<!-- Google tag (gtag.js) --> <script async src="https://www.googletagmanager.com/gtag/js?id=G-G26W6267FY"></script> <script> window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'G-G26W6267FY'); </script> **[Home Page](Home%20Page.md) / [Prism](Prism.md)** # Prism Character Creation (Work in Progress) > [!grid|txt-c] >[![[Races.webp]]](Prism%20Races.md) >[![[Classes.webp]]](Prism%20Classes.md) >[![[Ability Scores.webp]]](Prism%20Attributes.md) >[![[Armory.webp]]](Prism%20(Testing)/Armory/Armory.md) Character creation starts with a few choices: - To begin, decide whether the character is an [Adventurer](Adventurer.md) or a [Vagabond](Vagabond.md). >[!recite|no-i]- <font color="#8555d5"><font size="+2">[Adventurer](Adventurer.md)</font></font> >Characters that are **Adventurers** gain the following: > >>Select 1 Skill; that skill becomes the character’s [Core Skill](Prism%20Core%20Skill.md). >><br> >>A [Core Skill](Prism%20Core%20Skill.md) is a skill in which the character is particularly proficient. They make basic skill checks with a +5 modifier. They may attempt advanced skill checks. A characters Core Skill also gives access to its [Core Skill](Prism%20Core%20Skill.md) class, which is determined by the character's archetype. This provides an **[Attribute](Prism%20Attributes.md)** bonus determined by the skill chosen. > >>Select 1 Kit; that kit becomes the character’s Core Kit. >><br> >>A Core Kit is a set of tools that allows the character to have a vocation or participate in a profession. This provides an **[Attribute](Prism%20Attributes.md)** bonus determined by the kit chosen. > >>Select 1 [Character Origin Path](Character%20Paths.md). >><br> >>These Origin Paths give access to starting abilities, equipment and various other boons. This provides an **[Attribute](Prism%20Attributes.md)** bonus determined by the Origin chosen. > >>Select 1 [Archetype](Archetype.md). >><br> >> This Archetype will determine the pool of classes you may choose from. Each Archetype gives a collective of features, proficiencies, and **[Attributes](Prism%20Attributes.md)** determined by the Archetype. > >>The **Adventurer** determines their [Sub-Attributes](Prism%20Attributes.md) by the lower of the two parent [attribute](Prism%20Attributes.md) modifiers that comprise it. > >>The character gains 4 action points to interact with the game space as well as access to the [Core Actions](Prism%20Core%20Actions.md). <br> >[!recite|no-i]- <font color="#8555d5"><font size="+2">[Vagabond](Vagabond.md)</font></font> >Characters that are **Vagabonds** gain the following: > >>The **Vagabond** does not gain a [Core Skill](Prism%20Core%20Skill.md). Instead, the **Vagabond** may attempt to make any skill check. If the check is advanced, they have a -5 to it. > >>Select 1 Kit; that kit becomes the character’s Core Kit. >><br> >>A Core Kit is a set of tools that allows the character to have a vocation or participate in a profession. This provides an **[Attribute](Prism%20Attributes.md)** bonus determined by the kit chosen. > >>Select 1 [Character Origin Path](Character%20Paths.md). >><br> >>These Origin Paths give access to starting abilities, equipment and various other boons. This provides an **[Attribute](Prism%20Attributes.md)** bonus determined by the Origin chosen. **Vagabonds** may not choose a continental origin nor do they have access to the continental classes. > >>The **Vagabond** does not choose an [Archetype](Archetype.md). Instead, the **Vagabond** may choose 3 [Classes](Prism%20Classes.md) from any of the Core Classes. The **Vagabond** gains a +1 to all **[Attributes](Prism%20Attributes.md)**. >>In addition, whenever a class feature awards an attribute, **Vagabonds** receive both instead of having to choose 1. > >>The **Vagabond** gains [Mana](Mana.md) and [Spellcasting](Prism%20Spellcasting.md) if they choose a Faith or Mana Class. > >>The **Vagabond** gains proficiency in a [Weapon](Weapons.md) group if they choose a Martial or Wanderer class. > >>The **Vagabond** gains [Medium Armor](Medium%20Armor.md) proficiency if they choose a Warrior Class. They gain [Light Armor](Light%20Armor.md) proficiency if they choose a Wanderer Class. > >>The **Vagabond** determines their [Sub-Attributes](Prism%20Attributes.md) by taking the lower modifier of the two parent [attributes](Prism%20Attributes.md). >>Should the parent [attributes](Prism%20Attributes.md) be the same number, the **Vagabond** adds the modifiers together instead. > >>The **Vagabond** gains 6 HP per level. > >>The character gains 4 action points to interact with the game space as well as access to the [Core Actions](Prism%20Core%20Actions.md). - Next, choose a [Race](Prism%20Races.md) and an applicable sub-race. - Afterwards, you may choose your classes: - The class system of Prism allows a character to choose three [Classes](Prism%20Classes.md) to advance simultaneously, choosing from abilities between those three [Classes](Prism%20Classes.md). - At 1st Level, choose two class features for each of the three classes you have chosen. The character now has those starting class features. - From 2nd Level onwards, a character chooses one of the three available class features from their three chosen classes. --- For Information on the Character Creation Contest rules that was run during the Alpha, please see the [Prism Character Creation Contest](Prism%20Character%20Creation%20Contest.md) page.