Character creation is similar to a standard D&D game with the exception that certain key abilities and skills have been changed to better fit the characters and the world. After you choose a race (human for all 1st level characters) and work with your DM to build your class, continue creating your character using the following rules. Changes are denoted at the end of every section.
Six abilities provide a quick description of your character’s physical, mental and social characteristics. Are you muscle-bound and insightful? Brilliant and charming? Nimble and beautiful? Your ability scores define these qualities—your strengths as well as your weaknesses.
Measures your character’s physical power. It’s important for most characters who fight hand-to-hand.
- Melee basic attacks are based on Strength.
- Your Strength might contribute to your Fortitude defense.
- You add the higher of your Strength or Presence ability scores to your hit points at 1st level.
- Strength is the key ability for Athletics skill checks.
Measures bearing, stature and assertiveness. It reflects sheer command over the attention of others.
- Your Presence might contribute to your Fortitude defense.
- You add the higher of your Presence or Strength ability scores to your hit points at 1st level.
- Presence is the key ability for Beastmastery and Intimidation skill checks.
Measures your common sense, quick thinking, self-discipline and problem solving. You use your Wits score to notice details, sense danger, and get a read on other people.
- Your Wits might contribute to your Reflex defense.
- If you wear light armor, your Wits might contribute to your Armor Class.
- Wits is the key ability for Insight, Perception and Survival skill checks.
Measures hand-eye coordination, agility, reflexes, and balance.
- Ranged basic attacks are based on Dexterity.
- Your Dexterity might contribute to your Reflex defense.
- If you wear light armor, your Dexterity might contribute to your Armor Class.
- Dexterity is the key ability for Acrobatics, Stealth, and Thievery skill checks.
Reflects your charm, persuasiveness and finesse in social situations.
- Your Charisma might contribute to your Ego defense.
- The higher of your Charisma or Intelligence ability modifiers influences the number of healing surges you can use each day.
- Charisma is the key ability for Expression, Persuasion, Subterfuge, and Streetwise skill checks.
Describes how well your character learns and reasons.
- Your Intelligence might contribute to your Ego defense.
- The higher of your Intelligence or Charisma ability modifiers influences the number of healing surges you can use each day.
- Intelligence is the key ability for Arcana, Biology, History, Religion, Technology skill checks.
Ability Scores and DefensesEdit
Your ability scores also influence your defenses, since you add your ability modifier to your defense score.
- For Fortitude defense, you add the higher of your Strength or Presence ability modifiers.
- For Reflex defense, you add the higher of your Wits or Dexterity ability modifiers.
- For Ego defense, you add the higher of your Charisma or Intelligence ability modifiers.
- If you wear light armor or no armor, you also add the higher of your Wits or Dexterity ability modifiers to your Armor Class.
Generating Ability ScoresEdit
You may generate ability scores using "Method 2: Customising Scores," as detailed on page 17 of the Player's Handbook.
The first line of a skill description shows the name of the skill, followed by the key ability for that skill. You use the ability modifier for that ability score to figure out your base skill check bonus. For Physical skills, the description includes a reminder that your armor check penalty applies to that skill.
The skill description explains the different ways you can use the skill and provides typical DCs. Each description also specifies what kind of action is required to use the skill.
You have picked up knowledge and skills related to survival, including finding your way through the wilderness or underdark, recognizing hazards, living off the land and endure the elements. Make an Survival check to stave off ill effects and to push yourself beyond normal physical limits. You can hold your breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods.
Some environmental hazards—including extreme temperatures, violent weather, and diseases—require you to make an Survival check to resist and delay debilitating effects.
Make a Survival check to locate and gather enough food and water to last for 24 hours.
Make a Beastmastery check to calm down a beast, teach a beast some tricks, or otherwise handle a beast. Handling a beast is usually part of a skill challenge that requires a number of successes.
Expression reflects your character's training or experience in the art of communication, both to entertain and inform. This Skill covers both the written and spoken word and other forms of entertainment, from journalism to poetry, creative writing to acting, music to dance. Characters can use it to compose written works or to put the right words together at the spur of the moment to deliver a rousing speech or a memorable toast. Used well, Expression can sway others' opinions or even hold an audience captive.
