Character Creation Guide

Welcome to Omen: The Foreshadowed Lands! Hopefully you’ve made it to this page because you’re interested in joining us in the Heart and would like some guidance on creating a character.

The first step in creating your character is to decide on the class you would like to play. You are able to role play in the Heart with us even if you haven't sheeted yourself but you -must- abide by one of the races found here.

The links above will provide some guidance with regards to your character's demographics (age, hair, eyes, etc.), but feel free to be creative!

Once the race is chosen, you may pick your class, Below are the links to each of the character sheet templates by class. Each of these templates have basic stat requirements, skills, and starting XP/gold filled out for you. The stats by class progression is where some of this information is found.


Please keep in mind that there are various racial restrictions for each of the classes (see below.)
Assassin: No Reptos, or Sharpwings
Barbarian: No Bedouins, Fi’rahli, or Lontra
Bard: No Duergar or Reptos
Cleric: No racial restrictions
Druid: No Dwarves, Mulden, Half-Ogre, or Reptos
Fighter: No Bedouins
Mage: No Dwarves, Half-ogres, Kyotans, or Mulden
Paladin: No Duergar, Gnomes, Halflings, Keshunes, or Half-Ogres
Ranger: No Drow, Dwarves, Fi’rahli, or Lontra
Rogue: No Reptos or Sharpwings

Humans, High-Elves and Keitzyn may choose any class

There are several deities that your character may choose from to worship. Follow the link to view a description of each deity.

Another choice that must be made is your character’s alignment or ethic, found here. This choice speaks to your character’s personality and how the character will conduct his/herself. There are some restrictions that come based of a character's chosen class, they are as follows.

Bards: No evil ethics
Clerics: Alignment must match his/her chosen deity (listed on each deity's page)
Druids: May only be chaotic neutral, true neutral or chaotic good
Paladins: May be any of the good alignments, lawful neutral, true neutral or lawful evil
Rangers: May only be neutral good, chaotic good, lawful neutral or true neutral

The next section will cover your character’s ability scores/stats that are used in the game. You have 90 points to allocate between the six different stats. The templates provide the minimum stat requirements for each class

Stats Rules
No score can be below 5
(Fae due to their size however can have a strength of 3)

If any modifiers take a score below 5, the base score must be adjusted so that the score is 5 after modifiers are included.

The highest score you can allot to any stat is 20

Other modifiers (race/class/items) may be added to a score to bring the maximum score to 23

Remember that your total must equal 90 (NOT including modifiers)

Strength: This represents your character’s physical strength. This score helps determine how much you can lift/move and may influence additional melee damage. This ability is the prime requisite of any warrior. (Note: Damage bonuses do not start until a strength score of at least 16.)

Intelligence: This is a representation of your character’s mental prowess, level of comprehension and cognitive thinking. Intelligence is directly related to your character’s ability to learn the languages of the world. (Languages to be described in the next section.) This ability is the most important requisite of anyone desiring to be a mage.

Constitution: This represents your character’s health and vitality. This score is used to determine saves against such things as system shocks, spells, massive trauma, etc. Fighters, barbarians, and clerics gain the most benefit from a high score for this ability, but it is beneficial for a character in any class to have this score in the higher range.

Wisdom: This represents the fundamentals of your character’s thought process and morals of the mind and of the being. Wisdom is something that must be gained and cultivated, rather than the natural intelligence one is born with. This is the prime requisite of both clerics and paladins.

Charisma: This ability is not merely the physical beauty of a person, but only part of a person’s persona. Charisma represents the character’s ability to get along with other people, function in social settings and even lead people. High charisma is a must for anyone desiring to be a leader and is a requirement for any paladin, regardless of alignment.

