Hello!
Welcome to our new Pre-generated Characters section! The following sheets contain all of the appropriate HP, Expertise, Skill Points, Abilities, Equipment, and Virtues for the chosen class up to level 5! The only things you as a player will have to choose are: Species, Spells (if any), and any Expertise your Species may give you.
Now, as these are pregenerated, distributing your Species Traits/Ancestral Path works slightly different than normal.
Here is how you finish a character using a pre-generated character from below:
1. Choose your Species!
2. Add the Speed listed under their "Stats" section to the Movement box (page 1) in the character sheet. Note: if there is a "+1" already written in that Movement box, add the +1 to the final movement total.
Example: You choose to build a Celestia Naturalist. The Celestia has a base speed of 6 squares. When filling in the Movement box, you notice there is a +1 in there already. The new max movement for this character would be 7 squares.
3. Notate which languages they speak and check the corresponding language in the "Known Languages" box (page 2 of the character sheet).
4. If they have any "Special" abilities under their Stats section, add this to the character sheet "Species Traits" box (page 2).
5. Note the Species' traits in the "Species Traits" box (page 2). If any of these Species Traits add "Bonus Skill Points" to any skill, add them to the SP total (located on page 1, first boxes directly to the right of Skill Name) of the named skill. If they are general Skill Points you may add to any skill, you cannot add more than +1 skill point to the same skill (unless specifically mentioned in that Trait). Remember: This cannot bring you above 6 points total in a skill.
6. If the Species' trait gives you an Expertise, make sure to add it to your "General Expertise" section (page 2). If this would give you an Expertise you already had, instead add +1 Expertise point to your list and choose one from the Expertise List (page 31 thru 35 of the Core Rulebook) as normal.
7. If a Species' trait gives you extra Max HP (such as the Observers of Riachtan trait from the Celestia Traits list), add that number to your Max HP box (page 1).
8. Next, choose an Ancestry Path from your chosen species' Ancestry Paths. If this Ancestry Path would add an Expertise you already have, reference step 6. If the Ancestry Path would give bonus skill points, reference step 5.
9. If playing any of the natural Spellcasting Classes (Mechromancer, Naturalist, or Thaumatech), navigate to page 5 of the Character Sheet and select the total number of spells listed in the first spell box from the spell list for each class (or other classes' non-unique spells if you would like to be adventurous).
After all of this is done, you have your brand new character! These pre-generated characters should help you quickly build a character and dive into a game with very little hassle whatsoever. Now, choose your class sheet from below and have fun with it! (Also, if you are a GM, there is another section after all of the PDFs!)
Architect:
Combat Medic:
Field Knight:
Mechromancer:
Mimic:
Naturalist:
Negotiator:
Smuggler:
Soldier:
Thaumatech:
Demo Book Link
Standard Character Sheet Link
Purchase the Core Rulebook
This next part is for GMs:
Hello GM, these classes are pregenerated up to level 5, however, you may want to start them at a lower level (level 3 is often my preferred). If this is the case, simply reduce the HP by the number of levels removed, remove 1 Expertise and 1 Virtue point from the Highest Virtue if going below level 4, Remove 1 SP from a Skill if going below 4, and reduce the spell totals for the players (based on the class). Now, this may sound like a lot, but fear not for I have done the work for you! Simply reference the classes below:
Architect: HP to remove per level - 7. Reduce Mentality by 1. Remove 1 SP in Programming or Analysis.
Combat Medic: HP to remove per level - 10. Reduce Mentality by 1. Remove 1 SP in Muscle.
Field Knight: HP to remove per level - 12. Reduce Power by 1. Remove 1 SP from Flight.
Mechromancer: HP to remove per level - 10. Reduce Power by 1. Remove 1 SP from Intimidation. If going below 5, remove 1 Apprentice spell (new total of 6 spells to learn). If going below 4, remove an additional Novice spell (new total of 5 spells to learn).
Mimic: HP to remove per level - 9. Reduce Judgement by 1. Remove 1 SP from Sleight of Hand.
Naturalist: HP to remove per level - 7. Reduce Judgement by 1. Remove 1 SP from Environmental Survival. Remove 2 Apprentice spells if going below 5 (new total of 6 spells to learn). If going below 4, remove an additional Novice spell (new total of 5 spells to learn).
Negotiator: HP to remove per level - 6. Reduce Charm by 1. Remove 1 SP from Intimidation.
Smuggler: HP to remove per level - 9. Reduce Finesse by 1. Remove 1 SP from Sleight of Hand or Piloting.
Soldier: HP to remove per level - 11. Reduce Finesse by 1. Remove 1 SP from Balance.
Thaumatech: HP to remove per level - 6. Reduce Mentality by 1. Remove 1 SP from Flight or Environmental Survival. Remove 2 Apprentice spells if going below 5 (new total of 8 spells to learn). If going below 4, remove an additional Novice level spell (new total of 7 spells to learn).