Character Creation

Apr 11, 2025 11:36 am
To create your character, roll 3d6 for every attribute (Str, Dex, Con, Int, Wis, Cha). If you do have a specific class in mind you'd like to play, feel free to switch the numbers around the attributes to better accommodate this..

Next up, decide your character's race. Remember that after applying any racial modifiers, you should meet that race's minimum and maximum scores (pg. 11) to continue, so feel free to try out various options as long as they comply. Do keep in mind this isn't "balanced" or "fair", humans intentionally have no requirements and elves intentionally have high requirements, so don't let this disappoint you early on.

Likewise, when selecting your character's class, make sure their race is eligible for it and that your (racially modified) attributes meet the requirements for that class (pg. 17). Again, certain classes are supposed to be easier or harder to get into, reflecting how common or special members of that class are.

At this stage, feel free to backtrack as needed and switch anything you need in the attribute spread/race/class setup, until you're happy with the final result. Remember that most classes have a Prime Requisite attribute that gives you a +10% XP bonus if you hit that benchmark.

Roll your hit dice for starting hit points (adjusted for Constitution) at level 1. Even if you get a 1, remember death occurs at -10 instead of 0 hit points, so you should still have a chance at survival. For levelling, I'll be using a house rule I stumbled upon recently: when going up a level, you re-roll all your new hit dice and only if the total increases your existing hit points, you get to adjust them accordingly. If you roll below or the same as your current pre-levelling HP, they go up by 1 (so that you at least get some benefit). Also, after hitting level 10, we'll play hp as written in the rulebook, so characters only get a flat number (no Constitution modifier) added to their hp.

We will be using Ascending instead of Descending AC. As such, use these formulas for conversion:
* 20 - THAC0 = Attack bonus to hit (so a lvl 1 Fighter with a THAC0 of 20 has a +0 bonus, but once they hit lvl2, their THAC0 of 19 gives them a +1 bonus to hit)
* 20 - Descending AC = Ascending Armor Class (so a descending AC of 4 is a 20-4=16 ascending AC. Negative numbers are added, so a descending AC of -4 would be a 20 - - 4 = 20 + 4 = 24 ascending AC)

Alignment: Any non-evil

Allocate Combat and Non Combat Skills. This should be fairly straightforward for anyone who isn't a Fighter-based class.

Roll for starting money and purchase starting equipment.
Apr 11, 2025 12:28 pm
https://i.imgur.com/hh55Hmp.png
Haranshire is one of the newest and most remote areas controlled by the Kingdom, founded only a century ago, when the lands were cleared of orcish and bugbear invaders. Nearly 100 years ago, Sarden Parlfray and a group of adventurers traveled to the land that would eventually become known as Haranshire. The group fought off many foul beasts, and greatly reduced the numbers of orcs in the valley, making way for the Kingdom to eventually expand into the valley. Sarden was named Duke by the king, and given the valley as a Duchy of the Kingdom. He named it Haranshire after Haran, one of his companions that fell to the orcs. Since then, three settlements have formed. Milborne is the most populous (approx. 600 residents), and is gateway to the duchy, while Harlaton (approx. 350 residents) serves as the farming center of the valley. The third, and current seat of the Parlfrey family, is Thurmaster (approx. 400 residents).

The Parlfray Family still controls most of the western half of the valley, while the Carman Family, controls most of the north and eastern portions of the valley, as the farmlands of Haranshire are de facto divided where the woods meet the Churnett river. More specifically, the Carman Family owns the mines north of Milborne and most of the farmsteads around Milborne and Harlaton, together with some properties in the town itself. They are charged, among other things, with maintaining a town militia for defense of Milborne. On the Eastern end, the Parlfray Family owns many of the farmsteads around Thurmaster and property within the village and also has an ancestral keep in the easternmost hills. They have a responsibility, likewise, for the defense of Thurmaster. Both families set taxes and tithes to maintain defenses, and for other expenses. Neither family is particularly unpopular among those who have to pay taxes to them, since their levies are not excessive. No standing militias are kept in either Milborne or Thurmaster. These are peaceable communities, and militias are raised as and when necessary. Nobody comes to Haranshire on purpose. It's seen as a backwater region by the rest of the Kingdom, with small communities and too far away from any major cities and offers little in regards to sightseeing or history. The Blanryde Hills do have a fair amount of gold, tin, and limestone, but most of the rights to mine it are held by the Carman family, who guard the rights jealously.

