[Please note that the formatting for this in blogger isn't great, but a PDF is located in the campaign Drive Folder which may be easier to read.]
Character Creation
Roll 4d6, summing highest 3, 6 times. If fewer than 2 scores are over 14, if desired, discard the set and re-roll.
Select race and class then arrange and adjust scores for race.
Racial modifiers may be applied toability score rolls in order to make a character conform to the racial minimums and maximums, for example using a roll of 7 for a halfling’s dexterity is acceptable because the character’s +1 will bring the roll within range. A roll of 14 may be assigned to a half-orc’s charisma, for example, because his racial adjustment will reduce it to the racial maximum. Any rolls assigned to an ability which exceeds the maximum, is reduced to the maximum. Lower rolls than the minimum are not automatically raised. For example, using a 9 as a halfling’s constitution roll is not permitted because the minimum for a halfling is 10.
Age adjustments may not be applied before race and class is chosen.
Notes:
-
Dwarves with 17
strength may advance to 8th
level as fighters, and those with 18+ may advance to 9th.
-
Elves with 17
strength may advance to 6th
level as fighters, and to 7th
with an 18+. As magic-users they may advance to 10th
with a 17 intelligence, or 11th
with 18+.
-
Gnomes with an 18+ strength may advance to 6th
level as fighters, those
with both intelligence or dexterity of 17 or more may advance to 6th
level as illusionists, and to 7th
if at least intelligence or dexterity is 18+ and the other 17+.
-
Half-elves with 17 strength may advance to 7th
level as fighters and to 8th
with 18+. As magic-users they may advance to 7th
with a 17 intelligence, and to 8th
with 18+.
-
Halfling fighters of the tallfellow sub-race may advance to 5th
level with a 17 strength and to 6th
with 18+. Those of the stout sub- race with an 18+ strength may
advance to 5th.
Hairfeet are limited to 4th
regardless of strength.
-
Half-orcs with a dexterity of 17 may advance to 7th
level as thieves, and to 8th
with an 18+.
Determine age, birth date, height, weight, and handedness. Age must be rolled according to the tables below, but the rest may be either rolled or chosen. Adjust scores for age (ignore adjustments which violate race or class minimums and maximums) and record modifiers.
Characters’ ability score rolls are adjusted according to their starting age as follows, applying earlier categories as well as the character’s current age. For example the net effect of starting as “mature” is no adjustment to Wis, but a +1 each to Con and Str. Any adjustment which puts a character outside racial or class limits is ignored.
Young Adult
-1 Wisdom
+1 Constitution
Mature
+1 each Strength and Wisdom
Middle aged
-1 each Strength (or ½ exceptional) and Constitution
+1 each Intelligence and Wisdom
Old
-2 each Strength and Dexterity
-1 Constitution
+1 Wisdom
Venerable
-1 each Strength, Dexterity, and
Constitution
+1 each Intelligence and Wisdom
Roll social class and background: first 2d6 for social class, then roll on the corresponding sub-table for family profession. Note the SOC roll, social class, and family background on the character sheet.
1d6 |
Soc 12 – Nobility |
1 |
Idler |
2-3 |
Landlord |
4-5 |
Military Officer |
6 |
Ruler |
1d6 |
Soc 11 – Upper Class |
1 |
Administrator |
2 |
Idler |
3-4 |
Landlord |
5-6 |
Military Officer |
D66 |
Soc 9-10 – Middle Class |
11-12 |
Apothecarist |
13-14 |
Architect/Engineer |
15-16 |
Barrister |
21-26 |
Bureaucrat |
31 |
Gem-cutter/Jeweler |
32 |
Idler |
33-43 |
Military Officer |
44-45 |
Moneylender |
46 |
Sage |
51-52 |
Sea Captain |
53 |
Surgeon/Physician |
54-56 |
Trader |
Other |
Re-roll |
1d6 |
Soc 8 – Freeholder |
1-2 |
Farmer (freeholder) |
3-6 |
Freeholder (see sub table) |
1d6 |
Soc 4-7 – Working Class |
1-2 |
Citizen (see sub table) |
3-4 |
Farmer (tenant) |
5-6 |
Fisherman |
1d6 |
Soc 2-3 – Indigent |
1-2 |
Beggar |
3-4 |
Indentured |
5-6 |
Slave |
1d6 |
Citizen Sub table |
1 |
Laborer |
2 |
Sailor |
3 |
Servant |
4-5 |
Soldier/Guardsman |
6 |
Woodsman |
D66 |
Freeholder Sub table |
11 |
Armorer |
12 |
Artist |
13-14 |
Baker |
15 |
Barber |
16-21 |
Blacksmith |
22 |
Bookbinder |
23-24 |
Brewer or Vinter |
25 |
Bureaucrat |
26-32 |
Carpenter |
33 |
Clerk |
34 |
Glazier |
35-36 |
Grocer |
41-44 |
Hostler or Publican |
45 |
Idler |
46 |
Joiner |
51-53 |
Mason |
54 |
Musician/Actor |
55 |
Miller |
56-61 |
Painter |
62 |
Shipwright |
63-64 |
Shopkeeper |
65 |
Tailor |
66 |
Weaponsmith |
Dwarves, elves, gnomes, and halflings do not roll for social standing; their race is their social class. Half-elves roll as humans. Half-orcs are always indigent.
