Character creation
1. Roll Ability Scores
Roll in order 3d6 for each of your character’s ability scores: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma.
Sub-Par Characters
If you roll a character with very poor ability scores— an 8 or less in every score you may discard the character and start again.
2. Choose a Class/Race
Select one of the classes/races, bearing in mind the minimum ability score requirements of some classes.
3. Adjust Ability Scores
If you wish, you may raise the prime requisite(s) of your character by lowering other (non-prime requisite) ability scores. For every two points by which an ability score is reduced, one point may be added to a prime requisite. The following restrictions apply:
Only Strength, Intelligence, and Wisdom may be lowered in this way.
No score may be lowered below 9.
Thieves may not lower Strength.
4. Note Ability Score Modifiers
Now that your character’s ability scores are fixed, make a note of any associated bonuses or penalties.
5. Note Attack Values
The level progression chart for your character’s class/race lists your THAC0 score. This indicates your chance of hitting opponents in combat, as determined by the Attack Matrix by THAC0.
For quick reference, it is convenient to look up the values in the attack matrix row corresponding to your THAC0 and record them on your character sheet. 1st level characters have a THAC0 of 19.
6. Note Saving Throws and Class/Race Abilities
Record any special abilities possessed by your character as a result of their class/race, as well as your character’s saving throws. If your character has a spell book you may choose which spell they have.
7. Roll Hit Points
Determine your character’s hit points by rolling the die type appropriate to the chosen class/race. Modifiers for high or low Constitution apply. Your character always starts with at least 1 hit point, regardless of CON modifier. At first level roll three times and the best result is taken.
8. Choose Alignment
Decide whether your character is Lawful, Neutral, or Chaotic and note this on your character sheet.
9. Note Known Languages
Your character’s class/race determines their native languages. This always includes the common tongue and the character’s alignment language. Characters with high INT may also choose additional languages from the list of languages.
10. Buy Equipment
Your character starts play with 3d6 × 10 gold pieces. You may spend as much of this money as you wish to equip your character.
Remember: Your chosen class/race may restrict your use of some equipment (e.g. weapons and armour).
11. Note Armour Class
Your character’s Armour Class is determined by two factors:
Armour: The armour worn determines your character’s base AC.
Dexterity: See Ability Scores.
Unarmoured AC
If your character has no armour, their base AC is 9.
12. Note Level and XP
Your character begins play at 1st level with 0 XP.
13. Name Character
14. Roll 1d20, tell the result and I will tell you a rumour about Stonehell.
Finally, choose a name for your character. You are now ready for adventure!
This message was last edited by the GM at 17:38, Sat 14 Nov 2020.