
&lt;br /&gt;
Neutral evil represents pure evil without honor and without variation.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Evil ===&lt;br /&gt;
&lt;br /&gt;
A chaotic evil character does what his greed, hatred, and lust for destruction drive him to do. He is vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are likely to be poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.&lt;br /&gt;
&lt;br /&gt;
Chaotic evil represents the destruction not only of beauty and life, but also of the order on which beauty and life depend.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Alignment&amp;diff=830</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Alignment&amp;diff=830"/>
		<updated>2014-09-12T16:52:57Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* The Nine Alignments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ah Good vs. Evil! Law vs Chaos! These things help fuel epic stories and elevate Heros to almost godhood like status... or at least for some it does. Things like Good and Evil are hard to define in the modern world. Its a tricky thing. If there where Gods and Devils and such roaming around giving edicts and fighting one another then perhaps Humanity wouldn&#039;t have such a hard time asking the question. &amp;quot;What that a bad act or a good act?&amp;quot; and &amp;quot;If that was bad or good how back or good was it? How much of an award or punishment should be given?&amp;quot; weighing these things is difficult in the real world. However in the world of entertainment the murky waters of morality and ethics seams to be filtered into a simple constant stream of action. Bad guys die! Good guys win! The Bad guys deserved to die! The Good guys are meant to be victorious (And get to have sex)!  &lt;br /&gt;
&lt;br /&gt;
Future Path is meant to be a form of entertainment through storytelling. It is suppose to be a rule set for telling stories in the Sci-Fy genre with all its sub-categorizes.  So for the most part this game system assumes good and evil are definitive things. Think of Star Wars and the Jedi vs Sith. The Jedi are definitively Good while the Sith are definitively Evil. There have been some more neutral view points of Sith and Jedi provided outside of the original films but we will get to that later. Good and Evil are things that you can detect or sense and they can effect your Characters view or opinion about something. This by know means should be seen as a restriction for storytelling. Over the years many artists from Music/Movies/Books and so on have told stories about viewing the good and bad aspects of what would originally seam like definitive, set in stone, evil or good. Or shared a &amp;quot;grey&amp;quot; neutral perspective. This can be very interesting to explore. &lt;br /&gt;
&lt;br /&gt;
Exploring the themes like Good vs. Evil vs. Neutral from a Sci-Fy setting can be fun and interesting but also can change the &amp;quot;feel&amp;quot; of the game. The below alignment&#039;s is a tool for developing Player Character&#039;s identities as well as themes for the storytelling the GM will do. It is not meant to be a straitjacket for restricting your character or forcing the story to have to end a certain way. Remember this is a game of the imagination where the rules are more for the ability to effectively share that imagination then it is to restrict people from exploring ideas. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.&lt;br /&gt;
&lt;br /&gt;
A creature&#039;s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. More about each type of alignment below. Animals and other creatures incapable of moral action are neutral. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.&lt;br /&gt;
&lt;br /&gt;
== The Versus Story Tropes ==&lt;br /&gt;
&lt;br /&gt;
Below is two of the common versus themes you find in stories. Especially regarding Table Top games. &lt;br /&gt;
&lt;br /&gt;
=== Good Versus Evil ===&lt;br /&gt;
&lt;br /&gt;
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.&lt;br /&gt;
&lt;br /&gt;
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.&lt;br /&gt;
&lt;br /&gt;
Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.&lt;br /&gt;
&lt;br /&gt;
People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.&lt;br /&gt;
&lt;br /&gt;
=== Law Versus Chaos === &lt;br /&gt;
&lt;br /&gt;
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.&lt;br /&gt;
&lt;br /&gt;
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.&lt;br /&gt;
&lt;br /&gt;
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.&lt;br /&gt;
&lt;br /&gt;
Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Nine Alignments ==&lt;br /&gt;
&lt;br /&gt;
Below is a table of the Nine Alignments. You have &amp;quot;Law, Neutral, Chaotic&amp;quot; on the top row. And on the first column you have &amp;quot;Good, Neutral, Evil&amp;quot;. All this mix up as seen below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Alignments &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | &lt;br /&gt;
! Lawful &lt;br /&gt;
! Neutral &lt;br /&gt;
! Chaotic&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Good &lt;br /&gt;
||Lawful Good  ||Neutral Good  ||Chaotic Good &lt;br /&gt;
|-&lt;br /&gt;
! Neutral &lt;br /&gt;
||Lawful Neutral  ||Neutral  ||Chaotic Neutral &lt;br /&gt;
|-&lt;br /&gt;
! Evil &lt;br /&gt;
||Lawful Evil  ||Neutral Evil  ||Chaotic Evil &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Alignment&amp;diff=829</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Alignment&amp;diff=829"/>
		<updated>2014-09-12T16:52:26Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* The Nine Alignments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ah Good vs. Evil! Law vs Chaos! These things help fuel epic stories and elevate Heros to almost godhood like status... or at least for some it does. Things like Good and Evil are hard to define in the modern world. Its a tricky thing. If there where Gods and Devils and such roaming around giving edicts and fighting one another then perhaps Humanity wouldn&#039;t have such a hard time asking the question. &amp;quot;What that a bad act or a good act?&amp;quot; and &amp;quot;If that was bad or good how back or good was it? How much of an award or punishment should be given?&amp;quot; weighing these things is difficult in the real world. However in the world of entertainment the murky waters of morality and ethics seams to be filtered into a simple constant stream of action. Bad guys die! Good guys win! The Bad guys deserved to die! The Good guys are meant to be victorious (And get to have sex)!  &lt;br /&gt;
&lt;br /&gt;
Future Path is meant to be a form of entertainment through storytelling. It is suppose to be a rule set for telling stories in the Sci-Fy genre with all its sub-categorizes.  So for the most part this game system assumes good and evil are definitive things. Think of Star Wars and the Jedi vs Sith. The Jedi are definitively Good while the Sith are definitively Evil. There have been some more neutral view points of Sith and Jedi provided outside of the original films but we will get to that later. Good and Evil are things that you can detect or sense and they can effect your Characters view or opinion about something. This by know means should be seen as a restriction for storytelling. Over the years many artists from Music/Movies/Books and so on have told stories about viewing the good and bad aspects of what would originally seam like definitive, set in stone, evil or good. Or shared a &amp;quot;grey&amp;quot; neutral perspective. This can be very interesting to explore. &lt;br /&gt;
&lt;br /&gt;