Dexterity: This ability is a representation of your character’s agility and influences the ability to hit a target and evade attacks. Dexterity is the prime requisite of the rogue and assassin classes, but mages and any character who engages in combat would also find benefit from high dexterity

Spells and Prayers:

If you’ve chosen a class that may use spells/prayers, this section is for you!
Paladins and rangers will acquire spells as they grow in level and four classes receive spells at level 1: bards, clerics, druids and mages

Starting spell concentrations

Clerics and Druids 26%
Bards 27%
Mages 28%
Bards begin play with two song points and can use those points to select songs accordingly.
Clerics begin play with Mend Wounds and two additional prayers
Druids begin play with one prayer from the level 1 prayer list
Mages begin play with one spell from the level 1 spell list


Languages are earned by points in Intelligence at character creation, the Modern Languages skill, or by finding tomes of language or purchasing them from the Book Shop.
Languages that your character is given at character creation by Race or Class are free
Common is the most widely spoken of all languages and is known by ALL races without cost

Common Languages (1 point)
High Elven

Uncommon (2 points)
Darken Drow
Thieve’s Cant

Rare (3 points)


Baseline combat stats for each class are filled on on the character sheet templates. Once you’ve decided on your race, but sure to add any additional modifiers to these statistics that may apply.


There are various skills that will need to be chosen for your character (non-combat, combat and weapon skills).
Non-Combat Skills
Each profession has a starting set of non-combat skills by default (noted on the character sheet template.) You may choose one additional non-combat skill at the time you create your character. (Follow the link above to view these skills.)

These skills will level up with you as your character levels up

Combat Skills
You may choose one combat skill at the time of character creation. (Follow the link above to view these skills.)

Barbarians must select Savage Combat at the time of character creation

Weapon Skills
All weapon proficiency skills give the character a +2% to hit and a +1 to damage when using weapons that fall into their proficiency class.

You may use a weapon without having its appropriate skill. You just won’t get the skill bonuses.

Fighters gain an additional +1% to hit and +1 damage from their weapon skills.

Bards must select either Shortblades or Longblades at registration.

Bows & Crossbows
Polearms & Staves
Siege Weapons
Whips & Chains

Weapons and Armour

You’re on the home stretch now! Lastly, you need to select weaponry and armor for your character. A couple things to keep in mind:
You start off with 200 gold. You do not need to save gold for things like room/board or general upkeep.
Remember to deduct the gold you spend on Weapons and Armor on your character sheet.
Remember to keep your chosen weapon skill in mind when selecting weapons, as that will provide an extra bonus to your hit% and damage. You may choose to use weapons outside of your skill, but will not receive any additional bonuses to using those weapons.

Encumbrance - The amount of weaponry you can carry based off Omen's unique rules.

Weapon Restrictions
Druids: May only use spear, staff, sling, scimitar, sickle, or wood clubs
Keitzyn: Suffer a -20% to hit if the chosen weapon is not specifically made for their hands
Mage: May use dagger/staff only

Armor Restrictions
Barbarians: Class abilities are lost if anything heavier than hide is worn
Clerics: May not wear anything heavier than chainmail, but this class receives +5% soak if simple vestments are worn
Druids: May not wear non-organic armor
Mages: May not wear armor heavier than leather
Rangers: Class abilities are lost if non-organic armor is worn
Rogues: Move Silently and Sleight of Hand abilities are lost, and all other class skills suffer a -20% penalty, if anything heavier than studded leather armor is worn

Congratulations! You’ve created your first character! Here are a few additional helpful hints and tips.

Please update your character sheet on a regular basis: it makes things easier both for you and the hosts. If something is not on your sheet, you may not use it in an event - period.
To make leveling up your stats/skills easier, consider including a level up key towards the bottom of your sheet. (This is by no means a requirement.)
Level Key: HP +7, Hit + 3%, Evade +4%, MR +2%, Poisons +3%, Detect Trap +2%, Hiding +4%, Move Silent +4%, Set Snares +2%, Tracking +2%, Sleight of Hand +2%, Sense Motive +2%, Healing +2%

It is also advisable to keep a log of your XP and gold.
XP Log:
+120 XP: Fallen Star —> 465
+60 XP: Mansion Robbery —> 525 (to lvl 3)
+50 XP: Slavers in the Desert —> 575
As soon as you're finished with your sheet toss it up onto the Forums under the letter section that your character's name fits into and let one of the Ops in the Heart know that you're finished and we'll take a look at it!

If you have ANY questions along the way, please feel free to ask in #omen-OOC or PM a host - we’ll be glad to help you! We look forward to meeting your character

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