Characters
Player Characters
- Game Statistics: Player characters are described, in game terms, by a set of statistics that define their abilities, strengths, and weaknesses in the game world.
- Creating a Character: To create a character, you’ll first need a character sheet—a sheet of paper on which to record all information about the new character.
- Ability Scores: A character’s score in each ability determines whether they have any bonuses or penalties associated with various actions in the game.
- Alignment: All beings, whether PCs, NPCs, or monsters, adhere to one of three philosophies or spheres of behavior, known as alignments.
- Languages: The native languages a player character speaks are determined by the character’s class.
Game Statistics
Player characters are described, in game terms, by a set of statistics that define their abilities, strengths, and weaknesses in the game world.
Ability Scores
The fundamental physical and mental strengths and weaknesses of the character. There are six ability scores: Strength (abbreviated STR), Intelligence (INT), Wisdom (WIS), Dexterity (DEX), Constitution (CON), and Charisma (CHA). A character is ranked in each ability score by 3–18 (3 being the worst score possible and 18 the best).
Class
An adventuring profession to which the character belongs. A character’s class defines their primary abilities (see Character Classes).
Background
A character may be human or one of several demihuman species, as well as choose a trade or training which informs whether proficiency applies to ability checks.
Level
Their experience level denotes the character’s experience as an adventurer. Characters typically start play at 1st level (the lowest level of adventurer) and can increase in level through successful adventuring. As a character goes up in level, they gain more powerful abilities, as defined by their class.
Experience Points (XP)
Accumulated experience points track the character’s advancement in the game. The referee awards experience points after a successful adventure. The character’s level increases when the character has accumulated a certain number of experience points. Each class specifies the number of experience points required to achieve each experience level.
Prime Requisite
The ability score (or scores) most important to the character’s class. The character’s score in these abilities can affect the rate at which the character accumulates experience points.
Alignment
The character (and every other creature in the game world) is aligned with one of three “teams” around which world conflict revolves: Law, Neutrality, or Chaos (see Alignment). This alignment determines how certain magic influences the character and should be used by the player as a guideline for role-playing the character.
Hit Points (hp)
The character’s ability to avoid dying. The character has a maximum hit point total and a current hit point total, which are tracked separately. When a character is harmed, their current hit point total is reduced. If this number reaches 0, the character is dead! Rest or healing can restore lost hit points (see Damage, Healing, and Death), but never above the character’s maximum hit point total (this is only increased when the character increases in level).
Hit Dice (HD)
The number of dice used to determine the character’s maximum hit point total. The character’s level determines the number of Hit Dice, and their class determines the type of dice rolled (i.e., d4, d6, d8). Some classes also grant a flat bonus to hit points at certain levels.
Armor Class (AC)
The character’s ability to avoid damage in combat. AC is determined by the character’s armor and their Dexterity score. Lower Armor Class scores are better, so bonuses decrease the character’s AC, and penalties increase it.
Attack Roll “to Hit AC 0” (THAC0)
Their class and level determine the character’s ability to hit foes in combat. The THAC0 score indicates which row of the attack matrix (see Combat Tables) to use when attacking. Lower THAC0 scores are better.
Saving Throw Values
The character’s ability to avoid specific dangerous or detrimental effects. There are five saving throw categories: death (or poison), wands, paralysis (or petrification), breath attacks, and spells (or magic rods or staves). The character’s saving throw values are determined by class and level (see Saving Throws).
Movement Rate
The speed at which the character can move when exploring, traveling, or during combat. Every character has a base movement rate and an encounter movement rate (noted in parentheses). The encounter movement rate is one-third of the base movement rate. The default movement rate for characters is 120’ (40’)—a base movement rate of 120’ and an encounter movement rate of 40’.
- Overland: The number of miles a character can travel in a day in the wilderness is determined by dividing their base movement rate by five.
- Exploration: When exploring unknown areas of a dungeon, characters can move their base movement rate in feet per turn (10 minutes)
Class Abilities
Finally, the character’s class denotes a set of special abilities that the character may use, including the ability to use certain types of armor and weapons and to speak one or more languages.
Creating a Character
To create a character, you’ll first need a character sheet—a sheet of paper on which to record all information about the new character.
A selection of different character sheet PDFs is available at necroticgnome.com. These may be downloaded and printed for use in your games.
1. Roll Ability Scores
Roll 3d6 in order of your character’s ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma (see Ability Scores).
Sub-Par Characters
If you roll a character with abysmal ability scores—for example, an 8 or less in every score or a meager rating in more than one ability—the referee may allow you to discard the character and start again.
2. Choose a Class
Select one of the classes available (see Character Classes).
3. Adjust Ability Scores
If you wish, you may raise your character’s prime requisite of your character by lowering other (non-prime requisite) ability scores. One point may be added to a prime requisite for every two points by which an ability score is reduced. No score may be lowered below 9.
4. Note Ability Score Modifiers
Now that your character’s ability scores are fixed, note any associated bonuses or penalties (see Ability Scores).
5. Note Attack Values
The level progression chart for your character’s class lists your THAC0 score. This indicates your chance of hitting opponents in combat, as determined by the Attack Matrix.