Exploring the themes like Good vs. Evil vs. Neutral from a Sci-Fy setting can be fun and interesting but also can change the &amp;quot;feel&amp;quot; of the game. The below alignment&#039;s is a tool for developing Player Character&#039;s identities as well as themes for the storytelling the GM will do. It is not meant to be a straitjacket for restricting your character or forcing the story to have to end a certain way. Remember this is a game of the imagination where the rules are more for the ability to effectively share that imagination then it is to restrict people from exploring ideas. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.&lt;br /&gt;
&lt;br /&gt;
A creature&#039;s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. More about each type of alignment below. Animals and other creatures incapable of moral action are neutral. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.&lt;br /&gt;
&lt;br /&gt;
== The Versus Story Tropes ==&lt;br /&gt;
&lt;br /&gt;
Below is two of the common versus themes you find in stories. Especially regarding Table Top games. &lt;br /&gt;
&lt;br /&gt;
=== Good Versus Evil ===&lt;br /&gt;
&lt;br /&gt;
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.&lt;br /&gt;
&lt;br /&gt;
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.&lt;br /&gt;
&lt;br /&gt;
Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.&lt;br /&gt;
&lt;br /&gt;
People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.&lt;br /&gt;
&lt;br /&gt;
=== Law Versus Chaos === &lt;br /&gt;
&lt;br /&gt;
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.&lt;br /&gt;
&lt;br /&gt;
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.&lt;br /&gt;
&lt;br /&gt;
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.&lt;br /&gt;
&lt;br /&gt;
Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Nine Alignments ==&lt;br /&gt;
&lt;br /&gt;
Below is a table of the Nine Alignments. You have &amp;quot;Law, Neutral, Chaotic&amp;quot; on the top row. And on the first column you have &amp;quot;Good, Neutral, Evil&amp;quot;. All this mix up as seen below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Alignments &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | &lt;br /&gt;
! Lawful &lt;br /&gt;
! Neutral &lt;br /&gt;
! Chaotic&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Good ||Lawful Good  ||Neutral Good  ||Chaotic Good &lt;br /&gt;
|-&lt;br /&gt;
! Neutral ||Lawful Neutral  ||Neutral  ||Chaotic Neutral &lt;br /&gt;
|-&lt;br /&gt;
! Evil ||Lawful Evil  ||Neutral Evil  ||Chaotic Evil &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Alignment&amp;diff=828</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Alignment&amp;diff=828"/>
		<updated>2014-09-12T16:51:59Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* The Nine Alignments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ah Good vs. Evil! Law vs Chaos! These things help fuel epic stories and elevate Heros to almost godhood like status... or at least for some it does. Things like Good and Evil are hard to define in the modern world. Its a tricky thing. If there where Gods and Devils and such roaming around giving edicts and fighting one another then perhaps Humanity wouldn&#039;t have such a hard time asking the question. &amp;quot;What that a bad act or a good act?&amp;quot; and &amp;quot;If that was bad or good how back or good was it? How much of an award or punishment should be given?&amp;quot; weighing these things is difficult in the real world. However in the world of entertainment the murky waters of morality and ethics seams to be filtered into a simple constant stream of action. Bad guys die! Good guys win! The Bad guys deserved to die! The Good guys are meant to be victorious (And get to have sex)!  &lt;br /&gt;
&lt;br /&gt;
Future Path is meant to be a form of entertainment through storytelling. It is suppose to be a rule set for telling stories in the Sci-Fy genre with all its sub-categorizes.  So for the most part this game system assumes good and evil are definitive things. Think of Star Wars and the Jedi vs Sith. The Jedi are definitively Good while the Sith are definitively Evil. There have been some more neutral view points of Sith and Jedi provided outside of the original films but we will get to that later. Good and Evil are things that you can detect or sense and they can effect your Characters view or opinion about something. This by know means should be seen as a restriction for storytelling. Over the years many artists from Music/Movies/Books and so on have told stories about viewing the good and bad aspects of what would originally seam like definitive, set in stone, evil or good. Or shared a &amp;quot;grey&amp;quot; neutral perspective. This can be very interesting to explore. &lt;br /&gt;
&lt;br /&gt;
Exploring the themes like Good vs. Evil vs. Neutral from a Sci-Fy setting can be fun and interesting but also can change the &amp;quot;feel&amp;quot; of the game. The below alignment&#039;s is a tool for developing Player Character&#039;s identities as well as themes for the storytelling the GM will do. It is not meant to be a straitjacket for restricting your character or forcing the story to have to end a certain way. Remember this is a game of the imagination where the rules are more for the ability to effectively share that imagination then it is to restrict people from exploring ideas. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.&lt;br /&gt;
&lt;br /&gt;
A creature&#039;s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. More about each type of alignment below. Animals and other creatures incapable of moral action are neutral. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.&lt;br /&gt;
&lt;br /&gt;
== The Versus Story Tropes ==&lt;br /&gt;
&lt;br /&gt;
Below is two of the common versus themes you find in stories. Especially regarding Table Top games. &lt;br /&gt;
&lt;br /&gt;
=== Good Versus Evil ===&lt;br /&gt;
&lt;br /&gt;
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.&lt;br /&gt;
&lt;br /&gt;
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.&lt;br /&gt;
&lt;br /&gt;
Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.&lt;br /&gt;
&lt;br /&gt;
People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.&lt;br /&gt;
&lt;br /&gt;
=== Law Versus Chaos === &lt;br /&gt;
&lt;br /&gt;
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.&lt;br /&gt;
&lt;br /&gt;
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.&lt;br /&gt;
&lt;br /&gt;
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.&lt;br /&gt;
&lt;br /&gt;
Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Nine Alignments ==&lt;br /&gt;
&lt;br /&gt;
Below is a table of the Nine Alignments. You have &amp;quot;Law, Neutral, Chaotic&amp;quot; on the top row. And on the first column you have &amp;quot;Good, Neutral, Evil&amp;quot;. All this mix up as seen below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Alignments &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | &lt;br /&gt;
! Lawful &lt;br /&gt;
! Neutral &lt;br /&gt;
! Chaotic&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Good ||Lawful Good  ||Neutral Good  ||Chaotic Good &lt;br /&gt;
|-&lt;br /&gt;
| Neutral ||Lawful Neutral  ||Neutral  ||Chaotic Neutral &lt;br /&gt;
|-&lt;br /&gt;
| Evil ||Lawful Evil  ||Neutral Evil  ||Chaotic Evil &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Alignment&amp;diff=827</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Alignment&amp;diff=827"/>
		<updated>2014-09-12T16:48:37Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* The Versus Story Tropes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ah Good vs. Evil! Law vs Chaos! These things help fuel epic stories and elevate Heros to almost godhood like status... or at least for some it does. Things like Good and Evil are hard to define in the modern world. Its a tricky thing. If there where Gods and Devils and such roaming around giving edicts and fighting one another then perhaps Humanity wouldn&#039;t have such a hard time asking the question. &amp;quot;What that a bad act or a good act?&amp;quot; and &amp;quot;If that was bad or good how back or good was it? How much of an award or punishment should be given?&amp;quot; weighing these things is difficult in the real world. However in the world of entertainment the murky waters of morality and ethics seams to be filtered into a simple constant stream of action. Bad guys die! Good guys win! The Bad guys deserved to die! The Good guys are meant to be victorious (And get to have sex)!  &lt;br /&gt;
