mechaniccharacter-creation

Process

  1. Use 3d6 to roll each stat in order:
    1. Strength
    2. Dexterity
    3. Constitution
    4. Intelligence
    5. Wisdom
    6. Charisma
  2. If no stat is greater than 13, you have the option of re-rolling all stats.
  3. Choose one of the following:
    1. Begin with a luck token.
    2. Ignore the stat that has the highest value. From the remaining stats, you may choose one and swap its value with another non-maximal stat.
  4. Use 2d20 to roll for your Ancestry.
    1. Choose from one of the values you rolled.
    2. If you roll a 20, roll an extra 2d20.
  5. Roll 1d20. From the 2 Backgrounds tables (Standard and Alternate), choose from the rows that correspond to the number you rolled.
  6. Roll 1d4 for your Alignment.
  7. Choose your Class.
  8. Roll for your starting Hit Points value, as follows:
    1. Roll 1 of your Class’ Hit Points die
    2. Add your Constitution modifier.
    3. If the result less than 1, your HP is 1. Good luck out there.
  9. Choose a Deity to worship, or not. The latter is not an option if you are a Priest. Most people in this world hold reverence for the divine, but a cynical few do not.
  10. Determine your Title from your Class title table. This won’t be used in play, but is more to give you a sense for a vibe your character could take on.
  11. If you are a Class that may cast spells, choose number of spells available to you as a level 1 character.
  12. Roll on your Class talent table. Roll a second talent if you’re a Human.
  13. Choose for whatever other Class features require choices.
  14. Determine which Language(s) you speak, based on your Ancestry. Ignore the class-based language features.
  15. Buy some gear.
    1. You have 2d6 x 5 silver to spend.
    2. 1 gold = 10 silver = 100 copper.
    3. Wherever costs appear in the books, read gold (gp) as silver, silver (sp) as copper, and >1 copper (cp) as 1 copper.
    4. Gold is for kings. You are not a king.
    5. The Crawling Kit (Core p.36) is a useful set of items, but make sure you’ve also got something to wear and something to wield.
  16. Determine your AC. This is equal to 10 + your Dexterity modifier, possibly modified further by your Ancestry or Class.
  17. Give your character a Name! Check out the Argean naming guide for inspiration, but don’t feel bound by it. It’s your character!