Quick Character Guide
The following Quick Character Reference Guide is intended for players who are already familiar with Table-top Roleplaying Games and Quest of Destiny. If you are new to Quest of Destiny, see Characters.
Develop a character concept that will help you in the choices you will need to make when building your character. To read more information about developing a character concept, see Characters.
Name, Identity and Physical Appearance
This is where you bring your Character concept to life by giving your character a name, including Family names, organization affiliations, and physical appearance (height, weight, sex, age, hair & eye color, etc). Some guidelines for physical appearance can be found in the "Appearence" section of your Racial Page (see below).
You may choose to have your character worship one or more Deities that align with his ideals. This is an optional aspect for all characters; however, those characters that utilize the Divine Philosophy almost always align themselves with one deity or another.
Your Alignment, which can be chosen from the Alignment List, is typically a matter of personal choice and should correspond with your Character Concept. Your choice of deity may limit your choice of Alignment, as may your Class (see below).
Choose your Race. Your race will influence many aspects of your character, including Attribute Modifiers, Hitpoints, Skills, and grant unique Racial Features.
Many of the following character aspects will refer you to your Racial Page.
Racial Features are extra benefits and abilities that your character gains. These benefits can include:
- Bonuses to Skills, Attacks, Defenses, and Saving Throws.
- Bonus Powers, Skill Points, or Feats
- Extra Abilities and Bonuses.
Your character's Size is determined by your Race and can be found in the Racial Characteristics sidebar. Most Player Character's are of Medium or Small Size.
|Effects of Creature Size|
|Space Occupied (diameter area)||Reach||Stealth Modifier||Brawn Modifier||Grapple Modifier||Push Modifier|
|Small||3 ft||3 ft||+4||-4||-4||+5 ft|
|Medium||5 ft2||5 ft||0||0||0||0|
Choose your Class. Your class will influence many aspects of your character, including your Primary Philosphy, class Disciplines, Hitpoints, Skills, and grant unique Class Features.
Many of the following character aspects will refer you to your Class Page.
Class Features are extra benefits and abilities that your character gains. These benefits can include:
- Bonuses to Skills, Attacks, Defenses, and Saving Throws.
- Bonus Powers, Skill Points, or Feats
- Extra Abilities and Bonuses.
Combat Training (CT) is gained by your Class as your character gains level. Sometimes you will gain a bonus in a specific aspect, whereas other times you will be allowed a choice between aspects.
Specialties are special features that help differentiate characters from the same class. You will choose one feature at Levels 3, 11, and 17. You may choose any Specialty from your class list for which you meet the prerequisites (if any).
As you gain level, you will gain Destiny Points, which can be used to train in Talents which augment your abilities and help to further specialize your character. Some talents may be taken at First Level, but most will require higher level prerequisites. At first level you start with 2 Destiny Points. Your level limits the number of Destiny Points that may be spent on talents, based on the following formula.
Generate six Base Attribute scores (suggest using the 4d6 Method) and assign them to the six Attributes. Attributes that are important to you character are listed as Primary Attributes in the Class Traits sidebar. Apply Racial Modifiers to your base attributes, found in the Racial Characteristics sidebar, to determine your final Attribute Score.
Once you've calculated your Attributes, you can determine you Attribute Accuracy (AttA) and Attribute Power (AttP) modifiers. This Accuracy Modifier is used to calculate Skill Check Bonuses, Attacks, Defenses, and a few other select abilities. The Power Modifier is used to calculate Damage and other power effects.
|Attribute Modifiers||Attribute Modifiers|
|1 or less||−2||−5||11||+0||+0|
Your Movement is a function of your Race and is listed in the Racial Characteristics sidebar. Most creatures have three Movmement Modes: Shift, Skirmish and Sprint. Each Movement Mode has a distance (measured in feet) and a Recovery Time measured in segments. Armor can increase the Recovery Time of your movement.
The distance of your movement can be modified by your Strength Score according to the following table:
|5 or less||−5ft||−5ft|
|40 or more||+15ft||+30ft|
Your race will determine the base Languages that you know. Your Intelligence score will grant you additional languages based on the chart below. For these additional languages, you may choose any language from the Standard list, unless you have a racial or class feature that allows you to choose another language.
|*A creature of intelligence of 6 or less is considered to be Illiterate and while it may speak a variety of languages, it cannot read or write any language.|
Your character has a level, which is calculated based on your characters current Experience and Experience Rating. New characters typically start at level 1. Your level determines your Level Modifier, which is added to many of your character's statistics, including Attacks and Defenses. At first level, the Level Modifier is +1, and otherwise can be looked up on the Level Modifier Table.