&lt;br /&gt;
Future Path is meant to be a form of entertainment through storytelling. It is suppose to be a rule set for telling stories in the Sci-Fy genre with all its sub-categorizes.  So for the most part this game system assumes good and evil are definitive things. Think of Star Wars and the Jedi vs Sith. The Jedi are definitively Good while the Sith are definitively Evil. There have been some more neutral view points of Sith and Jedi provided outside of the original films but we will get to that later. Good and Evil are things that you can detect or sense and they can effect your Characters view or opinion about something. This by know means should be seen as a restriction for storytelling. Over the years many artists from Music/Movies/Books and so on have told stories about viewing the good and bad aspects of what would originally seam like definitive, set in stone, evil or good. Or shared a &amp;quot;grey&amp;quot; neutral perspective. This can be very interesting to explore. &lt;br /&gt;
&lt;br /&gt;
Exploring the themes like Good vs. Evil vs. Neutral from a Sci-Fy setting can be fun and interesting but also can change the &amp;quot;feel&amp;quot; of the game. The below alignment&#039;s is a tool for developing Player Character&#039;s identities as well as themes for the storytelling the GM will do. It is not meant to be a straitjacket for restricting your character or forcing the story to have to end a certain way. Remember this is a game of the imagination where the rules are more for the ability to effectively share that imagination then it is to restrict people from exploring ideas. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.&lt;br /&gt;
&lt;br /&gt;
A creature&#039;s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. More about each type of alignment below. Animals and other creatures incapable of moral action are neutral. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.&lt;br /&gt;
&lt;br /&gt;
== The Versus Story Tropes ==&lt;br /&gt;
&lt;br /&gt;
Below is two of the common versus themes you find in stories. Especially regarding Table Top games. &lt;br /&gt;
&lt;br /&gt;
=== Good Versus Evil ===&lt;br /&gt;
&lt;br /&gt;
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.&lt;br /&gt;
&lt;br /&gt;
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.&lt;br /&gt;
&lt;br /&gt;
Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.&lt;br /&gt;
&lt;br /&gt;
People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.&lt;br /&gt;
&lt;br /&gt;
=== Law Versus Chaos === &lt;br /&gt;
&lt;br /&gt;
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.&lt;br /&gt;
&lt;br /&gt;
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.&lt;br /&gt;
&lt;br /&gt;
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.&lt;br /&gt;
&lt;br /&gt;
Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Nine Alignments ==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Alignment&amp;diff=826</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Alignment&amp;diff=826"/>
		<updated>2014-09-12T16:45:16Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: Created page with &amp;quot;Ah Good vs. Evil! Law vs Chaos! These things help fuel epic stories and elevate Heros to almost godhood like status... or at least for some it does. Things like Good and Evil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ah Good vs. Evil! Law vs Chaos! These things help fuel epic stories and elevate Heros to almost godhood like status... or at least for some it does. Things like Good and Evil are hard to define in the modern world. Its a tricky thing. If there where Gods and Devils and such roaming around giving edicts and fighting one another then perhaps Humanity wouldn&#039;t have such a hard time asking the question. &amp;quot;What that a bad act or a good act?&amp;quot; and &amp;quot;If that was bad or good how back or good was it? How much of an award or punishment should be given?&amp;quot; weighing these things is difficult in the real world. However in the world of entertainment the murky waters of morality and ethics seams to be filtered into a simple constant stream of action. Bad guys die! Good guys win! The Bad guys deserved to die! The Good guys are meant to be victorious (And get to have sex)!  &lt;br /&gt;
&lt;br /&gt;
Future Path is meant to be a form of entertainment through storytelling. It is suppose to be a rule set for telling stories in the Sci-Fy genre with all its sub-categorizes.  So for the most part this game system assumes good and evil are definitive things. Think of Star Wars and the Jedi vs Sith. The Jedi are definitively Good while the Sith are definitively Evil. There have been some more neutral view points of Sith and Jedi provided outside of the original films but we will get to that later. Good and Evil are things that you can detect or sense and they can effect your Characters view or opinion about something. This by know means should be seen as a restriction for storytelling. Over the years many artists from Music/Movies/Books and so on have told stories about viewing the good and bad aspects of what would originally seam like definitive, set in stone, evil or good. Or shared a &amp;quot;grey&amp;quot; neutral perspective. This can be very interesting to explore. &lt;br /&gt;
&lt;br /&gt;
Exploring the themes like Good vs. Evil vs. Neutral from a Sci-Fy setting can be fun and interesting but also can change the &amp;quot;feel&amp;quot; of the game. The below alignment&#039;s is a tool for developing Player Character&#039;s identities as well as themes for the storytelling the GM will do. It is not meant to be a straitjacket for restricting your character or forcing the story to have to end a certain way. Remember this is a game of the imagination where the rules are more for the ability to effectively share that imagination then it is to restrict people from exploring ideas. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.&lt;br /&gt;
&lt;br /&gt;
A creature&#039;s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. More about each type of alignment below. Animals and other creatures incapable of moral action are neutral. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.&lt;br /&gt;
&lt;br /&gt;
== The Versus Story Tropes ==&lt;br /&gt;
&lt;br /&gt;
Below is two of the common versus themes you find in stories. Especially regarding Table Top games. &lt;br /&gt;
&lt;br /&gt;
=== Good Versus Evil ===&lt;br /&gt;
&lt;br /&gt;
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.&lt;br /&gt;
&lt;br /&gt;
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.&lt;br /&gt;
&lt;br /&gt;
Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.&lt;br /&gt;
&lt;br /&gt;
People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.&lt;br /&gt;
&lt;br /&gt;
=== Law Versus Chaos === &lt;br /&gt;
&lt;br /&gt;
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.&lt;br /&gt;
&lt;br /&gt;
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.&lt;br /&gt;
&lt;br /&gt;
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.&lt;br /&gt;
&lt;br /&gt;
Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=825</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=825"/>