The most famous export from Haranshire is the red fruit from The Redwood, a delicacy for the rest of the kingdom, as it only grows in Haranshire. Most of the kingdom outside of Haranshire call it Haranfruit, while locals just call them Redwood apples. The resources of the valley are plentiful enough to give most of the residents a comfortable life, but not enough to export in excess. The woods of Lyrchwood and the Blessed Wood have good lumber, and of course the mines of the Blanryde Hills produce quantities of lead, copper, tin, and even some gold as well as a good amount of limestone. The Red fruit from The Redwood exports well when there's a surplus, but this isn't often. However, the so-called "Haranfruit" is a luxury export for the rest of the kingdom. The farmland in and around Harlaton serves as the primary source of sustenance for the entire valley, which is supplemented by sheep herders in the more open areas of the valley.

Characters should have some connection to the area, but the specifics are left to each individual player. PCs could be locals, they might have spent some time in Haranshire or just have a connection to one of the NPCs. The following is a list of NPCs that might provide such connections:

Travelling NPCs
Oleanne – Somewhat of a local legend, the "Wild Woman of the Woods" could be a mentor or acquaintance of Druid PCs.
Lafayer – A travelling priest who goes between the towns and the wider region, administering when he is needed. Could be a mentor or acquaintance of Cleric PCs.

Thurmaster NPCs
"Squire" Marlen
– Technically not a squire, though everyone calls him that (but not to his face), Marlen is a representative of and tax collector for the Parlfray family. He employs a regular force of 4 guards, so he might have employed a Fighter PC as a guard
Tauster – An old and rather powerful wizard. Could be a mentor or acquaintance of a Wizard PC.

Millborne NPCs
Capella
– The town's carpenter, working mainly on river boat repairs. Is also a well trained fighter and serves as executioner when needed. Could be a mentor or acquaintance of a Fighter PC.
Garyld – A ranger and retired adventurer. Serves as the town's constable and does some carpentry, which means he's quite friendly with Capella (rumors abound). Ideal for any Ranger PC.
Jelenneth – Daughter of the town miller and an apprentice wizard studying under Tauster. Too young for a mentor but could be a relative or aquaintance of a Wizard PC.
Old Grizzler – The town's resident crusty dwarf, who has worked in the local mines. Ideal for any dwarf PCs.
Thimpsen – Landlord of The Silver Crown, a working man's (especially miner's) pub and closest thing to a shady location in Millborne. He and his son Gergel could be linked to a Thief or Bard PC.
Semheis – A young priest, recently assigned to the temple in Millborne. Too young and low ranking to serve as a mentor but could be someone a Cleric PC knows.
Apr 11, 2025 1:30 pm
Let's get this show on the road!
At first glance a mage or a fighter, or I could swap the Int and Wis and make a pretty dang good cleric.

Though it would be a shame NOT to use these scores for a specialist. Ranger? Druid? Fighter/Illusionist?