Your character has an Experience Rating based on your selection of Race, Class, your Attributes, and other factors. Most Player Characters have a Racial Experience Rating of 1 and a Class experience rating of 3, giving them a total experience rating of 4. This Experience Rating is used to determine the amount of experience you character needs to Gaining Level.
First level characters start with 0 XP. For a Higher Level character, divide your starting experience by the above calculation (Experience Required per Level) to determine your current level.
Higher than Average Attributes
If you have higher than average Attributes, it will adjust your Experience Rating as follows:
- If you have three or more Attributes Scores of 16 or higher (before you apply Racial Modifiers), increase your rating by 0.25.
- If the sum of your Attribute Modifiers (before you apply Racial Modifiers) is 15 or higher, increase your rating by 0.25.
You gain Philosophy Ranks according to your Race (found in Racial Characteristics sidebar) and Class (found in Class Traits sidebar). Your Race generally grants ranks in the Physical and Mental philosophies, while your Class will grant a Philosophy that represents the central power source of the class. These are your Primary Philosophies. Philosophies will determine, among other things, your access to Powers and Feats.
You will typically have a choice on where to place Philosophy Ranks, but your are limited to the Philosophy Rank Maximum as determined by the following. The Maximum Philosophy Rank at 1st level is 3.
In addition to those Philosophies granted at first level by your Race and Class, you gain 1 Philosophy Point at every even level to be spent in any philosophy in which you have at least one Rank. You can gain new philosophies through the use of Feats and similar features.Your Mental and Physical Philosophies are used to derive your Brawn and Wits scores.
Most of your powers will come from your Primary Philosophies (and from your chosen Disciplines). You may choose powers from outside your Primary Philosophies, providing you meet the prerequisites, but they are subject to higher Energy Costs.
Many philosophies are broken up into Disciplines. The disciplines that you are granted access to, or have to choose from, are listed in your Class Traits sidebar. You may choose to take powers from outside your chosen and/or granted Disciplines, but they suffer the same Increased Costs as choosing powers outside your Primary Philosophies.
Your Class Powers are broken up into four calibers: Basic, Advanced, Legendary, and Ultimate. Each time you gain a new Class Power, either from Character Advancement or from Racial or Class Features, it will be of a specific Caliber. You can select any power (of the appropriate caliber) for which you meet the prerequisites. At first level, you gain one Basic Power (plus any bonus powers granted by your Race or Class). See Character Advancement to see Class Powers gained by level.
Though most Class Powers will be chosen from the Primary Philosophy granted by your class, and from the Disciplines to which you've been granted access, you can choose powers from outside you Primary Philosophies or Disciplines. When you use these powers, however, they are subject to additional Energy Costs.
General Powers come from the Physical and Mental Philosophies. When you gain a General Power, either at Character Advancement or from Racial or Class features, you may choose any General Power for which you meet the prerequisites. You gain a General Power at first level and at every odd level thereafter. Additional General Powers may be granted by Race, Class or by increasing in character level.
StaminaYour Stamina is determined according to the following. You gain bonuses from each of your Attribute Scores as determined by the chart below. Any additional Racial and/or Class Bonuses can be found in the Racial Characteristics and Class Traits sidebars.
|Stamina Points Based on Physical Attributes|
|Strength Score||Bonus to Stamina||Constitution Score||Bonus to Stamina||Dexterity Score||Bonus to Stamina|
|Resolve Points Based on Mental Attributes|
|Intelligence Score||Bonus to Resolve||Wisdom Score||Bonus to Resolve||Charisma Score||Bonus to Resolve|
Your Total Hitpoints are equal to the sum of hitpoints granted by your Race (found in Racial Characteristics sidebar) and Class (found in Class Traits sidebar). Your base hitpoints are dependent on ⅓ of two attribute (Att) scores from your race and ⅓ of one or two attribute scores from your class. You should add all of your scores together before dividing by 3. Miscellaneous bonuses can add to this value. Calculate your Base Hitpoints using the following equation:
*Note that Att 4 is only present in a subset of Classes. Many classes will only contribute one attribute score towards hitpoints.
