We start to generate an elven warrior. The process is started by
rolling stats; elf starts with following modifiers:DEX +2, INT +1, WIS -1, CHA +2 We roll 6d6 for STR, and get 1,2,3,4,6,3, resulting as STR +0. Same is done for each other stat, with finals as DEX +3, CON -2, INT +3, WIS -1, CHA +2. For CON and INT, one modifier dice is rerolled (because they are at limits), resulting as CON -1 (roll 2) and INT still +3 (roll 6). Next we have 3 rerolls, starting with CON and getting +0 for it. For second reroll, we again try CON, gaining again +0. Last roll is yet tried to CON, gaining -1 this time, so we keep +0. Final stats are: STR +0, DEX +3, CON +0, INT +3, WIS -1, CHA +2 So we have a very clever and perceptive warrior base. Elves have as initial skills one language (elven), stealth and one general skill, which we pick as some common language. Base hit points are 4+CON, so they are 4. Destiny base for our elf is -3 (+4-7). Unless we start with previously earned experience, the elf base is now ready, and we can skip to starting equipment, background etc. Generating Levels For this example, we start to generate levels for our elf. For first level, we first roll for new hit points (HPs). We roll d8, d8 and d4+CON, selecting highest. Rolls are 1,3 and 1, and so the elf gains only 3 hit points more, totalling now 7. The GM rolls for extra destiny, and one destiny point is gained with d10 roll 3 or more. Now we select our first advancement, which is naturally warrior advancement for an elf warrior. Thus we gain 5 warrior and/or general skills, and 2 free picks. For these skills, we take melee (2 skills), marksmanship, weapon skill-1h swing, and load-fighting. For free picks, we take +1 CON and +2 hit points, going to 10 hit points. For second level, we first roll for HPs, rolling 3,3 and 2 (including that +1 for CON). Cursing our luck, we add 3 to hit points, totalling now 13. GM again rolls for additional destiny point against 3. For second advancement, we again take warrior advancement, and as skills, melee (2 skills), marksmanship, load-fighting, and weapon-skill, bows. For free picks, we again take +1 CON and +2 HP, totalling now in 16. For third level, we roll for 1,7 and 6 HPs, gaining 7 more. GM rolls agaisnt this 7 for additional destiny point. Our elf now has 23 HPs. |
Again we take a warrior advancement and melee and marksmanship skills,
and as new skills, dodge and first-aid. For free picks, we take +1 STR
and +2 hit points, totalling now 25.
Elf warrior at level 3 STR +1, DEX +3, CON +2, INT +3, WIS -1, CHA +2 Melee +3, marksmanship +3, load-fighting+1, dodge, first-aid, ws-1h swing, bows, stealth, elf, extra language. 25 HPs, AC 5 + armor Let's continue developing simple-minded warrior. For fourth level, we roll for 6 HPs more, and again select warrior advancement. We take melee, marksmanship, first-aid, stealth, and as free picks, +1 STR and +2 hit points (totalling now 35 HPs). For fifth level, we roll for 7 HPs, and still select warrior advancement, and take melee, marksmanship, 1h swing evaluation and riding (horse). For free picks, we take +2 HP, con and swimming. For sixth level, we roll extra 6 HPs, and select warrior advancement. We take melee, marksmanship, 2h swing weapons and one language more. For free picks we take +1 DEX, climbing and rope. Elf warrior at level 6 STR +2, DEX +4, CON +2, INT +3, WIS -1, CHA +2 Melee +6, marksmanship +6, load-fighting+1, dodge, first-aid+3, ws-1h swing, 2h-swing, bows, stealth+3, 1h swing evaluation, riding(horse), con, climbing, rope, elf, 2 extra languages 50 HPs, AC 3 + armor Equipment For initial equipment, we take plate mail, iron helm, long sword, normal shield, long bow, and various miscallenous items. Our items weight about 30 kgs (15+2+2+4+2+x). Elf has load-fighting levels at 24, 44 and 71, so our elf is burdened. AC: Elf has base AC 10, and our armor reduce it to 2. We gain 4 bonus from DEX, and 3 bonus from melee skill, but it is worsened by 1 because of our load, so the final AC is -4, -5 against melee attacks (-1 bonus from sword) When paralyzed, AC is 2. Combat: Our elf has +7 to-hit (+6 melee, DEX/2 = +2, -1 from load) in melee, and +8 to-hit with ranged attacks. Damage from long sword is d8+2, and with long bow, d10+2. |
