Character Generation
- 3d6 six times in order
- if you pick fighter and have STR=18 and are not a halfling, roll d100 to see your partial strength.
- other than that, all abilities' percentiles will be discovered as part of hitting level 2
- no alt methods during chargen -- but if your PC has a burning desire to swap things around, let me know so that fey fortune tellers can send them on quests.
- pick a race (ignore table 7's existence) and add:
- human
- dwarf +1 con -1 cha
- elf +1 dex -1 con
- gnome +1 int -1 wis
- halfing +1 dex -1 str
- half elf
- kobold -4str +2dex +20 to certain thief skills (traps, sneak, silent), infra60
- Note your ability-derived stats and your Race Features
- select a class Note that only combinations of classic-4 (fighter/thief/cleric/mage) are available. Min Reqs for these four: your prime stat must be at least a 9.
- humans: any single class.
- dwarves: F, C, T, F/T, F/C
- elves: F, R, M, C, T, F/M, F/T, M/T, F/M/T
- gnome: F,
I,C, T, F/C,F/I, F/T,C/I, C/T,I/T - half elves: F, R, M, C, D, T, B, F/C, F/T, F/D, F/M, C/R, C/M, T/M, F/M/C, F/M/T
- halfling: F, C, T, F/T
- for casters: let me know your first and second pick of school/sphere. And theme if you have one in mind. Let me know if you're thinking starting with a relationship with a patron.
- TODO: extract a list from the books to make it easier on players. (picking themes not on these lists is fine.)
- for thieves, handle thief skills
- choose an alignment. (note that you'll be treated by spirits as just neutral til epic events change that.)
- grab your saves.
- your THAC0 is 20.
- your HP is (fighter: 1d10. priest: 1d8. rogue: 1d6. mage: 1d4.) plus the con mod.
- if you're a multiclass, roll each class and average the results, round down, then add con mod. (if one of your classes is fighter, you get the fighter benefits on CON table.)
- encumbrance rules can safely be ignored til PCs start acting like video game characters.
- we'll deal with proficiencies/skills later.
- Acquire languages til you hit your limit as defined by int:
- first slot: your own race if present on this table
- roll on this table til all slots are filled. Start with a d4, and increase a die size on each roll til you're using d20. (re-roll duplicates)
1 Co'maan (human) 6 gnomes 11 kobolds 16 giants 2 trolls 7 dwarves 12 goblins 17 illithids 3 gnolls 8 minotaurs 13 lizardmen 18 orcs 4 beastmen 9 Trilkhai (jaguar people) 14 merfolk 19 demons 5 elves 10 centaurs 15 sahuagin 20 undead
- buy stuff. if you haven't gone shopping by the time the session starts, you'll get a goverment issue kit.
secondary skills
Not required, but as a placeholder for any future skills/proficiency rules, feel free to roll for your past profession:
Race Features
Human
speed 12
Dwarf
- +1 con -1 cha. speed 6.
- +1 attack vs orcs, goblins, and related
- -4 AC bonus when attacked by ogre, trolls, or giant-types
- 60 foot infravision
- extra con-based save bonus to saves vs wands/staves/rods, vs spells, and vs poison
- magic malf: most magic items have a 20% malfunction chance per activation.
- excluded and works normally: class-only items. weapons, armor, shields, gauntlets, girdles.
- examples that malfunction: wizard toys and magic jewelry
- silver lining: a cursed item that malfunctions is recognized as cursed.
- detect stone stuff in 10 foot range when specifically attempting to do so:
- 5/6's slope of passage
- 5/6's is new construction
- 4/6's sliding/shifting walls or rooms
- 3/6's stonework traps, pits, and deadfalls
- 3/6's approximate depth underground
Half Elf
- speed 12.
- 30% resist to sleep and charm type spells
- 60 foot infravision
- same 10ft Secret Radar as an Elf
Elf
- +1 dex -1 con. speed 12.
- 60 foot infravision
- 90% resist to sleep and charm type spells
- +1 atk using long/short bow/sword
- elf wizards can cast while wearing elven chain (ph62)
- -4 surprise penalty for enemies if elf is streaking with no clankers. (houserule inbound: this needs to be normalized into a standard thief skill so we can not track race-specific sneak rules)
- feature is reduced to -2 if opening anything doorlike is involved.
10ft Secret Radar | Casual | Searching |
---|---|---|
secret door | nope | 2/6 |
concealed door | 1/6 | 3/6 |
Gnome
- +1 int -1 wis. speed 6.
- +1 atk vs kobolds and goblins
- -4 AC bonus vs gnolls, bugbears, ogres, trolls, and giant types
- 60 foot infravision
- extra con-based save bonus to saves vs wands/staves/rods, and vs spells
- may replace a normal language with "burrowing mammals"
- magic malf: most magic items have a 20% malfunction chance per activation.
- excluded and works normally: illusionist items. weapons, armor, shields.
- for gnome thieves, items that duplicate thief skills
- examples that malfunction: wizard toys and magic jewelry
- silver lining: a cursed item that malfunctions is recognized as cursed.
- detect stone stuff in 10 foot range when specifically attempting to do so:
- 5/6's slope of passage
- 7/10's unsafe walls, ceilings, floors
- 4/6's approximate depth underground
- 3/6's approximate direction underground
Halfing
- +1 dex -1 str. speed 6.
- +1 atk using thrown or slings
- roll d100. if <= 15, you have 60ft infravision. if it's <= 36, you have 30ft infravision.
- extra con-based save bonus to saves vs wands/staves/rods, vs spells, and vs poison
- same surprise streaking rule as Elf
- if you have infravision, you can concentrate to detect passage's slope (75% accuracy) or direction (50%)
Derived Stats
Saves
Race specific save bonuses
This table is used by several race/save bonuses:
Str
Dex
Con
Int
Wis
- note: bonus spells are cumulative: a wis 14 will be able to memorize +2 L1's
Cha
Thief Skills
tables 26-28 add 60 points to these, no more than 30 in any single one.