Intimidation is the art and technique of persuading others through the use of fear. Your character can intimidate someone with a show of brute force, through more subtle means such as verbal threats, or simply through menacing body language. It can be used to get other people to cooperate (even against their better judgment), back down from a confrontation, or reveal information that they'd rather not share.
Persuasion is the art of inspiring or changing minds through logic, charm or sheer, glib fast-talking. Though it can be taught to varying degrees of success, most characters with the Skill possess a natural talent and have honed it over years through trial and error, practicing their delivery until it rolls effortlessly off the tongue. Persuasion is the Skill of convincing others by force of personality alone, making one's point through carefully chosen words, body language and emotion.
Characters possessing this Skill know how life on the streets works and are adept at surviving by its harsh rules. Streetwise characters can gather information, make contacts, buy and sell on the black market, and otherwise make use of the street's unique resources. The Skill is also important for navigating urban dangers, avoiding the law, and staying on the right side of the wrong people.
You can make what’s false appear to be true, what’s outrageous seem plausible, and what’s suspicious seem ordinary. You make a Subterfuge check to fast-talk a guard, con a merchant, gamble, pass off a disguise or fake documentation, and otherwise tell lies.
Your Subterfuge check is opposed by an observer’s Insight check. Your check might be opposed by multiple Insight checks, depending on how many observers can see and hear you and care about what’s going on. During a skill challenge, you might need to beat your observers’ Insight checks multiple times to succeed at bluffing them.
You have picked up knowledge about living beings and thier relationship to the natural world and far realm. You can recall useful information about biology, physics, chemistry and geology. You also know how to help someone recover from wounds or debilitating conditions, including disease.
Make an Alchemy check to administer first aid.
Natural and Abberant
Make an Alchemy check to identify a creature that has the natural (a creature of the natural world) or abberant (a creature of the far realm) origin.
Make an Alchemy check to treat a character suffering from a disease.
Technology not only represents your characters ability to operate and interact with transports and other technological devices, but a general knowledge of buildings, aqueducts, bridges, fortifications, applied sciences and mathematics.
Feats and PowersEdit
All feats and powers must be approved before selection or retraining.
You start off knowing Common and one additional language and the script associated with each. You can learn additional languages by taking the numerous feats, paragon paths and epic destinies.
|Goblin||Goblins, Hobgoblins, Bugbears||Common|
The following is a list of Deities of Sevhant by Religion.
Avandrinity is a polytheistic religion centered around the Goddess Avandra and articulated by Arvandorian texts considered by their adherents to be the verbatim word of Avandra. Adherents of Avandrinity are known as Avandrans.
Avandrinity teaches that Chauntea, Mother to All Humans, was killed during the Dawn War and from her ashes spawned twin daughters; each embodying some of humanity's greatest strengths. The first was Avandra, who embodied human adaptability and resourcefulness. The second was Erathis, who embodied human versatility and decisiveness. The sisters quickly became key figures in the Dawn War and in the end it was Avandra who lead the Gods to victory over the Primordials.
The central figure of Avandrinity and patron deity of humankind, Avandra is the goddess of Wilderness, Destruction and Luck.
Erathism is a polytheistic religion centered around the Goddess Erathis as presented in Hestavarian writings detailing the Dawn War and the rise of the Core Pantheon. Adherents of the Erathian faith are known as Erathites.
Avandrinity teaches that Chauntea, Mother to All Humans, was killed during the Dawn War and from her ashes spawned twin daughters; each embodying some of humanity's greatest strengths. The first was Erathis, who embodied human versatility and decisiveness. The second was Avandra, who embodied human adaptability and resourcefulness. The sisters quickly became key figures in the Dawn War and in the end it was Erathis who lead the Gods to victory over the Primordials.
The central figure of Erathism and patron deity of humankind, Erathis is the goddess of Civilization, Protection and Skill.