For quick reference, it is convenient to look up the values in the attack matrix row corresponding to the character’s THAC0 (determined by class and level) and record them on your character sheet. 1st level characters have a THAC0 of 19, resulting in the attack values below.
6. Note Saving Throws and Class Abilities
Record any special abilities possessed by your character as a result of their class, as well as your character’s saving throws. If your character has a spell book, ask your referee which spells are recorded. The referee may allow you to choose.
7. Roll Hit Points
Determine your character’s hit points by rolling the die type appropriate to the chosen class. Modifiers for high or low Constitution apply (see Ability Scores). Your character always starts with at least 1 hit point, regardless of the CON modifier.
Re-Rolling 1s and 2s (Optional Rule)
If your roll for hit points comes up 1 or 2 (before applying any CON modifier), the referee may allow you to re-roll. This is to increase the survivability of 1st-level PCs.
8. Choose Alignment
Decide whether your character is Lawful, Neutral, or Chaotic (see Alignment), and note this on your character sheet.
9. Note Known Languages
Your character’s native languages are listed in the class description. This includes the common tongue and the character’s alignment language—see Languages. Characters with high INT may also choose additional languages from the list available in the setting.
10. Buy Equipment
Your character starts play with 3d6 × 10 gold pieces (see Wealth). You may spend as much of this money as you wish to equip your character for adventure, consulting the equipment lists under Equipment & Services.
Remember: Your chosen class may restrict your use of some equipment (e.g., weapons and armor).
11. Note Armor Class
Two factors determine your character’s Armor Class:
- Armor: The armor worn determines your character’s base AC. See the equipment lists under Armor.
- Dexterity: A nimble character is more difficult to attack (see Dexterity under Ability Scores).
Unarmored AC
If your character has no armor, their base AC is 9.
12. Note Level and XP
Your character begins play at 1st level with 0 XP.
13. Choose Background
Select a human or demihuman species and past trade or training for your character, and note this on your character sheet. Ask your referee which species and trades are available in the setting.
14. Name Character
Finally, choose a name for your character. You are now ready for adventure!
Ability Scores
A character’s score in each ability determines whether they have any bonuses or penalties associated with various actions in the game. The tables below list the modifiers associated with each ability score, with the effects described below.
Strength (STR)
Brawn, muscle power, and physical might.
- Melee: This is applied to attack and damage rolls with melee weapons.
- Open doors: The chance of success with attempts to force open a stuck door (see Dungeon Adventuring).
STR | Melee | Open Doors |
---|---|---|
3 | -3 | 1-in-6 |
4–5 | -2 | 1-in-6 |
6–8 | -1 | 1-in-6 |
9–12 | None | 2-in-6 |
13–15 | +1 | 3-in-6 |
16–17 | +2 | 4-in-6 |
18 | +3 | 5-in-6 |
Intelligence (INT)
Learning, memory, and reasoning.
- Spoken languages: Denotes the number of languages the character can speak.
- Literacy: Indicates the character’s ability to read and write their native languages.
INT | Spoken Languages | Literacy |
---|---|---|
3 | Native (broken speech) | Illiterate |
4–5 | Native | Illiterate |
6–8 | Native | Basic |
9–12 | Native | Literate |
13–15 | Native + 1 additional | Literate |
16–17 | Native + 2 additional | Literate |
18 | Native + 3 additional | Literate |
Wisdom (WIS)
Insight, common sense, and intuition.
- Magic saves: Is applied to saving throws (see Saving Throws) versus magical effects. This does not typically include saves against breath attacks but may apply to any other saving throw category.
WIS | Magic Saves |
---|---|
3 | -3 |
4–5 | -2 |
6–8 | -1 |
9–12 | None |
13–15 | +1 |
16–17 | +2 |
18 | +3 |
Dexterity (DEX)
Agility, reflexes, speed, and balance.
- AC: Modifies the character’s AC (a bonus lowers AC, a penalty raises it).
- Missile: Applied to attack rolls (but not damage rolls) with ranged weapons.
- Initiative: Modifies the character’s initiative roll if the optional rule for individual initiative is used (see Combat).
DEX | AC | Missile | Initiative |
---|---|---|---|
3 | -3 | -3 | -2 |
4–5 | -2 | -2 | -1 |
6–8 | -1 | -1 | -1 |
9–12 | None | None | None |
13–15 | +1 | +1 | +1 |
16–17 | +2 | +2 | +1 |
18 | +3 | +3 | +2 |
Constitution (CON)
Health, stamina, and endurance.
- Hit points: Applies when rolling a character’s hit points (i.e., at 1st level and every time a level is gained thereafter). A character always gains at least 1 hit point per Hit Die, regardless of the CON modifier.
CON | Hit Points |
---|---|
3 | -3 |
4–5 | -2 |
6–8 | -1 |
9–12 | None |
13–15 | +1 |
16–17 | +2 |
18 | +3 |
Charisma (CHA)
Leadership potential, personal magnetism, and physical appearance.
- NPC reactions: Applies when hiring retainers and when interacting with monsters.
- Max # of retainers: Determines the number of retainers a character may have at any time.