		<updated>2014-09-12T16:21:33Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats &amp;lt;br /&amp;gt; Talents* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Ability Score &lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st || —  || —  || —  ||Talent  || —  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  ||Feat ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  ||—  ||1st  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  ||—  ||2nd  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  ||—  ||3rd  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  ||—  ||4th  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  ||—  ||5th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *The Talents and Feats are for Base Classes Only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each level a Character gets new skill points to spend as well as more HP. Also depending on Character level you are leveling up to you may also get, an ability score bonus, Feat, Talent, or Special Ability associated with your Advance Class.&lt;br /&gt;
&lt;br /&gt;
Your Base Class lets you know how many skill points you get at each level. This should be the same number of skill points that you got to spend at level 1. &lt;br /&gt;
&lt;br /&gt;
Your Base Class also lets you know how much HP you get. There are multi ways to add HP and your GM usually will state which type which will probably be inspired by either its a Low,Regular,High Fantasy setting.&lt;br /&gt;
&lt;br /&gt;
# Low: You roll for your HP at each level. Using the &amp;quot;Hit Die&amp;quot; and then you add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
# Regular: You automatically take 1/2 of your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example if you hit die is a d8 then you automatically take a 4 and then add your CON modifier for the total amount you add to your HP.&lt;br /&gt;
# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. Just like regular except you now you do not have to divide by two. For example if your hit die is d6 you get 6 + CON Modifier for the total amount you add to your HP.&lt;br /&gt;
&lt;br /&gt;
If you get a Talent you have to select a talent associated with your Base Class. &lt;br /&gt;
&lt;br /&gt;
If you get a Feat you must select from the [[Feats]] page and follow all the prerequisites.&lt;br /&gt;
&lt;br /&gt;
If you get a specially ability usually it is just automatically added. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Advancement)&#039;&#039;&#039;: All the above things have there place on the character sheet. As they where described in the sections above regarding Character Creation. Make sure to add all this too your Character sheet. A common moto among GM&#039;s is: &amp;quot;If it isn&#039;t on your sheet... it isn&#039;t on your Character&amp;quot;.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=824</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=824"/>
		<updated>2014-09-11T23:04:51Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats &amp;lt;br /&amp;gt; Talents* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Ability Score &lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st || —  || —  || —  ||Talent  || —  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  ||Feat ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  ||—  ||1st  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  ||—  ||2nd  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  ||—  ||3rd  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  ||—  ||4th  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  ||—  ||5th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *The Talents and Feats are for Base Classes Only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each level a Character gets new skill points to spend as well as more HP. Also depending on Character level you are leveling up to you may also get, an ability score bonus, Feat, Talent, or Special Ability associated with your Advance Class.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=823</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=823"/>
		<updated>2014-09-11T23:01:25Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats &amp;lt;br /&amp;gt; Talents &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Ability Score &lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st || —  || —  || —  ||Talent  || —  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  ||Feat ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  ||—  ||1st  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  ||—  ||2nd  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  ||—  ||3rd  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  ||—  ||4th  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  ||—  ||5th  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each level a Character gets new skill points to spend as well as more HP. Also depending on Character level you are leveling up to you may also get, an ability score bonus, Feat, Talent, or Special Ability associated with your Advance Class.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=822</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=822"/>
		<updated>2014-09-11T23:00:07Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
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Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
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# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
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Its nice to ask a few questions. &lt;br /&gt;
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# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats &amp;lt;br /&amp;gt; Talents &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Ability Score &lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st || —  || —  || —  ||1st  || —  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  ||2nd  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  ||—  ||1st  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  ||3rd  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  ||4th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  ||—  ||2nd  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  ||5th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  ||6th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  ||—  ||3rd  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  ||7th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  ||8th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  ||—  ||4th  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  ||9th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  ||10th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  ||—  ||5th  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each level a Character gets new skill points to spend as well as more HP. Also depending on Character level you are leveling up to you may also get, an ability score bonus, Feat, Talent, or Special Ability associated with your Advance Class.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=821</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=821"/>
		<updated>2014-09-11T22:59:53Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
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You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats &amp;lt;br /&amp;gt; Talents &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Ability Score &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st || —  || —  || —  ||1st  || —  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  ||2nd  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  ||—  ||1st  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  ||3rd  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  ||4th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  ||—  ||2nd  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  ||5th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  ||6th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  ||—  ||3rd  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  ||7th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  ||8th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  ||—  ||4th  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  ||9th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  ||10th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  ||—  ||5th  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each level a Character gets new skill points to spend as well as more HP. Also depending on Character level you are leveling up to you may also get, an ability score bonus, Feat, Talent, or Special Ability associated with your Advance Class.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=820</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=820"/>