In this example, we create a dwarf rogue priest - a thief, marksman
and healer. Stats Dwarf starts with CON +2, WIS +1 and CHA -1, other at +0. We roll 6d6 for each stat and gain STR +1, DEX +2, CON +2, INT +1, WIS +0, CHA -3. We must reroll one DEX '6' die and two CHA '1' dice, gaining finally DEX +1, CHA +1. As free rerolls, we reroll first WIS, gaining now +2. Then we reroll CON, gaining -1. We reroll it again, and gain +1. So we keep +2. Final stats are: STR +1, DEX +1, CON +2, INT +0, WIS +2, CHA +0. Hit points are 6 (4+2), destiny base -4. As initial skill, we take stealth. Advancements As first advance, we roll 8 HPs, and take warrior advancement. As advancement skills, we take marksmanship, melee (2 skills), ws-1h swing and dodge. For free picks, we take +1 CON and 1 faith level. We choose Old Brum as our deity, a typical good-willing dwarf deity. For second advancement, we roll 7 HPs, and take rogue advancement. We take stealth skill, and as free picks, faith level, marksmanship, read/write, bestiary (humanoids), religions and 3 general skills: stealth, sleight of hand and lock picking. For third advancement, we roll for 7 HPs, and take warrior advancement. We take marksmanship, weapon specialization - light crossbow, ws-2h swing, stealth and lock-picking as automatic skills. For free picks, we take +1 STR and faith level. Dwarf rogue priest at level 3 STR +2, DEX +1, CON +3, INT +1, WIS +2, CHA +0 Melee +1, marksmanship +3, load-fighting, dodge, miner, ws- 1h swing, 2h swing, read/write, bestiary (humanoids), religions, stealth+6, sleight of hand, lock-picking+3, specialization - lxbow, 1 language. 28 HPs, AC 7 + armor, 3 faith levels For fourth advance, we gain 6 HPs and take again rogue advancement, taking stealth, and as free picks, +1 DEX, faith level, marksmanship, healing, and 3 general skills: first-aid, lock-picking and sleight of hand. |
For fifth level, we gain 7 HPs and take rogue advancement with
swimming skill. As free picks, we take +1 WIS, faith level,
marksmanship, healing and 3 general skills: sleight of hand, climbing
and rope. For sixth level, we gain 6 HPs and take rogue advancement with estimate jewelry. For free picks, we take +1 WIS, faith level, marksmanship, load-fighting, and 3 general skills: estimate gems, first aid and new language. Dwarf rogue priest at level 6 STR +2, DEX +2, CON +3, INT +1, WIS +4, CHA +0 Melee +1, marksmanship +6, load-fighting+1, dodge, miner, ws- 1h swing, 2h swing, read/write, bestiary (humanoids), religions, stealth+9, sleight of hand+6, lock-picking+6, specialization - lxbow, first-aid+3, swimming, rope, estimate jewelery, estimate gems, 2 languages. 47 HPs, AC 6 + armor, 6 faith levels Equipment For initial equipment, we take studded leather, crossbow, warhammer and various miscallenous items. Our items weight about 10 kgs (5+4+2+x). Dwarf has load-fighting levels at 24, 44 and 71. AC: Dwarf has base AC 9, and our armor reduce it to 6. We gain 2 bonus from DEX, and 1 bonus from melee skill, so final AC is 3. When paralyzed, AC is 6. Combat: Our dwarf has +2 to-hit (+1 melee, DEX/2 = +1), +3 with warhammer, in melee, and +8 to-hit with ranged attacks, +11 with light cross-bow. Damage from warhammer is d8+2 and same with crossbow. Miracles: Our level 6 dwarf has powers equal to 6 faith levels. Very propably they are 6 healing touches each day, and some other powers. If we assume that Old Rum gives powers similar to general light deity, our dwarf can use six times per day healing, remove fear, detect evil, cure disease or cure blindness, and may turn undead at will. |