- Retainer loyalty: Determines retainers’ loyalty to the character.
Retainers | |||
---|---|---|---|
CHA | NPC Reactions | Max # | Loyalty |
3 | -2 | 1 | 4 |
4–5 | -1 | 2 | 5 |
6–8 | -1 | 3 | 6 |
9–12 | None | 4 | 7 |
13–15 | +1 | 5 | 8 |
16–17 | +1 | 6 | 9 |
18 | +2 | 7 | 10 |
Prime Requisite
Each character class has one or more prime requisites—ability scores of particular importance to that class’ function. A character’s score in their prime requisites affects how quickly they gain XP.
- XP modifier: Applied to all XP awarded to characters with a single prime requisite. The modifiers for classes with multiple prime requisites are noted in the class description.
Prime Requisite | XP Modifier |
---|---|
3–5 | -20% |
6–8 | -10% |
9–12 | None |
13–15 | +5% |
16–18 | +10% |
Alignment
Alignments are cosmic principles that represent broad worldviews. All beings are categorized under three alignments: Law, Neutrality, or Chaos. These have the effect of grouping the world’s denizens into three teams. None of these teams are associated with good or evil: good and evil exist in all three.
Law: The belief in order, justice, and civilization as the natural order of the universe. They obey the rules of society and strive for fairness and justice.
Neutrality: Those unaffiliated with the who notion of “teams”. Neutral beings will cooperate with others as long as it is not to their detriment. They treat others as they are themselves treated and believe in living by their talents rather than relying on others.
Chaos: The belief that civilization and authority are weak and corrupt. They recognize strength over pieces of paper containing laws, and value honor over justice. They will casually break laws and act in the interest of individual and group survival.
Revealing Alignment
The player must inform the referee of their character’s alignment but does not have to tell other players.
Role-Playing Alignment
Players should consider the chosen alignment when determining their character’s actions. The referee may call the player’s attention to deeds against the chosen alignment and suggest that the character changes to an alignment better fitting their behavior. Deviation from alignment may also be penalized as the referee sees fit.
Languages
The native languages spoken by a player character are determined by the character’s class. These typically include the common tongue and an alignment language. Characters with high INT may learn additional languages (see Ability Scores).
The Common Tongue
The common tongue (sometimes simply called Common) is a language that is widespread among intelligent species. All player character races—as well as many monsters—are able to speak Common.
In some settings, the referee may rule that different cultures in the campaign world have different languages, in which case a particular language must be chosen instead of Common.
Alignment Languages
All intelligent beings know a secret, unwritten language of gestures, signs, and code words associated with their alignment. This secret language allows beings of the same alignment to communicate. Beings of another alignment will recognize when an alignment language is being used, but will not understand. It is not possible to learn another alignment language except by changing alignment, in which case the former language is forgotten.
Other Languages
Many demihuman and intelligent monster species have their own language, which player characters may be able to learn. The following languages are common and may be chosen by player characters with high Intelligence (at the referee’s discretion):
d20 | Language |
---|---|
1 | Bugbear |
2 | Doppelgänger |
3 | Dragon |
4 | Dwarvish |
5 | Elvish |
6 | Gargoyle |
7 | Gnoll |
8 | Gnomish |
9 | Goblin |
10 | Halfling |
11 | Harpy |
12 | Hobgoblin |
13 | Kobold |
14 | Lizard man |
15 | Medusa |
16 | Minotaur |
17 | Ogre |
18 | Orcish |
19 | Pixie |
20 | Human dialect |
Advancement
Experience
All characters who survive an adventure and return to safety gain experience points (XP) due to any treasure recovered or monsters defeated. Experience points are awarded by the referee (see Awarding XP).
Prime Requisite Modifiers
Characters with especially low or high scores in their class’ prime requisites receive a bonus or penalty for XP earned (see Ability Scores). These modifiers are applied to the total XP gained by each character following an adventure.
Level Up
When a character gains enough XP to reach the next experience level, the player should consult the description of the character’s class and note any improvements in saving throws, attack probabilities, spells per day, and other class abilities. If the character’s Hit Dice increases, a new Hit Die of the specified type should be rolled, adding the result to the character’s maximum hit point total.
Maximum XP in One Session
Characters can advance up to one level in one session. Any additional XP that would take a character two or more levels above their current level is lost, leaving the character at 1 XP below the total for the next level.
Level Titles
In some campaigns, characters gain the right to bear specific titles as they advance in level. Such titles may be granted by the guilds, colleges, or temples that PCs are associates of. Level titles often vary significantly between campaign worlds, but the following lists may be used as inspiration:
- Cleric: Acolyte, Adept, Priest(ess), Vicar, Curate, Elder, Bishop, Lama, Matriarch (Patriarch).
- Fighter: Veteran, Warrior, Swordmaster, Hero, Swashbuckler, Myrmidon, Champion, Superhero, Lord (Lady).
- Magic-user: Medium, Seer, Conjurer, Magician, Enchanter (Enchantress), Warlock (Witch), Sorcerer (Sorceress), Necromancer, Wizard.
Wealth
See Wealth.
Hirelings
See Hirelings.