		<updated>2014-09-11T22:57:45Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats &amp;lt;br /&amp;gt; Talents &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Ability Score &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||—  ||—  ||—  ||1st  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  ||2nd  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  ||—  ||1st  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  ||3rd  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  ||4th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  ||—  ||2nd  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  ||5th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  ||6th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  ||—  ||3rd  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  ||7th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  ||8th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  ||—  ||4th  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  ||9th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  ||10th  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  ||—  ||5th  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each level a Character gets new skill points to spend as well as more HP. Also depending on Character level you are leveling up to you may also get, an ability score bonus, Feat, Talent, or Special Ability associated with your Advance Class.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=819</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=819"/>
		<updated>2014-09-11T22:53:42Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||—  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=818</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=818"/>
		<updated>2014-09-11T22:53:25Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||—  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=817</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=817"/>
		<updated>2014-09-11T22:52:50Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||—  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=816</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=816"/>
		<updated>2014-09-11T22:51:21Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Character Level&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||—  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=815</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=815"/>
		<updated>2014-09-11T22:50:52Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Character Level&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||—  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=814</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=814"/>
		<updated>2014-09-11T22:32:35Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Finial Description and Personalities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
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The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
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You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
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==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
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===Defense Values===&lt;br /&gt;
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There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
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====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
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====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
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==Finial Description and Personalities==&lt;br /&gt;
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One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
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Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
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So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
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&lt;br /&gt;
==Advancement==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=813</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=813"/>
		<updated>2014-09-11T22:17:27Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Ability Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
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Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
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# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
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==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
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You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
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Its nice to ask a few questions. &lt;br /&gt;
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# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
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You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
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If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
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Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
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The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
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| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
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| 16–17  || 3 &lt;br /&gt;
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| 18–19  || 4 &lt;br /&gt;
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| 20–21  || 5 &lt;br /&gt;
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| 22–23  || 6 &lt;br /&gt;
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| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=812</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=812"/>
		<updated>2014-09-11T22:16:38Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Ability Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=811</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=811"/>
		<updated>2014-09-11T22:15:20Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Ability Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=810</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=810"/>
		<updated>2014-09-11T22:14:43Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Ability Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
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The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
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In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
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Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
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The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
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Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
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===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
