New Character Skills Suggestions

Picking a class is the first step on the journey of character creation. You may already have a class you want to play picked out. If you are unsure of what class you want to be, go through the rulebook and find a few skills you like and check what class can purchase them the cheapest.

Once you know your class it's time to pick your skills. Keep in mind KANAR is not a video game. If you min/max your character for combat all the time you will find you are missing out on a lot the game and story have to offer. It is important to round out your character which will be discussed after class basics.

Class Basics

Keep in mind these are suggestions and not a road map.  If you want to go a completely different direction that is absolutely OK and encouraged.

Mage:

  • Read/Write A Language

  • Fire/Air Ability

  • F/A Spell Slots - 3 First, 2 Second, 1 Third

This set of skills gives a mage the prerequisites for and ability to cast spells. The cost for this would be 60xp out of your starting pool.

Cleric:

  • First Aid

  • Earth/Water Ability

  • E/W Spell Slots - 3 First, 2 Second, 1 Third

This set of skills gives a Cleric the prerequisites for and ability to cast spells. The cost for this would be 60xp out of your starting pool.

Rogues:

There are a few choices to consider with this class. Are you going to be a sneaky flanker, a magic casting bard, or a scout?

  1. Sneaky Rogues

    • Backstab

    • A weapon

    • A weapons Group

    Having both a weapon and the weapons group pairs with it, shortsword and one handed weapons group you specialized, giving you +1 damage per swing! This would cost you approximately 90 xp out of your starting pool, but the weapon skills very in price so it may be more or less depending on your preferred weapon.

  2. Bards

    • Musical Training

    • Bardic Ability

    • Bardic Spell Slots - 3 First, 2 Second, 1 Third

    This set of skills gives a Rogue the prerequisites for and ability to cast spells. The cost for this would be 70xp out of your starting pool.

  3. Scouts

    • Wilderness Survival

    • Locate/Remove Traps

    • Terrain Lore

    • A Weapon Group

    this set of skills allows a Rogue allows a level of expertise in the wilds, allowing for tracking and trapfinding, as well as the ability to self defense with weapons. The cost for this would be 75xp out of your starting pool.

Warriors:

  • Armor Move

  • A weapon and Weapon Group That Coincide

  • Shield Group

This set of skills gives a Warrior the ability to use armor, use a weapon with plus 1 damage, and use a shield. The cost for this would be 90xp out of your starting pool.

Once again these are only suggestions for an entry point to the classes. 

Rounding out a character

Combat is only one aspect of the game. There are plenty of role playing and story elements that use a plethora of other skills to unravel and figure out. It is wise to round your character out with some lore skills and a trade skill so you can make some extra coins.

When you think about a real person they can do a great many different things. A character should be the same. Limiting yourself to just combat skills will limit your interaction with the world. Think about the skill math for instance. Counting your coin beyond the fingers you have is very useful. You sell a sword you crafted to a merchant who hands you 12 silver instead of 20. Having the math skill here lets you know you were short changed and you can ask for the rest of what is owed. Without math you would think you just received your full payment.

You won't have enough xp starting out to buy every skill you want and that's OK. You will gain more xp and learn more skills as you progress and level in the game.

When you have your skills picked out send them in an email to the character book marshal as they may have suggestions for you to consider.