Your race and class will each also grant you a number of hitpoints per level. Miscellaneous bonuses can add to this value. Calculate your Per Level Hitpoints using the following equation:
The sum of the Base hitpoints and Per Level hitpoints will determine the Total Hitpoints (or "Maximum Hitpoints").
Your Healing Value is equal to 20% of your Total Hitpoints and is calculated as follows:
Skills have a rank from 0 to 15, 0 representing no training in the skill and 15 representing a character that has spent countless hours mastering the skill and ultimately becoming one of the best in the world. Skill Ranks are broken up into five tiers: Apprentice (Rank 1), Novice (Ranks 2-3), Journeyman (Ranks 4-6), Master (Ranks 7-10), and Grand Master (Ranks 11-15). Each tier represents progressively greater accomplishment within the skill. A character's rank is increased by spending Skill Points in a particular skill, with higher tiers of skills costing more points to increase than lower tiers (see the chart below).
|Tier||Ranks||Cost per Rank|
|Apprentice||1||1 Skill Point|
|Novice||2-3||2 Skill Points|
|Journeyman||4-6||3 Skill Points|
|Master||7-10||4 Skill Points|
|Grand Master||11-15||5 Skill Points|
There is a maximum rank imposed on Skills, based on character level (though this maximum is increased for Favored Skills). Determine you Maximum Rank based on your level, using the calculation below:
There are a number of Restricted Skills that are only granted to characters with particular Racial or Class features.
Your character's Race and Class grant a list of Favored Skills, representing a natural inclination towards those particular skills. Your Racial Favored Skills can be found in the Racial Characteristics box on each race page and the Class Favored Skills can be found in the Class Traits box on each class page. Sometimes Favored Skills are granted automatically, while others may be chosen (often from a specified list). Academics, Craft, and/or Perform skills in particular, are usually left to choice.
The Maximum Rank for a character's favored skills is increased by one, and is therefore based on the following calculation:
Starting Skill Points
After choosing your Favored Skills, you will be giving a pool of Starting Skill Points from your character Race and Class. These Starting Skill Points cannot be used to raise your character's Skill Rank above Rank 3. Remember that the higher the Tier of your Skill, the more skill points are required to raise your Skill Rank.
Skill Points per Level
|Intelligence Score||Skill Point Bonus|
Skill Check Bonus
Your Skill Check Bonus is dependent on a pair of Accuracy Modifiers (AttA), determined by the skill, plus twice your Skill Rank in that skill.
The Awareness Score determines your character's ability to passively notice important things in the world around them, and is dependent on your character's sensory skills. Awareness is a defense against Stealth attempts, the ability to notice changes in ambient noise and quiet sounds, and the ability to notice subtle movements and inconsistencies in the environment. The GM keeps a record of your character's awareness and, if your awareness is high enough, the GM will let you know when your character notices something without looking for it first. Awareness is based on a combination of Intelligence, Wisdom, Spot and Listen Skill training, along with other miscellaneous bonuses. To determine your character's Awareness Score, use the following formula:
Your Patience determines the amount of times that you can try a skill or task, before your character gives up. Patience is based on your Wisdom Score and is determined by the following chart:
Feats are special features that can be added to any character. You will gain 1 Feat at each level, and may choose any feat for which you meet the prerequisites. Some Racial or Class features may grant you additional feats.
Metacast feats augment a character's casting ability. These typically have Casting prerequisites, which indicate a minimum philosophy rank at which it can be applied to the cast power. For example, a feat with a Casting prerequisite of Rank 5 would require Eldritch Rank 5 to be applied to an Eldritch Spell or Divine Rank 5 to be applied to a Divine Prayer.
When you build a new character, you GM will give you guidelines for your starting equipment. Typically this will take the form of cash (approx. 100gp at first level) that can be used to purchase equipment and goods. Unless your GM specifies otherwise, you typically may only start with items of Very Common or Common rarity.
See the links to the right for lists of available equipment.
Proficiency represents your ability and training for wielding particular types of equipment. Proficiencies Rank from 0 to 3 for Shields, 0 to 4 for Weapons, and 0 to 10 for Armor. Your Class will grant you a particular Proficiency Rank in Armor and Shields, and will also grant you Proficiency Ranks in All Weapons or groups of Weapons. Your Race may also grant additional Weapon Proficiencies. Additional proficiencies can be gained through Feats, Specialties, and Talent Features. If you attempt to wield equipment you are not proficient in, you are subject to Penalties.
