Character Creation

Build Points

Characters will be built using point buy. All abilities start at 10 and the player will have 30 points to spend and can start with no ability less than 7 or greater than 20 before racial adjustment.

Ability Score Costs


Starting Characters

Starting Level

All players will start at level 10.

Hit Points

Players will have maximum hit dice at each level. Additionally all classes have their hit die increased

Current New
d6 —> d8
d8 —> d10
d10 —> d12
d12 —> 2d8


All classes add a +2 to their number of skill points per level.

Current New
2 —> 4
4 —> 6
6 —> 8
8 —> 10

Starting Gold

All players will start with 62,000 gpe to purchase equipment. Players may not start with any magical weapons, armor or equipment unless approved.


Not all classes are allowed. Additionally players will need to select an Archetype for the class that they choose. This is to make the classes more appropriate to the world.

BarbarianYesCore Rulebook
BardYesCore Rulebook
Cleric 2NoCore Rulebook
Druid 2NoCore Rulebook
FighterYesCore Rulebook
Monk 1YesCore Rulebook
Paladin 2NoCore Rulebook
RangerYesCore Rulebook
RougeYesCore Rulebook
SorcererNoCore Rulebook
Wizard 2NoCore Rulebook
AlchemistYesAdvanced Player’s Guide
CavalierNoAdvanced Player’s Guide
InquisitorNoAdvanced Player’s Guide
OracleYesAdvanced Player’s Guide
Summoner 3NoAdvanced Player’s Guide
WitchYesAdvanced Player’s Guide
MagusNoUltimate Magic
GunslingerYesUltimate Combat
Ninja 1YesUltimate Combat
SamuraiNoUltimate Combat
  1. These classes are generally restricted to Perentie
  2. Magic has not advanced on Teluria to the point that prepared casting has been developed
  3. The strength of the Reality Barrier is such that summoning creatures from other realms/plans does not happen

Inherent Bonuses

Teluria is a low magic world. Inherent Bonuses provide characters with a replacement for having large numbers of Magic Items. The bonuses gained at levels do not stack with magic items. A character must choose whether to use the bonus provided by the item or their inherent bonus. Other affects still operate as normal.

For example a player with a +1 Flaming sword would get the flaming damage, but would choose whether to use the +1 for attack and damage or their Inherent Bonus.

Attack and Damage Bonuses by Level

+12 nd
+26 th
+310 th
+414 th
+518 th

These bonuses apply to attack and damage rules anytime a magical or situational bonus would apply to the attack.

Save and Defense Bonuses by Level

+13 rd
+27 th
+311 th
+415 th
+519 th

Save and Defense bonuses are applied to all of the characters saves and to the armor class. The bonus to armor class does not apply anytime that your armor bonus does not apply such as with touch attacks. It is not a natural armor bonus, but an enhancement to the armor you are wearing.


Common Languages

ArgothThe most common language on Telious.
ValasianA variation of Argoth. It has changed enough to be a different language.
QuargothThe native Quargoth language is descended from the language of the Quaroth. It is not as rough as the original.
Perentine-AkaiVery difficult language for outsiders to learn. This is the language spoken at court.
Perentine-HairoSomewhat easier to learn, but still difficult for non Perentine. This is the language most commonly spoken by the people.
Perentine-TradeA language created to make it easier for Perentine to communicate with others for trade. They have some difficulty with other languages.

Guild Languages

InformataRarely spoken outside the guild, it is used mainly to record the history of the guild. It is a combination language and cypher.
MertanThe language of the Mercantile Guild. Next to Argoth it is the most common language spoken on Telious.
ArtaficeThe language of the Artisan Guild. It is used mainly to record information, protect techniques etc. Not generally spoken.
LedgessThe language of the Ledgermen. It is used mainly to record information, protect techniques etc. It also incorporates a sign language that members can use to communicate when working together.


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