Creating Characters

  1. Roll ability scores and note attribute boni.
  2. Choose an ancestry and class, write down 15 for the saving throw and note down the class specific saving throw bonus. Then write down the maximum possible roll of your hit die for HP and other special abilities.
  3. Choose a starting gear option listed in class description, note down your armor class (10+ all armor boni and DEX modifier)
  4. Note down and roll additional starting gear in the equipment section.
  5. Name your character.

Digital dice roller

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

Attributes 9-12 have no modifier. Attributes 13 and up have a +1 modifier, attributes 8 an below have a -1 modifier.

Variation: As an alternative you can use the BX modifier ranges to make attributes matter more in-game. Attributes 9-12 have no modifier. Attributes 6-8 have a -1 modifier, 4-5 have a -2 and a 3 has a modifier of -3. Inversely, attributes of 13-15 have a +1 modifier, 16-17 have a +2 and 18 has a +3.

Character Ancestries

Humans - Their versatile nature allows them to switch the places of two ability scores at character creation.

Dwarves - Their trained eye finds 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.

Elves - Their keen senses 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.

Halflings - Their small size gives them a +2 AC bonus vs large foes.

Variation: for a more fairy tale flavor in your world use the following suggestions to re-flavor the above ancestries. Humanus (of Mankind), Luporum (of the Wolves), Strigum (of the Owls) and Murium (of the Mice).

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.