This time, we generate human mage. Stats Human starts with STR and CON +1, others at +0. We roll 6d6 for each stat and gain STR +0, DEX +1, CON +2, INT +0, WIS +0, CHA -2. We must reroll 1 CHA die, resulting in CHA -2 (again roll 1). As free rerolls, we reroll INT gaining +0 again. We reroll it yet again, gaining +1. For last reroll, we reroll CHA for -1. Final stats are: STR +0, DEX +1, CON +2, INT +1, WIS +0, CHA -1. Hit points are 6 (4+2), destiny base +2. As initial skill, we take additional language. Advancements As first advance, we roll 6 HPs, and take mage advancement. We gain 1 magic level, and 3 scholar skills: read/write, spellcraft and magic items. For free picks, we take +1 INT and skills riding (horse) and first-aid. For magic points, we roll 6 (d8), 3 (d8), 3 (d4+1) and 4 (d4), picking the 6. For second advancement, we roll 4 HPs, and take rogue advancement. We take stealth skill, and as free picks, magic level (2 picks), and skills melee, ws-2h swing, marksman. For magic points, we roll 5. For third advancement, we roll for 6 HPs, and take mage advancement. As skills, we take mathematics, spellcraft and legends. For free picks, we take +1 INT and skills runes and glyphs, bestiary (humanoids), bestiary (fantasy monsters). For magic points, we roll again 5. Human sorcerer at level 3 STR +0, DEX +1, CON +2, INT +3, WIS +0, CHA -1 Melee +1, marksman +1, read/write, stealth, ws-2h swing, spellcraft+3, runes and glyphs, bestiary (humanoids, fantasy monsters), riding (horse), first-aid, mathematics, legends. 22 HPs, AC 8 + armor, 3 magic levels, 16 MPs. For fourth advance, we gain 5 HPs and take rogue advancement, taking extra language, and as free picks, magic level, melee-skill and swimming, extra language, first aid. For magic points, 7. For fifth level, we gain 8 HPs and take mage advancement with religions, read/write and magic items. As free picks, we take +1 WIS and bestiary (giant humanoids, demons, undead). For magic points, we roll 6. For sixth level, we gain 7 HPs and take rogue advancement with climbing. For free picks, we take +1 DEX, magic level and melee. For magic points, we roll 8. |
Human sorcerer at level 6 STR +0, DEX +2, CON +2, INT +3, WIS +1, CHA -1 Melee +3, marksman +1, read/write+3, stealth, ws-2h swing, spellcraft+3, runes and glyphs, bestiary (humanoids, fantasy monsters, giant humanoids, demons, undead), riding (horse), first-aid+3, mathematics, magic itenes, religions, legends, swimming, 2 languages. 42 HPs, AC 6 + armor, 6 magic levels, 37 MPs. Equipment For initial equipment, we take leather armor, staff (we are not combat-oriented) and various miscallenous items (like a horse). Our items weight about 5 kgs (2+2+x). Human has load-fighting levels at 10, 20 and 30. AC: Human has base AC 10, and our armor reduce it to 8. We gain 2 bonus from DEX, and 2 bonus from melee skill, so final AC is 4. When paralyzed, AC is 8. Combat: Our sorcerer has +4 to-hit (+3 melee, DEX/2 = +1) in melee, and +2 to-hit with ranged attacks. Staff does d4+1 damage. Magic: We have d10+6 spells, becoming 7. Our luck, good reason to go wandering (new spells). Spells are determined by GM. Our safe power level is currently 9 (6+3, 3rd level spells), and base spell fail at 2% (armor). Spells: GM gives us a spellbook with spells Acid Arrow, Detect Evil, Dispel Magic and Static Illusion, and other with Fireball, Glyph of Warding and Cause Stupidity. We may try to learn any of these spells, but GM limits us to 2 tries per spell, at levels 4 and 6. Sorcerer has absolute limit of 16 spells learnt (3+1+6x2), and GM allows us to remember spells detect magic (2 weeks old), burning hands (2 weeks old), light (7 weeks old), reveal use (7 weeks old) and web (7 weeks old). We try to remember acid arrow, at level 4. We must succeed in INT test with -4 penalty (because spell level (2) is more than magic level/3 (4/3)). We fail and test it at level 6, this time with no penalty, and roll 9 + 10 for INT, succeeding. Similarly, we try to learn dispel magic, with penalties -8 and -4, gaining it at level 4! We also try fireball, with massive penalties -12 and -8, failing to gain it. |