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**[Hub](Hub.md) / [Prism](Prism.md)**
# Prism Character Creation (Work in Progress)
> [!grid|txt-c]
>[![[Classes.webp]]](Prism%20Classes.md)
>[![[Races.webp]]](Prism%20Races.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).
### [Adventurer](Adventurer.md)
Characters that are adventurers gain the following
Select 1 Skill, that skill becomes the character’s [Core Skill](Prism%20Core%20Skill.md). 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. 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). 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). 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).
### [Vagabond](Vagabond.md)
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. 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). 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) unless the parent [attributes](Prism%20Attributes.md) are the same number, in which case you add 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).
---
Choose a [Race](Prism%20Races.md) and an applicable sub-race.
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.
### Prism Character Creation Contest
The starting character level is 3rd Level for the Prism Character Creation Contest.
For the Prism Character Creation Contest, each character starts with 10s in each main attribute and gets two +2 to two different **[Attributes](Prism%20Attributes.md)** and a +2 that can go to any **[Attribute](Prism%20Attributes.md)** of you choice in addition to the **[Attribute](Prism%20Attributes.md)** bonuses received from a character's [Archetype](Archetype.md). This is in lieu of Kits and Character Origin Paths for this contest.
Faith and Mana Classes for this contest may choose three spells. They may be 1st and 2nd level spells.