Top consideration: Gnome Fighter/Illusionist
Str: 16, Dex: 16, Con: 13, Int: 16, Wis: 8, Cha: 5
Last edited April 11, 2025 3:51 pm

Rolls

Str,Dex,Con,Int,Wis,Cha - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (655) = 16

3d6 : (212) = 5

3d6 : (636) = 15

3d6 : (646) = 16

3d6 : (423) = 9

3d6 : (661) = 13

Spells - (3d4)

(212) = 5

HP - (d10, d4)

d10 : (9) = 9

d4 : (4) = 4

GP - (5d4)

(31233) = 12

Height (in) - (1d6+38)

(4) + 38 = 42

Weight (lbs) - (5d4+72)

(22441) + 72 = 85

Age - (3d12+60)

(1213) + 60 = 76

Apr 11, 2025 1:40 pm
Why are we here?
Because we're here... Roll the bones

Rolls

Str - (3d6)

(512) = 8

Dex - (3d6)

(265) = 13

Con - (3d6)

(245) = 11

Int - (3d6)

(242) = 8

Wis - (3d6)

(536) = 14

Cha - (3d6)

(133) = 7

Apr 11, 2025 1:56 pm
DarK_RaideR says:


Roll your hit dice for starting hit points (adjusted for Constitution) at level 1. Even if you get a 1, remember death occurs at -10 instead of 0 hit points, so you should still have a chance at survival. For levelling, I'll be using a house rule I stumbled upon recently: when going up a level, you re-roll all your new hit dice and only if the total increases your existing hit points, you get to adjust them accordingly. Also, after hitting level 10, we'll play hp as written in the rulebook, so characters only get a flat number (no Constitution modifier) added to their hp.
A quick note on this: We've used this for years (and really like it), though we have a rule that if you roll below or the same as your current pre-levelling HP, they go up by 1 (so that you at least get some benefit). I believe that's the standard for doing HP this way.
Apr 11, 2025 2:04 pm
Lemming23 says:
A quick note on this: We've used this for years (and really like it), though we have a rule that if you roll below or the same as your current pre-levelling HP, they go up by 1 (so that you at least get some benefit). I believe that's the standard for doing HP this way.
Oh yeah, absolutely. Forgot that bit, will edit the post to include this, thanks!

@cowleyc that's a great set of results, pretty much anything besides Paladin seems to be an option! Maybe wait and see how the rest of the group roll and then decide?
Apr 11, 2025 2:14 pm
With these stats, I'm considering a half-elf Cleric.

Quick question though, If I read the book correctly a priest would still need an Int score of at least 9 to be able to cast spells ?
Last edited April 11, 2025 2:24 pm
Apr 11, 2025 2:24 pm
Let's see what we end up with then...Looks like maybe a wizard. Will have to see what races play nicely with those stats too.
Last edited April 11, 2025 2:25 pm

Rolls

Str - (3d6)

(532) = 10

Dex - (3d6)

(462) = 12

Con - (3d6)

(635) = 14

Int - (3d6)

(456) = 15

Wis - (3d6)

(215) = 8

Cha - (3d6)

(366) = 15

Apr 11, 2025 2:40 pm
GeneralET says:
Quick question though, If I read the book correctly a priest would still need an Int score of at least 9 to be able to cast spells ?
Would you mind telling me what page you saw that in, so I can clarify?
Lemming23 says:
Let's see what we end up with then...Looks like maybe a wizard. Will have to see what races play nicely with those stats too.
Looks like a good Bard with that 15 Cha too, and you meet the Dex and Int requirements too. That's before even using the option to shuffle the numbers around.
Apr 11, 2025 2:55 pm
Let's see what I get:

Looks like I could be a cleric, druid or mage; if I did choose to be a mage, I'd probably switch my intelligence and charisma around.

EDIT: I think I'll be going for a human or half-elf druid.

EDIT 2: Human druid, attributes same as rolled.

