Creating Characters

  1. Roll ability scores and note attribute boni.
  2. Choose an ancestry and class, note down saving throw and modifiers, the maximum possible roll of your hit die for HP and other special abilities.
  3. Choose starting gear listed in class description, note down armor class (adding armor and DEX modifier)
  4. Note down and roll additional starting gear in the equipment section.
  5. Name your character.

Digital dice roller

Character Generator

Ability Scores

Ability Scores are created by rolling 3d6 and assigning the results in the order below.

Strength – physical power. Your STR modifier adjusts your hit bonus for melee attacks. For the Strong it also modifies their damage rolls.

Dexterity – agility and quickness. Your DEX modifier adjusts your hit bonus for ranged attacks and it adjusts your character’s AC.

Constitution – endurance and vitality. The CON modifier adjusts your hit points for each hit die you roll for your character.

Intelligence – reasoning and memory. The Studious with INT 15+ receive an additional 1st level spell.

Wisdom – insight and perception. The Faithful with WIS 15+ receive an additional 1st level spell.

Charisma – force of personality. Modifies reaction rolls when first encountering intelligent monsters.

Attribute Bonus

The table below lists the modifiers that apply to the scores you just rolled.

Ability Score Modifier
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18 +3

Character Ancestries

Humanus Those of mankind. Their versatile nature allows them to switch the places of two ability scores at character creation.

Luporum Those of the wolves. Their keen senses find traps on a 4 in 6. They also have the chance to find such a trap on a 1 in 6 without searching for it.

Strigum Those of the owles. Their keen eyes find secret doors on a 4 in 6. They also have the chance to find such a door on a 1 in 6 without searching for it.

Murium Those of the mice. Their small size and wily ways grant them a +4 on saving throws against magic and a +1 to all ranged attacks.

Armor Class

Armor Class (AC) rates how difficult it is to hit someone. An unarmored person would have AC10, while one wearing chain armor would have AC14.

Advancement

Each time a character survives an adventure, they gain a story: write down the title of the adventure on your character sheet (or make one up). Characters gain a level once they have a number of stories equal to their current level.

As the characters advance, they improve their saving throws. It is 15 at level 1, then reduced by 1 per level gained, but never lower than 5.