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 |