Hanzel, Human Druid
STR: 8 DEX: 9 CON: 12 INT: 12 WIS: 16 CHA: 15
Male
Age: 18
Height: 70 inches
Weight: 170lb
Last edited April 11, 2025 5:41 pm

Rolls

Strength - (3d6)

(116) = 8

Dexterity - (3d6)

(324) = 9

Constitution - (3d6)

(336) = 12

Intelligence - (3d6)

(156) = 12

Wisdom - (3d6)

(655) = 16

Charisma - (3d6)

(564) = 15

HP - (1d8)

(7) = 7

Height, inches - (2d10+60)

(64) + 60 = 70

Weight, lb - (6d10+140)

(848631) + 140 = 170

Age - (1d4+15)

(3) + 15 = 18

Apr 11, 2025 3:14 pm
[ +- ] FG&G
This is a character sheet I had made when I first joined the site, and it doesn't reflect all of the new features I know of. It's quick and dirty, but it works.
Apr 11, 2025 3:25 pm
I believe I misread the Intelligence statistic (page 9) which indicates wizard max spell level is 0 with an Int score of 8.
The Priest Spells section in the Magic chapter and table 3.11 (somehow passed over it since it was located above the starting of the priest block) clarified things.
Apr 11, 2025 3:34 pm
DarK_RaideR says:


Looks like a good Bard with that 15 Cha too, and you meet the Dex and Int requirements too. That's before even using the option to shuffle the numbers around.
I'm considering an Elven Mage/Thief, so I could be back-up to the party's main mages and thieves or if anything happens to them (or if we don't have any, be the primary one), if I did so, then I'd swap that Cha for Dex.
Apr 11, 2025 3:39 pm
Thanx for invite.

WOW on the dice. 4 STR, 10 DEX, 9 CON, 18 INT, 11 WIS, 12 CHA
Last edited April 11, 2025 3:41 pm

Rolls

STR, DEX, CON, INT, WIS, CHA - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (112) = 4

3d6 : (145) = 10

3d6 : (513) = 9

3d6 : (666) = 18

3d6 : (155) = 11

3d6 : (336) = 12

Apr 11, 2025 3:40 pm
WanderOne says:
Thanx for invite.
Looks like someone rolled up a mage, with that Int and Str. :D
Apr 11, 2025 3:42 pm
That would be a 100% there on Mage. LOL. Dice have chosen.

Apologies @WanderOne I seem to have misclicked and accidentally rejected your submitted character. FIXED

Female Half-Elf Wizard
Ability Scores: 4 STR, 10 DEX, 9 CON, 18 INT, 11 WIS, 12 CHA
Height: 68"
Weight: 101#
Age: 18 Years Old
Max Age: 168 Years Old
HP: 4
Last edited April 11, 2025 5:07 pm

Rolls

Height Modifier, Weight Modifier - (2d6, 3d12)

2d6 : (64) = 10

3d12 : (763) = 16

Age Variable, Max Age - (1d6, 3d20)

1d6 : (3) = 3

3d20 : (151612) = 43

HP - (1d4)

(4) = 4

Apr 11, 2025 3:45 pm
Apologies @WanderOne I seem to have misclicked and accidentally rejected your submitted character.
Apr 11, 2025 4:33 pm
For those of us who have access to the Find Familiar spell, will we be able to start having already cast it? Or will we need to find the gold and cast in game?
Apr 11, 2025 4:48 pm
So we have a Gnome Fighter / Illusionist, and a Mage - what types of spells are you thinking of going for, WanderOne? That way I can try to go another route, giving us both an individual role in the party that doesn't step on each other's toes.

Looks like we're going to be pretty magic-heavy between us (Cleric, Druid, Fighter/Illusionist, Mage, Mage/Thief, which is cool. I'm planning on putting more points into Traps and Locks rather than Stealth, in case we end up with another thief.
Apr 11, 2025 5:02 pm
Height, weight etc.

How do you want me to do gold? Choose the best (like with saving throws etc), or roll both and halve?

Rolls

Height - (1d10)

(8) = 8

Weight - (3d10)

(938) = 20

HP - (1d4+1d6)

(2) + (3) = 5

Age - (5d6)

(26132) = 14

Max Age - (4d100)

(40975744) = 238

Spells - (3d4)

(112) = 4

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