If you are utilizing two Half-Classes, proficiencies works slightly differently. See Half-Classes for more details.
Every creature can make three basic kinds of attacks which determine their chances of hitting an opponent: a Melee Attack, a Ranged Attack, and a Grapple Attack.
The Melee Attack is dependent on a combination of Strength Accuracy (StrA), Melee Combat Training, and the Level modifier (LVLM). Calculate your character's Melee Attack with the following equation:
The Ranged Attack is dependent on a combination of Dexterity Accuracy (DexA), ranged Combat Training and the Level modifier (LVLM). Calculate your character's Ranged Attack with the following equation:
The grapple check is dependent a combination of Strength Accuracy (StrA), Dexterity Accuracy (DexA), Melee Combat Training, Level modifier (LVLM), and a Size Modifier. Calculate your character's Grapple Check with the following equation:
Weapon Attacks are similar to the Base Attacks above, except they include the weapon's Precision Bonus, giving a slightly better chance at hitting your opponent. Ranged Weapons with the Heavy Thrown property use your Strength Accuracy (StrA), instead of Dexterity Accurcy (DexA), to calculate your attack bonus, and so must be calculated separately. Calculate your Weapon Attack bonus for each weapon, using the equations below:
Occasionally, a Class Feature or Power will allow you to make Weapon Attacks utilizing a different Attributes, in which case that Accuracy Modifier (AccM) is substituted for StrA or DexA above.
Weapon Damage consists of a die roll and a flat damage bonus. The size of the die roll is determined by the weapon. The flat damage consists of either the Strength Power (StrP) or Dexterity Power (DexP), adjusted by the weapon's Damage Multiplier. Just as with Weapon Attack Bonuses, Melee Weapon Damage utilizes Strength Power and Ranged Weapon Damage utilizes Dexterity Power (except for weapons with the Heavy Thrown property, which use Strength Power). Any miscellaneous bonuses are also adjusted by the damage multiplier. Calculate the Weapon Damage Bonus for each weapon using the following equation:
Just as with attacks, if a Class Feature or Power allows you to use a different Attribute for the attack, that Power Modifier (AttP) is substituted for StrP or DexP above.
The Weapon Critical is composed of two aspects: the Critical Chance (or Crit %) and the Critical Damage. Critical Chance is dependent on the weapon's base Critical percentage and Physical Rank. Critical Damage is equal to a multiple of your character's Physical Rank. Calculate your Critical Chance and Critical Damage for each weapon using the following equations:
Each weapon has an Armor Negation, which is used to overcome the protection of Armor. This is an aspect of each individual weapon, and can be increased through the use of Feats and Powers. See Armor Negation for more details.
Some classes have special Casting Attacks. These abilities are limited to certain classes and the equations for calculating these attacks and associated damage are listed on each Class page.
Initiative is broken up into two stats: Initiative Roll and Initiative Order. Your Initiative Roll consists of a die (between 1d10 and 1d4), which is rolled to determine the first segment you will act during combat. The roll starts at 1d10 and can be reduced through Class Features or Feats.
Initiative Order determines the order in which characters act within a particular segment, those with higher orders acting before those with lower orders. Initiative Order is dependent on a combination the average of your Dexterity and Intelligence Attribute scores and level modifier (LVLM). Calculate your Initiative Order with the following formula:
Your Defense Scores are based on the following calculations. Armor Class (AC), Touch and Reflex (Ref) can gain bonuses based on the Armor and Shield that you utilize (as determined by the specific Armor and Shield). Armor can also impose an Attribute Penalty, which is applied to your Dexterity Accuracy Modifier (DexA) before adding it to these three defenses. AC, Touch and Reflex bonuses, as well as Attribute Penalties, can be found on the Armor and Shield tables.
Racial Bonuses may be granted to Fortitude, Reflex or Will, and will be listed in the Racial Characteristics sidebar.
Saving Throws determine your character's ability to overcome harmful and damaging effects. Saving Throw Scores are equal to your character's Attribute Scores, with bonuses granted by his Physical and Mental Ranks (plus miscellaneous bonuses). Calculate your Saving Throw Scores using the equation below:
Some Features, Powers, and Magic Items can grant Damage Reduction or Damage Resistance to certain types of damage. Often these will be temporary bonuses that last for a short period of time, but certain Features and Magic Items will grant persistent effects.