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===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
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====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
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There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
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==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=809</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=809"/>
		<updated>2014-09-11T22:11:35Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* A Character Idea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
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You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
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Its nice to ask a few questions. &lt;br /&gt;
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# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times still you have 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=808</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=808"/>
		<updated>2014-09-11T22:10:16Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* A Character Idea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with there titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times still you have 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=807</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=807"/>
		<updated>2014-09-11T20:48:03Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* A Character Idea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
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# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
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==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
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You also do not need to go over board. Some people load to talk about there character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
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Its nice to ask a few questions. &lt;br /&gt;
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# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
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You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with there titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
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If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
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==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times still you have 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
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The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
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There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
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The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
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Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
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In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
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Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==Choose A Species==&lt;br /&gt;
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At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
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==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
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The choices in summary are as follows:&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
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Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
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===Advance Classes===&lt;br /&gt;
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Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
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You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
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==Allocate Skill Ranks==&lt;br /&gt;
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Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
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On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
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Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
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==Choose Feats and Talents==&lt;br /&gt;
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Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
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===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
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===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
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==Determining Wealth and Getting Equipment==&lt;br /&gt;
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===Determining Wealth===&lt;br /&gt;
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I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
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More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
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===Getting Equipment===&lt;br /&gt;
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I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
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==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
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===Initiative===&lt;br /&gt;
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Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
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===Attack Values===&lt;br /&gt;
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There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
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====Ranged Attack====&lt;br /&gt;
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Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
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====Melee Attack====&lt;br /&gt;
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Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
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===Defense Values===&lt;br /&gt;
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There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
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====Ranged Defense====&lt;br /&gt;
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Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
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There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
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====Melee Defense====&lt;br /&gt;
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Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
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==Finial Description and Personalities==&lt;br /&gt;
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One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
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Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
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So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=806</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=806"/>
		<updated>2014-09-11T20:38:41Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* What you need */&lt;/p&gt;
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&lt;div&gt;==What you need==&lt;br /&gt;