The core pantheon consists of thirteen deities who preside over the mortal world from the Astral Sea. Erathites and Avandrans consider their Goddess to sit above their sister and these other twelve deities. Most tribes who do not recognize or understand Avandrinity or Erathism differ the patron human god's seat in the pantheon to their mother, Chauntea, though no one openly worships her.
The patron deity of goliaths, Annam is the goddess of Winter, Strength and Vengeance. Her symbol is a pair of crossed hands, held palms together with their fingers facing downward. Her avatar takes the form of a lithe giantess with long legs, wearing a heavy coat and carrying a spear. Annam loves physical contests but believes that the sharpest weapon ever forged is cunning. She teaches that winter is an opportunity to cull the weak from the strong. Her followers believe in keeping the laws of their people and judging carefully when to seek their vengeance.
The patron deity of tieflings, Asmodeus is the god of Knowledge, Fate and Death. His symbol is a ruby ring adorned with the image of a devil. His avatar takes the form of an archdevil with dark hair, light eyes and beautiful features. Asmodeus is quiet, contemplative, intelligent and unrelenting in his tasks. His priests teach that life is fleeting but knowledge is eternal. The true measure of a man is how much knowledge and experience he can accumulate in the time he is allotted. Asmodeus' rules are strict and his punishments harsh, though he takes no joy in death.
The patron deity of dragonborn, Bahamut is the god of Justice, Hope and Civilization. His symbol is a dragon's head on a platinum shield. His avatar takes the form of a massive, long and sinuous dragon with platinum scales and blue, catlike eyes. Bahamut is very stern and disapproving of evil. He accepts no excuses for foul deeds. On the other hand, he is very compassionate, and has boundless empathy for the weak and downtrodden. He values wisdom, knowledge, prophecies, and song. For a dragon, he is neither vain nor greedy.
The patron deity of goblins, Bane is the god of War, Tyranny and Skill. His symbol is a black hand or talon. His avatar takes the form of a hobgoblin armored in vicious black armor with spikes and serrated edges. Bane is driven, tyrannical, elitist and quick to anger. Bane lusts for power and seeks lordship over other deities, and he has killed and absorbed the essence and followers of numerous divine beings. Banites are expected to strive constantly for dominance over those around them. When a mortal swears fealty to Bane, that service is absolute.
The patron deity of minotaurs, Baphomet is the god of Earth, Darkness and Strife. His symbol is a twisted circular maze awash in blood. His avatar takes the form of a 12' tall black minotaur with horns that curve downward and outward, and are carved with sigils. Baphomet is the embodiment of brutal savagery tempered with the wisdom of a sage. He commands his followers to seek asylum in the dark places of the earth and contend any who would trespass their sanctuary.
The patron deity of humankind, Chauntea is the goddess of Civilization, Luck, Skill and Wilderness.
The patron deity of shifters, Daragor is the goddess of Change, Wilderness and the Moon. Her symbol is a silver mirror. Her avatar takes the form of a shapely and beautiful fox fur-covered maiden bedecked in rich clothing and jewels, or the legendary dreamsight shifter - descendant of the extinct foxwomen. Daragor is wily, playful, vain and subtle. She favors beautiful and intelligent things like jewelry and art. Having no friends or allies, she chooses to wander the planes in search of beauty. She loves gossip, and always insists on being the center of attention.
The patron deity of the orcish horde, Gruumsh is the god of Strength, Destruction and Poison. His symbol is an empty eye socket. His avatar takes the form of a powerful orc warrior with one eye. Gruumsh is graceful, proud, honorable and adheres to tradition. He admires strength through fighting prowess in his allies and enemies alike. He puts a strong emphasis on honor above all else. For followers of Gruumsh there is no greater dishonor than a being helpless and unable to fight. Gruumsh despises deception and trickery as any conflict should be resolved with honorable battle and death.
The patron deity of dwarves, Moradin is the god of Fire, Creation and Protection. His symbol is a hammer and anvil. His avatar takes the form of a stern male dwarf. Moradin teaches that ceaseless toil and labor are the only fit occupations for a worthy soul. Fire tempers spirits, and wisdom comes from hard work. One must strive to forge strength within. Followers of Moradin are expected to honor their god by improving their skills and founding new dwarven lands. They are taught the importance of following tradition while forging new ground.
