When generating a character, start with your concept of that character—how does he or she appear in your mind? Do you want a character who goes toe-to-toe with terrible monsters, matching sword and shield against claws and fangs? Or do you want a mystical spell-caster who draws powers from mythic sources? Nearly anything is possible in fantasy role playing games, so make your character something fantastic!
Once you have a general concept worked out, use the following steps to bring your idea to life. Record the resulting information and statistics on your character sheet, which can be found at the back of the player’s guide book and photocopied or downloaded from Cailore.com.
Step 1—Determine Ability Scores: Start by generating your character’s ability scores. These six scores determine your character’s most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities.
Step 2—Pick Your Race: Next, pick your character’s race, noting any modifiers to your ability scores and any other racial traits (see Races). There are seven basic races to choose from, although your Lore Master might have others to add to the list. Each race lists the languages your character automatically knows, as well as some bonus languages. A character knows a number of additional bonus languages equal to his or her Intelligence modifier.
Step 3—Pick Your Class: A character’s class represents a profession, such as fighter or wizard. If this is a new character, he starts at 1st level in his chosen class. As he gains experience points (XP) for defeating monsters, he goes up in level, granting him new powers and abilities.
Step 4—Pick Skills and Select Feats: Determine the number of skill ranks possessed by your character, based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans). Then spend these ranks on skills, but remember that you cannot have more ranks than your level+3 in any one skill. After skills, determine how many feats your character receives, based on his class and level, and select them from those presented in Feats.
Step 5—Buy Equipment: Each new character begins the game with an amount of gold, based on his class, which can be spent on a wide range of equipment and gear, from chainmail armor to leather backpacks. This gear helps your character survive while adventuring. Generally speaking, you cannot use this starting money to buy magic items without the consent of your Lore Master.
Step 6—Finishing Details: Finally, you need to determine all of a character’s details, including his starting hit points (hp), Armor Class (AC), saving throws, initiative modifier, and attack values. All of these numbers are determined by the decisions made in previous steps. Aside from these, you need to decide on your character’s name, alignment, and physical appearance. It is best to jot down a few personality traits as well, to help you play the character during the game.
Generating Ability Scores
There are several different methods used to generate ability scores. Each of these methods gives a different level of flexibility and randomness to character generation.
Racial modifiers (adjustments made to your ability scores due to your character’s race—see Races) are applied after the scores are generated.
Standard: Roll 4d6, discard the lowest die result, and add the three remaining results together. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit. This method is less random than Classic and tends to create characters with above-average ability scores. If a player rolls four sixes for an ability score, allow them to record a 19, a truly exceptional score.
Classic: Roll 3d6 and add the dice together. Record this total and repeat the process until you generate six numbers. Assign these results to your ability scores as you see fit. This method is quite random, and some characters will have clearly superior abilities, and others truly dismal. This randomness can be taken one step further, with the totals applied to specific ability scores in the order they are rolled. Characters generated using this method are difficult to fit predetermined concepts, as their scores might not support given classes or personalities, and instead are best designed around their ability scores.
Heroic: Roll 2d6 and add 6 to the sum of the dice. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit. This is less random than the Standard method and generates characters with mostly above-average scores.
Dice Pool: Each character has a pool of 24d6 to assign to his statistics. Before the dice are rolled, the player selects the number of dice to roll for each score, with a minimum of 3d6 for each ability. Once the dice have been assigned, the player rolls each group and totals the result of the three highest dice. For more high-powered games, the Lore Master should increase the total number of dice to 28. This method generates characters of a similar power to the standard method.
|Campaign Type||Points||Campaign Type||Points|
|Low Fantasy||10||Epic Fantasy||25|
|Standard Fantasy||15||Power Mad||30|
|High Fantasy||20||Scions of the Gods||35|
Point Purchase: Each character receives points to spend on increasing his basic attributes. In this method, all attributes start at a base of 10. A character can increase an individual score by spending some of his points. Likewise, he can gain more points to spend on other scores by decreasing one or more of his ability scores. No score can be reduced below 7 or raised above 18 using this method. See Table: Ability Score Costs for the costs of each score. After all the points are spent, apply any racial modifiers the character might have.
The number of points you have to spend using the purchase method depends on the type of campaign you are playing. The standard value for a character is 15 points. Average Non-Player characters (NPCs) are typically built using as few as 3 points. See Table: Ability Score Points for the number of possible point values depending on the style of campaign. The purchase method emphasizes player choice and creates equally balanced characters. This system is typically used for organized play events
Each ability, after changes made because of race, has a modifier ranging from –5 to +5. Table: Ability Modifiers and Bonus Spells shows the modifier for each score. The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that are not die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty. The table also shows bonus spells, which you’ll need to know about if your character is a spellcaster.
You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see Table: Random Starting Ages). Your character’s minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character’s race and class on Table: Random Starting Ages.
Alternatively, refer to Table: Random Starting Ages and roll dice to determine how old your character is.
|Table: Random Starting Ages|
With age, a character’s physical ability scores decrease and his or her mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.
When a character reaches venerable age, secretly roll his or her maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated in the Maximum Age column on that table and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year.
The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.
|Table: Aging Effects|
|Human||35 years||53 years||70 years||+2d20 years|
|Dwarf||125 years||188 years||250 years||+2d% years|
|Elf||175 years||263 years||350 years||+4d% years|
|Gnome||100 years||150 years||200 years||+3d% years|
|Half-elf||62 years||93 years||125 years||+3d20 years|
|Half-orc||30 years||45 years||60 years||+2d10 years|
|Miloi||50 years||75 years||100 years||+5d20 years|
1 At middle age, –1 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
2 At old age, –2 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
3 At venerable age, –3 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
|Table: Random Height and Weight|
|Race||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Human, male||4´ 10˝||+2d10||120 lb.||× (2d4) lb.|
|Human, female||4´ 5˝||+2d10||85 lb.||× (2d4) lb.|
|Dwarf, male||3´ 9˝||+2d4||130 lb.||× (2d6) lb.|
|Dwarf, female||3´ 7˝||+2d4||100 lb.||× (2d6) lb.|
|Elf, high||5´ 6˝||+3d4||90 lb.||× (1d6) lb.|
|Elf, sylvan||4´ 4˝||+2d8||65 lb.||× (1d6) lb.|
|Gnome, male||3´ 0˝||+2d4||40 lb.||× 1 lb.|
|Gnome, female||2´ 10˝||+2d4||35 lb.||× 1 lb.|
|Half-elf, male||4´ 7˝||+2d8||100 lb.||× (2d4) lb.|
|Half-elf, female||4´ 5˝||+2d8||80 lb.||× (2d4) lb.|
|Half-orc, male||4´ 10˝||+2d12||150 lb.||× (2d6) lb.|
|Half-orc, female||4´ 5˝||+2d12||110 lb.||× (2d6) lb.|
|Miloi, male||2´ 8˝||+2d4||30 lb.||× 1 lb.|
|Miloi, female||2´ 6˝||+2d4||25 lb.||× 1 lb.|
Height and Weight
The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight.