Character Creation Methods

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The generation of a character begins with the disbursement of his 76 Character Points among the 6 Primary Attributes: Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. The point total permits several options such as: S: 18, C: 16, D: 15, I: 09, W: 08, C: 09 thus creating a character with three highly exceptional stats and three low average stats. Likewise a player may opt to make an all around character: S: 12, C: 12, D: 15, I: 13, W: 12, C: 12. These are two ends of a spectrum of choices that a player may make in order to help mold the character they want to play. Also, the player is permitted to roll on the Exceptional Attributes Table. This gives any player the chance of getting additional points to create a truly exceptional individual. Points gained in this fashion may be distributed among the attributes as the player wishes must be an unadjusted roll). Those who opt to play a human may add 25 points to their roll.

The order of character creation is as follows:
• Character Points distributed
• Determination of Race & Class
• Age, Race, & Class Adjustments to Stats
• History, Social Standing, and Wealth Determined
• Selection of Proficiencies, Non-Weapon Proficiencies & Class bonuses

• Purchase of Equipment, Components, Spells, & Miscellany
Once these steps have been completed the character should be ready to begin adventuring. The order of character creation is important for a number of reasons, primarily though for proper game balance of characters and to restrict min/maxing of character stats during the creation phase. These steps are not negotiable although it is possible that an exceptional statistic will be created by benefit of either Racial or Age adjustment, it is never permissible with the class bonus or a non-weapon proficiency choice. Please do not ask for exceptions to be made.

Character Creation:

            Character creation is a function of distributing 76 points among the six main attributes: Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.  The player then rolls on the Exceptional Attributes Table in order to determine if they will receive up to seven points more to distribute % must be an unadjusted roll).

Table:

Exceptional Attributes

Dice Roll Bonus
01 +7
02-46% +2
47-68% +3
69-89% +4
90-99% +5
00% +7

Once the points have been distributed, the player will then go through the process of choosing their class, armour, weaponry, non-weapon proficiencies, and other equipment.  During this process certain attributes and skills may be adjusted based on the choices made, and at the end of the process the character will be set up with a history and information base provided by the GM.

 

Table 1: Strength

Score To Hit To Dam Weight Allowance Max Press Open Doors Bend Bars  / Ex. Feats * Racial

Averages

3 – 4 -2 -3 10 25 3 0%
5 – 6 -1 -2 20 55 4 0%
7 – 8 -1 35 90 5 1% Gnome, Halfling, Skaven
9 – 10 40 115 6 2% Human, Elf, Goblin,
11 – 12 45 140 7 4% Dwarf, Kenku
13 +1 55 170 8 7% Ork
14 +1 70 195 9 10%
15 +1 +1 85 220 10 13% Gnoll
16 +1 +2 110 255 11 16% Lizard Man
17 +2 +2 135 280 12 20% Vorgeel, Centaur
18 +3 +3 160 305 13 25% Troll, Thri-Kreen
19 +4 +7 485 640 16(8) 45% Ogre, Minotaur
20 +5 +8 535 700 17(10) 50% Giant, Ent

*Exceptional feats of strength include things such as: pulling a rider from horseback, lifting beyond maximum press, etc.

 

Table 2: Constitution

Score Hit Point Adjustment System  Shock Resurrection Survival Poison  / Evocation Save Healing Bonus Regeneration
3 – 4 -2 40% 45% 1 per 3 days
5 – 6 -1 45% 50% 1 per 2 days
7 – 8 50% 55% 1 per 2 days
9 – 10 60% 65% 1 per 1 day
11 – 12 65% 70% 1 per 1 day
13 70% 75% 1 per 1 day
14 +1 75% 80% 1.5 per day
15 +2 80% 83% +1 2 per day
16 +3 85% 85% +2 2 per day
17 +3(+4)* 90% 88% +3 3 per day
18 +3(+5) 95% 90% +4 4 per day
19 +4(+6) 98% 93% +5 5 per day
20 +4(+7) 99% 95% +6 6 per day 1/6 Turns

                        * Parentheses represent bonuses only for Warriors, Druids, Huntsmen, Assassins, Monks, or Creatures with natural abilities.

 


Table 3: Dexterity

Score Missile Adjustment Defense Adjustment Reaction Adjustment Reflex Saves* Exceptional Feats**
3 – 4 -3 +2 -3 -3 0%
5 – 6 -2 +1 -2 -2 0%
7 – 8 -1 -1 -1 1%
9 – 10 2%
11 – 12 4%
13 +1 +1 7%
14 -1 +1 +1 10%
15 +1 -1 +2 +2 13%
16 +2 -2 +2 +2 16%
17 +2 -3 +3 +3 20%
18 +3 -4 +3 +3 25%
19 +4 -5 +4 +4 30%
20 +5 -5 +4 +4 35%

                        * Reflex Saves are Breath Weapon, Gas Attacks, and selected Spells.

