Character Creation

Before beginning character creation it is recommended that you read the section on the The Krugholm Archipelago. After that you can return here to begin putting the proverbial flesh to your character idea.

Character Sheets
There are so many options for character sheets I thought I’d provide links to a couple of my favorites:

From Mad Irishman Productions:

From Dragonsfoot:

From Usherwood Adventures:

A character’s basic attributes are represented in the game by six “ability scores.” These abilities are Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), and Charisma (Cha). The first three represent the character’s physical qualities, and the second three his or her mental ones. Each of these abilities is represented by a number from 3-18, the higher the better.

To determine your character’s ability scores roll 4d6, ignore the lowest die, and sum the highest three. (e.g. I rolled a 4, 5, 6, and 3. I would ignore the 3 and sum up 4+5+6 giving me a total of 15.) Repeat this process seven times. Take the highest six rolls and arrange them as desired on your character sheet.

This will net you much higher ability scores than the average Joe. While your character may not have a class yet, and may be level 0, he or she will still be an uncommonly adept member his/her chosen race.

Character Race
Your character can belong to any of the following races:

Humans are the most common race in the Krugholm Archipelago, but there are also seagoing elves, half-elves, and half-orcs in the region, as well as dwarf and gnome craftsmen and halfling merchants ashore.

A note about playing other races in the game: OSRIC/AD&D (1E) game is decidedly humanocentric with demi-humans, semi-humans, and humanoids orbiting around the sun of humanity. The various non-human races are just that…non-human. Not only are they different from humans mechanically (infravision, magic resistance, multi-classing, etc) but their psychology is very different as well. As you select your race keep in mind the type of character and character class you think you might want your character to become. Many races have restrictions when it comes to class option. They are also frequently limited in the level they can attain in any given class. The reasons for this in the Destiny of Kings campaign is highlight the “otherness” of demi-human characters. If you decide to play a race other than human, please read that races section in the Wiki and play your character accordingly.

Character Class
You do not choose a character class at this time. As mentioned, your character’s actions and preferences in the course of the adventure will determine what class he or she becomes.

Since you were allowed to assign your rolled scores to the abilities you wanted, you could easily have arranged them with a particular character class in mind. For example, you might have put your two high scores in Strength and Constitution, hoping to be a superior fighter.

Well, think about that again. You might be blocking yourself off from some entertaining options in the adventure. Why not assign those high scores to Strength and Dexterity, so your character can become a nimble fighter or a powerful thief, or perhaps an assassin? Why not put them into Strength and Wisdom in order to let you choose between crafty fighter and militant cleric? Don’t limit your options; leave yourself room to explore them.

Do not choose your character alignment yet. Your character is neutral for the time being. In the course of the adventure, the Dungeon Master will watch how your character acts and behaves, compare that with your preference at the time your character achieves 1st level, and assign you an alignment based on those factors. If you’’ve already decided you wish to have, for example, a chaotic good character, then you should conduct your character in that manner in the course of the adventure until it becomes finalized when he takes his 1st level.

For a complete discussion and description of Alignments (including Alignment Language) head on over the Alignment Page.

Hit Points
Roll 1d6 three times and take the best roll as your hit points score.

Tha-wha? Exactly. While not strictly an OSRIC/AD&D 1st Ed rule, I think it was a good idea, so I’m using it. But what is it? THAC0 stands for “To Hit an Armor Class of 0”. For those of you familiar with D&D 3.x and it’s d20 derivatives (such as Pathfinder), prior to 3rd iteration of the game, Armor Class (AC) improved in descending order. Thus an AC of 1 was superior to an AC of 5. It may sound backwards to you now, but it made a lot of sense to us back then. Your character’s THAC0 then is the target number your character would have to roll to hit an opponent with an AC of 0. To figure out the target number for any given opponent then, you subtract its AC from your THAC0. E.g. Your character has a THAC0 of 20 and is attacking an Orc with an AC of 5. Subtracting the AC (5) from your THAC0 (20) gives you a target of 15.

All players start with a THAC0 of 20.

Your character speaks the common tongue. If he is of a Demi-human race, he (naturally) also speaks the languages common to that race as described under each Race description in the Player’s Handbook (or OSRIC rule book).

Your character will not learn his alignment tongue until long after the adventure is over. He’’ll know which language it will be once his alignment is fixed, when he becomes a 1st level character, but won’’t actually learn the language in the course of the adventure.

While your character might be bright enough to learn additional languages (see the appropriate notes under Intelligence in the “Abilities” section of the P1ayers Handbook), he doesn’’t know them yet.

Secondary Skills
While possession of a secondary skill won’’t necessarily help you in the adventure’s course, it certainly can’’t hurt. Also, it provides you with some insight into your character’’s background (or at least his current occupation). And, who knows? Clever use of a secondary skill might get you out of trouble or save your character’’s life in the adventure.

To determine your character’s secondary skill, refer to the Non-Professional Skills page and either roll or choose one.

Weapon Proficiencies
Zero-level characters all know how to use one weapon. Each player can choose his/her character’s starting weapon proficiency from the following: dagger, quarterstaff, or club.

Money and Equipment
For reasons that will be clear soon, you don’t need to set your character up with any money or equipment. The Dungeon Master will explain the situation to you when everyone is ready to begin.

Finishing Up
To finish off your character sheet, note on it that your character has -500 (that’s negative five hundred) experience points. (Once your character acquires enough experience to reach 0, he’’ll become a 1st level character and have to choose alignment and class.)

Your character, once you give him a name, is complete. It’s time to start the show.

Main Wiki Page

Character Creation

Destiny of Kings Haronniin