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Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
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# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
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==A Character Idea==&lt;br /&gt;
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==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times still you have 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
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The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
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There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
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The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
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Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
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In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
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Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==Choose A Species==&lt;br /&gt;
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At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
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==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
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The choices in summary are as follows:&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
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Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
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===Advance Classes===&lt;br /&gt;
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Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
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You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
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==Allocate Skill Ranks==&lt;br /&gt;
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Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
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On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
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Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
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==Choose Feats and Talents==&lt;br /&gt;
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Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
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===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
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===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
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==Determining Wealth and Getting Equipment==&lt;br /&gt;
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===Determining Wealth===&lt;br /&gt;
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I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
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More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
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===Getting Equipment===&lt;br /&gt;
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I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
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==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
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===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
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===Attack Values===&lt;br /&gt;
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There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
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====Ranged Attack====&lt;br /&gt;
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Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
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====Melee Attack====&lt;br /&gt;
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Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
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===Defense Values===&lt;br /&gt;
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There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
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====Ranged Defense====&lt;br /&gt;
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Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
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There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
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====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
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==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=805</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=805"/>
		<updated>2014-09-11T20:38:11Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Finial Description and Personalities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times still you have 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
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You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
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==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=804</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=804"/>
		<updated>2014-09-11T20:29:59Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Determining, Initiative, Attack Values, Defense Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times still you have 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=803</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=803"/>
		<updated>2014-09-11T20:00:51Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Getting Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times still you have 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=802</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=802"/>
		<updated>2014-09-11T19:54:29Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Choose Feats and Talents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times still you have 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=801</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=801"/>
		<updated>2014-09-11T19:44:07Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Ability Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times still you have 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 5. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=800</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=800"/>
		<updated>2014-09-11T19:36:19Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Choose A Base Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=799</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=799"/>
		<updated>2014-09-11T19:35:56Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Allocate Skill Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=798</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=798"/>
		<updated>2014-09-11T17:52:17Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Allocate Skill Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=797</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=797"/>
		<updated>2014-09-11T17:51:53Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Allocate Skill Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[Skills_Basics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=796</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=796"/>
		<updated>2014-09-11T17:21:23Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Choose Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=795</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=795"/>
