Page 1 of 1
Character Generation
Posted: Fri Jun 07, 2024 9:17 pm
by dmw71
Ability Score Generation Method
Posted: Sun Jun 09, 2024 6:58 pm
by dmw71
Ability Score Generation Method
Please use the below macros to determine six scores (ranged 7-17). Results do
not need to be in order, despite their label. Feel free to arrange as desired:
STR: [_2d6+5]
DEX: [_2d6+5]
CON: [_2d6+5]
INT: [_2d6+5]
WIS: [_2d6+5]
CHA: [_2d6+5]
Family
Posted: Sun Jun 09, 2024 6:58 pm
by dmw71
Character Traits
Posted: Sun Jun 09, 2024 6:59 pm
by dmw71
Height & Weight
There are Height and Weight tables on pages 34-35 of the OSRIC rulebook.
Please either:
- Roll randomly using the provided tables, or
- Let the tables serve as a guide and choose an appropriate height and weight for your character.
The important thing are having those details noted on your character sheet.
Primary Hand
There is a 1% chance (00 on d100) chance that your character is
ambidextrous.
Otherwise, your character shares the same primary hand their player uses.
Please create a 'Primary Hand' note on the 'Notes' tab of your character sheet and capture this detail.
Languages
Posted: Sun Jun 09, 2024 7:00 pm
by dmw71
Languages Known
- All characters will be able to speak the common tongue.
- Additionally, all characters will know their alignment language plus any class-specific languages, as appropriate.
Beyond the above, both human
and demi-human characters are limited in the number of additional languages their character knows subject to their Intelligence score:
Language Fluency
Each known language (including the common tongue) will have a
fluency score.
This fluency score will be determined by an ability score: Intelligence, Wisdom, or Charisma.
Intelligence: Natural ability and intellect.
Wisdom: Study and observation.
Charisma: General interactions.
The character's:
- Relevant ability scores (INT, WIS, CHA) will be ranked, from highest to lowest.
- Known languages will be prioritized, from most fluent to least.
For your character's top three known languages, assign it the
value of one of your character's relevant ability scores.
For any known languages beyond three, the fluency score value will be the lowest relevant ability score minus two (-2).
Then minus two more (-4), etc...
Note: A known language can be stacked, or taken more than once, instead of selecting a new language. Each successive investment in a known language will improve its fluency score by 2 (e.g. 11+2 = 13).
Hit Points at 1st Level
Posted: Sun Jun 09, 2024 7:01 pm
by dmw71
[1d2+2]: Illusionist, Magic-User
[1d3+3]: Assassin, Thief
[1d4+4]: Cleric, Druid
[1d4+4]+[1d8]: Ranger
[1d5+5]: Fighter, Paladin
Starting Wealth
Posted: Sun Jun 09, 2024 7:02 pm
by dmw71
Starting Wealth
This will be by-the-book, but may be adjusted according by your characters' social class.
Starting Spells
Posted: Sun Jun 09, 2024 7:02 pm
by dmw71
Cleric and Druid
By the book, pages 11 and 13 respectively.
Page 12: "
Druids receive bonus spells for high wisdom, just as clerics do."
-- updated; 2024/06/12
- Note: Only the cleric has 'Bonus spells' due to wisdom listed under their class abilities; not druids. I am good with this. -- striken; 2024/06/12
Illusionist
Per the 'Spellcasting' rules on page 16:
- A beginning illusionist character will know four spells.
- Two spells should be chosen by the player from the list of first level spells, and
- The other two should be determined randomly from the list of first level spells.
Magic-User
Per the 'Spellcasting' rules on page 18:
- A beginning magic user character will know four spells.
- One of these will automatically be Read Magic.
- The second spell should be chosen by the player from the list of first level spells, and
- The last two should be determined randomly from the list of first level spells.