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Creating a character:

Step 1: Roll ability scores, 3d6


In order, populate STR, INT, WIS, DEX, CON, CHA
If your scores suck, let the DM know
If they’re bad enough, you can throw them out
And start over

Step 2: Choose a class, if you have a high prime requisite you


probably want that class
Name (Prime Requisite)
Cleric (WIS)
Dwarf (STR)
Elf (INT and STR)
Fighter (STR)
Halfling (DEX and STR)
Magic-User (INT)
Thief (DEX)

Step 3: Adjust Ability Scores


Raise the prime requisite of your character by lowering STR, INT, and/or WIS
Need to lower the same score by 2 to raise prime requisite by 1
No score may be lowered < 9
Some classes have additional restrictions, review your class info

Step 4: Add modifiers to ability scores and elsewhere on the page


Use parenthesis (Core Rules, pg. 15, Handouts, Endpages, etc.)
Example:
STR 13 (+1); 3-in-6 Change to Open Doors
Bonus damage
INT 9 (0); Checkmark “Literate”
WIS 7 (-1)
DEX 15 (+1); Don’t worry about Initiative
Note unarmored AC
CON 10 (0)
CHA 11 (0); Note Reaction roll mod
If applicable add XP modifier from Prime
Requisite
Step 5: THAC0
Fill in your THAC0 score, the value for level 1 PCs are listed below:
10 11 12 13 14 15 16 17 18 19
1s always miss, 20s always hit

Step 6: Note class abilities and saving throws


Listed on your class’s page, write these down now
If you have access to magic, you can hold onto those books and look at
spells you might want
Pay special attention to abilities if you’re a Thief

Step 7: Roll HP
Just go ahead and take max HP for 1st level, don’t forget your
CON mod. Next levels all are roll once and keep it
You gain a min of 1HP per level up

Step 8: Choose Alignment

Step 9: Add languages


Note your alignment language, class languages, and any additional based on INT mod

Step 10: Buy equipment


Roll [3d6]x10 for starting gold, outfit your character with stuff from the book
Note some classes can’t use all equipment. Clerics and bladed weapons, for example

Step 11: Note AC


Take into effect your DEX mod
Remember, additions (+1) actually DECREASE your AC. If you had 3AC and a +1 DEX
mod you’d have 2AC

Step 12: Note encumbrance


We’re using detailed encumbrance, so fill out accordingly after adding up your
equipment weight
Note your movement scores
Ex = Movement Rate
feet/Turn or 10 minutes
En = Encounter Rate
feet/Round or 10 seconds
Combat movement
Number in parenthesis
Ov = Overland Travel
Ex/5 = Ov
Ov measured in miles/day

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