Character Creation Guide

Jun 14, 2023 4:23 am
This link will take you to the Old School Essentials SRD where you can see all the rules.
https://oldschoolessentials.necroticgnome.com/srd/index.php/Main_Page

There is a character sheet here:
[ +- ] OSE Character Sheet
Step 1: Generate Ability Scores

Roll 3d6 for each attribute, then arrange them in any order. Do this in the character creation rolls thread.

If your ability scores are exceedingly low I may offer you a reroll. Do not ask for this.
Step 2: Choose a Class

Allowed classes are:
• Cleric
• Fighter
• Thief
• Rune-smith (as Magic-User)
• Delver (as Dwarf)
• Scout (as Halfling)

Note that some classes have minimum ability scores.

Although all Player Characters are narratively Dwarves, they do not automatically get the special abilities from the Dwarf class - those rules only apply to those PCs that choose Delver as their class.

Characters start with 6,000 experience points. The level progression chart in the rules for each class will tell you which level this gets you to. It will also tell you the attack bonus and saving throw values for your character sheet.

Some classes have special House Rules. See post below for details.
Step 3: Roll Hit-Points

Characters automatically get the maximum roll for their first level hit die. Hit points for all levels beyond the first must be rolled. Do this in the character creation rolls thread.
Step 4: Choose Alignment

Please select an alignment from Lawful, Neutral, or Chaotic. Please note that you are not choosing from the Good or Evil axis, only Lawful to Chaotic. Note: an alignment is not a complete personality!
Step 5: Choose Background or Archetype

This is to add some flavour to your character. Come up with a background (e.g. "Smith") or archetype (e.g. "War-Priest") for your character. These have no mechanical bonuses or special abilities, but help fill in some of the spaces between the rules, and influence how NPCs see your character.
Step 6: Purchase Equipment

Characters begin with 3d6 x 10 gp. Roll this in the character creation rolls thread.

When purchasing weapons or armor, be aware that some character classes have restrictions. We are going to spend a lot of time underground, so a light source is recommended! And all characters will want food to eat.
Step 7: Calculate AC

We will be using Ascending Armour Class in this game.
Step 8: Languages

Characters begin knowing Common, Dwarven, and their Alignment language, plus any additional languages listed in their class rules. Characters with high Intelligence may know additional languages.
Step 9: Calculate Weight and Movement

We will be using the Basic Encumbrance rule. Base movement is determined by your character's armour type, and whether or not they are carrying a large load of treasure.
Leather armour counts as light armour, chainmail and plate mail count as heavy armour.
Step 10: Introduce your character in the Character Introductions thread.

Once you have completed your character, share a brief description, along with any character art, in the Character Introductions thread.
Jun 14, 2023 4:25 am
Class Special rules:


Fighter

Mighty Deeds
-When a natural 20 is rolled on an attack roll, the attack may have an additional effect (player's choice, subject to DM approval).
E.g. disarm target, knock target back 5 feet, etc.
Thief

Preparedness
A thief may add a single non-magical, non-unique item to their inventory at any point in the adventure. This is a one-use ability. An explanation or brief flash-back scene is required to describe how the thief acquired the item, or knew it would it be useful.
Rune-smith

Starting spells
Rune-smiths have a 5%-per-point-of-Intelligence chance to Know Spells. They roll once against each spell of castable level to see if they know it.

E.g. Gandalf, a third-level wizard, has 12 Intelligence. His chance to Know Spells is 60%. He rolls a d100 for each spell in the Level 1 and Level 2 spells list. On a score of 60 or below, he knows that spell.

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