Roll d6 for the number of skills known: on 1 – 4, choose one secondary skill, on 5, character has no secondary skills, and on 6 character selects two secondary skills from those available from his or her family background and character class. Assign secondary skills 1d4+4 points each.
Family Background |
Skills Choices |
Administrator |
Law or Mercantile |
Apothecarist |
Mercantile or Science |
Architect/Engineer |
Engineering/building |
Armorer |
Armoring |
Artist |
Painting or Pottery or Sculpture |
Baker |
Cooking |
Barrister |
Law or Mercantile or Science |
Beggar |
Acting or Gambling |
Blacksmith |
Tool-making or Mining |
Bookbinder |
Bookbinding |
Brewer/Vinter |
Brewing or Mercantile |
Bureaucrat |
Law or Mercantile |
Carpenter |
Carpentry/joinery |
Clerk |
Mercantile |
Farmer |
Agriculture or Candle/soap-making |
Fisherman |
Fishing or Seamanship |
Gem-cutter/Jeweler |
Jewelry or Mercantile |
Glazier |
Glazing |
Grocer |
Agriculture or Mercantile |
Hostler/Publican |
Cooking or Mercantile |
Idler |
Gambling or Musicianship |
Indentured |
Agriculture or Cooking or Tailoring |
Joiner |
Carpentry/joinery |
Laborer |
Lumbering/milling or Stonework |
Landlord |
Agriculture or Hunting/Trapping or Mercantile |
Mason |
Stonework or Mining |
Military Officer |
Horsemanship or Law |
Miller |
Lumbering/milling or Mercantile |
Moneylender |
Mercantile |
Musician/Actor |
Acting or Musicianship |
Painter |
Painting |
Ruler |
Gambling or Law or Mercantile |
Sage |
Antiquity or Science |
Sailor |
Seamanship |
Sea Captain |
Science or Seamanship |
Servant |
Cooking or Tailoring |
Shipwright |
Carpentry/joinery or Mercantile or Seamanship |
Shopkeeper |
Cordwaining or Candle/soap-making or Mercantile or Pottery |
Slave |
Agriculture or Cooking |
Soldier/Guardsman |
Gambling or Musicianship |
Surgeon/Physician |
Medicine or Mercantile or Science |
Tailor |
Mercantile or Tailoring or Weaving |
Trader |
Mercantile or Seamanship |
Weaponsmith |
Tool-making or Weaponsmithing |
Woodsman |
Lumbering/milling or Hunting/Trapping |
* Dwarf / Gnome |
Armoring or Brewing or Jewelry or Mining or Tool-making or Weaponsmithing |
* Elf |
Acting or Hunting or Musicianship or Painting or Pottery or Sculpture |
* Halfling |
Agriculture or Brewing or Cooking or Tailoring |
Character Class |
Skills Choices |
Cleric |
Law or Logistics or Medicine or Motivation or Recruiting |
Druid |
Antiquity or Medicine or Science or Survival |
Fighter |
Dog-Training or Falconry or Horsemanship or Instruction or Logistics or Motivation or Recruiting |
Paladin |
Falconry or Horsemanship or Motivation or Recruiting |
Ranger |
Falconry or Medicine or Science or Spycraft or Survival |
Magic-user |
Alchemy or Antiquity or Science |
Illusionist |
Fabrication or Science |
Thief |
Burglary or Duplicity or Forgery or Jack-of-all-Trades |
Assassin |
Duplicity or Jack-of-all-Trades or Spycraft |
Monk |
Antiquity or Bookbinding or Brewing or Cooking |
The
descriptions of each of these secondary skills are detailed in a
separate document.
Roll hit points, taking the higher of the die roll or half its maximum value, that is, d4 minimum of 3, d6 minimum of 4, 2d8 minimum 9, etc. This number is adjusted according to Constitution as usual. (Rule from UA p.74)
Roll starting money and buy arms, armor, and clothing. Purchase additional basic equipment and animals immediately or in-session as desired or appropriate. Any unusual equipment or hirelings must be purchased or hired in-session due to uncertain availability.
Specify weapon proficiencies. Record armor class and saving throws.
Calculate total encumbrance and movement rate.