** Exceptional feats of dexterity include leaping onto a dragon, catching thrown objects, etc.

 

 

Table 4: Intelligence

Score # of Languages Spell Level Power Point Bonus Learning Percentage Max. # of Spells / Level Illusion / Charm / Rod, Staff, Wand
3 – 4 1 -4 -2 save
5 – 6 1 -3 -1 save
7 – 8 1 -2
9 – 10 2 4th 0 40% 4
11 – 12 3 5th 0 45% 5
13 3 6th 0 55% 6
14 4 7th 0 60% 7
15 4 7th +1 65% 9 +1save
16 5 8th +2 70% 10 +2 save
17 6 8th +3 75% 11 +3 save
18 7 9th +4 85% 13 +4 save
19 8 9th +5 95% 15 +5 save
20 10 9th +6 96% 18 +5 save

                       


 

Table 5: Wisdom

Score Gaze, Transmutation,  Enchantment, & Mentalism Adj. Bonus Talismans Chance of Talisman Failure Exceptional Feats
3 – 4 -3 45% 0%
5 – 6 -2 40% 0%
7 – 8 -1 30% 1%
9 – 10 20% 2%
11 – 12 10% 4%
13 1st 0% 7%
14 +1 1st 0% 10%
15 +1 2nd 0% 13%
16 +2 2nd 0% 16%
17 +3 3rd 0% 20%
18 +4 4th 0% 25%
19 +5 1st. 4th 0% 30%
20 +5 2nd. 4th 0% 35%

                        *Exceptional feats of wisdom allow the GM to aid the player with insight to circumstances or events.

 

Table 6: Charisma

Score Max. Henchmen Loyalty Base Reaction Adjustment Spell Bonus Exceptional Feats*
3 – 4 1 -5 -5 Cannot cast Charm spells 0%
5 – 6 2 -4 -3 Charm spells cast at -5 0%
7 – 8 3 -2 -1 Charm spells cast at -3 1%
9 – 10 4 0 2%
11 – 12 5 0 4%
13 5 0 7%
14 6 +1 +1 10%
15 7 +3 +2 13%
16 8 +4 +3 Charm spells cast at +1 16%
17 10 +6 +4 Charm spells cast at +2 20%
18 15 +8 +5 Charm spells cast at +3 23%
19 20 +10 +6 Charm spells cast at +4 26%
20 25 +12 +7 Suggestion as ability 30%

* Exceptional feats of Charisma are used to improve or insure Charisma based skills and non-weapon proficiencies.

 

Table 7: Essence

Score Learning Bonus Power Point Bonus Recovery Bonus Abjur / Div / Conj / Summon Adj. Averages
3 – 4 -30% -5 -2 Animal (S,M),
5 – 6 -20% -3 -1 Animal (L),
7 – 8 -10% -1 -1 Lurker Above, Behir,
9 – 10 Nereid,  Gnolls
11 – 12 Satyr,  Trolls, Vorgeel
13 +1 per 2 hours Giant,  Lisshe
14 +1 +1 per 1.5 hours Demons(L), Devils(L), Kenku
15 +5% +2 +1 per 1.5 hours +1 Sphinx, Pseudodragon, Efreet
16 +8% +3 +1 per hour +1 Demons(G), Dragons, Lamia
17 +12% +4 +1 per hour +2 Vampires, Devils(G), Gith
18 +15% +4 +1 per .5 hours +3 Liche, Mind Flayers
19 +17% +5 +1 per .5 hours +4 Beholder, Grey Slaad
20 +20% +6 +2 per .5 hours +4 The Ancients

 

Table 8: Life Force

Score Talisman  / Necrotic & Invocation Mystical Adjustment Age  Adjustment Race
3-5 -3 Major Curse* Displacer Beast, Blink Dog,
6-8 -2 Minor Curse* Venerable Slaad, Lithids
9-11 -1 Prayer*, Curse* Old Gnome, Nubi, Elf , Kenku
12-14 Adult Human, Dwarf
15-16 +1 Bless, Aid*, Prayer* Young Half-Ork
17 +2 Minor Restoration Ork, Lisshe
18 +3 Negative Plane Protection* Taurentine, Vorgeel
19 +4 Major Restoration Skaven, Trolls
20 +5 Dragon, Formorian, Thri-kreen

* Indicates a temporary adjustment.

 

Table 9: Racial Adjustment Table

Race Attribute Bonus Attribute

Minus

Ability Adjustments
Human N/A N/A +25% to character rolls, +10% to non-treasure experience, -10% on Skill costs.
Dwarf, Hill +1 Con -1 Cha
Dwarf, Mt. +2 Con -1 Cha, -1 Wis
Dwarf, Deep +1Con, +1 Wis -2 Cha
Elf, Wood/High +1 Dex -1 Cha
Elf, Grey +1 Dex, +1 Int, +1 Cha -2 Con, -1 Str
Elf, Sea +1 Dex, +1 Cha -1 Wis, -1 Int
Elf, Droe +1 Dex, +1 Int, +1 Cha -2 Con, -1 Wis
Elf, Half
Gnome +1 Int, +1 Cha -2 Str
Gnome, Svirneblin +1 Int, +1 Dex -1 Str, -1 Wis
Kenku +2 Dex, +1 Int -2 Wis, -1 Str
Lisshe +1 Str, +1 Dex -1 Int, -1 Con
Ork +2 Str, +2 Con -2 Int, -2 Cha
Ork, Half +1 Str, +2 Con -1 Int, -2 Cha
Taurentine +1 Dex, +1 Wis -2 Str
Vorgeel +3 Str, +1 Wis -2 Dex, -2 Cha

Table 10: Class Restrictions

Race Class Restriction
Dwarf Magician, Mystic, Necromancer, Wizard, Sorcerer, Shaman
Elf Templar, Necromancer, Monk, Privateer, Shaman
Gnome Knight, Templar, Necromancer, Monk, Shaman
Half-Elf Shaman
Half-Ork Wizard, Mystic, Swordsman, Bard
Human None
Kenku Templar, Druid, Priest, Wizard
Lisshe Templar, Necromancer, Swordsman, Bard
Taurentine Knight, Swordsman, Necromancer, Sorcerer, Shaman
Vorgeel Knight, Templar, Monk, Mystic, Bard

 

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