The patron deity of thri-Kreen, Pelor is the god of Time, Love and the Sun. His symbol is a face in a sun. His avatar takes the form of a venerable golden thri-kreen, dressed in robes of shining white. The god of time, he has been known, and will be known by many names throughout the ages: Amaunator, Lethander and Tonatiuh to name a few. Pelor's priests teach that the truly strong don't need to prove their power. He urges his followers to remember the truly important things: compassion and goodness. These are what must be emphasized above all else.
The patron deity of kenku, Quorlinn is the goddess of Storm, Trickery and Arcana. Her symbol is a laughing mask with a large false nose. Her avatar takes the form of a typical kenku wearing a black mask. She is a vagabond, a prankster and a master of disguise. She teaches her followers to avoid predictability and routine, to delight in wine, to learn music, to seek out happiness, joy, entertainment, and the company of others. She advises her faithful to appreciate both the jokes they play and the jokes played on them. He also teaches that misery, temperance, and solemnity are the greatest poisons to the soul.
The patron deity of sahuagin, Sekolah is the goddess of Sea, Torment and Madness. Her symbol is is a gold and coral trident above or piercing a cresting wave. Her avatar takes the form of a large chained sahuagin. Sekolah is wild and tempestuous; she can be malevolent at turns, but generally cares nothing for mortals. Priests of Sekolah stress the protean and changeable nature of the seas and skies. They portray nature as a harsh, treacherous mistress that Sekolah can hope to avail against. She teaches that insane people are the ones who are most in tune with the true nature of the universe.
The patron deity of halflings, Yondolla is the goddess of Freedom, Luck and Commerce. Her symbol is a shield with a cornucopia motif. Her avatar takes the form of a strong female halfling with red-golden hair, looking determined and proud, dressed in green, yellow, and brown, and carrying a shield. Yondolla is nurturing, vengeful and forgiving. She promotes the concepts of harmony, fertility, wealth and community. She teaches that opportunities are there to be seized, which leads to most of her followers being adaptable and opportunistic.
The deities who reside over the fey have their own pantheon called the Seelie Court. Though it is not uncommon for deities in the Seelie Court to be recognized in Sevhant, they are usually little more than mascots for guilds, taverns, mercenary bands and the like. Worship of these deities is almost unheard of and almost exclusive to those who have pierced the veil. Only a select few temples to these gods exist; one of which is located in Ordallia.
The patron deity of eladrin, Corellon is the god of Arcana, Change and the Sun
The patron deity of elves, Selunine is the goddess of Freedom, Hope and Life.
The patron deity of gnomes, Glittergold is the god of Trickery, Creation and Civilization.
The patron deity of knights, Torm is the god of Strength, Justice and Protection.
The patron deity of wilden, Boccob is the god of Time, Wilderness and Luck.
The patron deity of abjurers, Ioun is the goddess of Knowledge, Skill and Arcana.
The deities of shadow have their own pantheon called the Unseelie Court. Though it is not uncommon for deities in the Unseelie Court to be recognized in Sevhant, they are usually little more than mascots for guilds, taverns, mercenary bands and the like. Worship of these deities is almost unheard of and almost exclusive to those who have pierced the veil. Only a select few temples to these gods exist; one of which is located in Ordallia.
The patron deity of revenant, the Raven Queen is the goddess of Winter, Death and Love.
The patron deity of assassins and vryloka, the Zehir is the god of Darkness, Vengeance and Tyranny.
The patron deity of drow, Lolth is the goddess of Strife, Poison and the Moon.
The patron deity of shadar-Kai, Shad is the goddess of War, Destruction and Commerce.
The patron deity of shades, Wee Jas is the goddess of Torment, Fate and Madness.
The patron deity of necromancers, Vecna is the god of Knowledge, Skill and Darkness.
Those Who Came BeforeEdit
A select few still worship the dead gods who came before the days of Avandra and Erathis' worship. Those who openly worship "Those Who Came Before" have long been subject to persecution from the followers of both major deities.