		<updated>2014-09-11T16:38:55Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Choose A Base Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
==Choose Feats==&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=794</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=794"/>
		<updated>2014-09-11T15:35:00Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Choose A Base Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines a characters HP and how  &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
==Choose Feats==&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=793</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=793"/>
		<updated>2014-09-11T15:28:21Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Determine Starting Hit Points(HP) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
==Choose Feats==&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=792</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=792"/>
		<updated>2014-09-11T15:22:06Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Choose A Base Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
==Choose Feats==&lt;br /&gt;
&lt;br /&gt;
==Determine Starting Hit Points(HP)==&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=791</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=791"/>
		<updated>2014-09-11T15:21:30Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Choose A Base Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
[[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
[[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
[[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
[[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
[[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
[[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
==Choose Feats==&lt;br /&gt;
&lt;br /&gt;
==Determine Starting Hit Points(HP)==&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=790</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=790"/>
		<updated>2014-09-11T15:13:31Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Ability Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
The below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
==Choose Feats==&lt;br /&gt;
&lt;br /&gt;
==Determine Starting Hit Points(HP)==&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=789</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=789"/>
		<updated>2014-09-11T15:03:48Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Ability Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course Table top and d20 system has been around for a while and so natural over time there has been lot of additional rules that GMs can deiced wither or not they want the players to follow. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character they is closer to the average joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things Table Top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are two high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total. &lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table below detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
==Choose Feats==&lt;br /&gt;
&lt;br /&gt;
==Determine Starting Hit Points(HP)==&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=788</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=788"/>
		<updated>2014-09-11T15:02:07Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Ability Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course Table top and d20 system has been around for a while and so natural over time there has been lot of additional rules that GMs can deiced wither or not they want the players to follow. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character they is closer to the average joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things Table Top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are two high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total. &lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table below detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
==Choose Feats==&lt;br /&gt;
&lt;br /&gt;
==Determine Starting Hit Points(HP)==&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=787</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=787"/>
		<updated>2014-09-11T15:01:53Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Ability Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course Table top and d20 system has been around for a while and so natural over time there has been lot of additional rules that GMs can deiced wither or not they want the players to follow. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character they is closer to the average joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things Table Top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are two high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total. &lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table below detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
==Choose Feats==&lt;br /&gt;
&lt;br /&gt;
==Determine Starting Hit Points(HP)==&lt;br /&gt;
&lt;br /&gt;
==Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=786</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=786"/>
		<updated>2014-09-11T15:01:34Z</updated>

		<summary type="html">&lt;p&gt;50.56.228.1: /* Ability Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
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Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
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# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
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==Ability Scores==&lt;br /&gt;
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The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
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There is two primary ways to decide Ability Scores. But of course Table top and d20 system has been around for a while and so natural over time there has been lot of additional rules that GMs can deiced wither or not they want the players to follow. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character they is closer to the average joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
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The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things Table Top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are two high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total. &lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table below detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
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Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
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In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
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Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==Choose A Species==&lt;br /&gt;
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At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
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==Choose A Base Class==&lt;br /&gt;
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===Advance Classes===&lt;br /&gt;
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==Allocate Skill Ranks==&lt;br /&gt;
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==Choose Feats==&lt;br /&gt;
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==Determine Starting Hit Points(HP)==&lt;br /&gt;
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==Getting Equipment==&lt;br /&gt;
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==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
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==Finial Description and Personalities==&lt;/div&gt;</summary>
		<author><name>50.56.228.1</name></author>
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