[Campaign Rules Follow for this entire section.]
In order to play [1.25], players must first create their character. The player should develop the character concept, ideally working with the other players so that the group is balanced. A balanced group normally contains a single-classed fighter-type character and a cleric along with support classes such as a magic-user/illusionist and a thief or multi-classed character with aspects of the above. Once these are accounted for, another fighter-type or fighter-based multi-class is important and another cleric is always a welcome addition.
Unlike later versions, [1.25] expects a larger number of participants—whether more than four players or at least four players supported by NPCs. A typical group size is 6 to 8 individuals not including mounts, animal companions, familiars, or the like. Less experienced players (even if simply new new to the ruleset) commonly require more support in terms of number of individuals, especially at lower levels of play. Groups with fewer than six players should actively seek out NPC support.
The steps to player character creation will (roughly) follow the player character sheet. An example character is provided for reference and links to the various sections are included. If a PDF editor is available, players may use the editable character sheet which allows for simple text replacement (nothing auto-fills or auto-calculates). The images below follow the example character:
Character Concept. While the "by-the-book" method is to allow the dice to dictate the allowable character options, this campaign permits the player to choose the fundamental design of the character first and adjust the dice rolls to fit the desired outcome. Thus, if the player wanted to fill the group support role of a multi-class with fighting ability as well as magic-use, the player could choose to play a demi-human, specifically, an elf and that elf will be a fighter/magic-user. Any dice rolls (by any method, see below) will be adjusted to fit this concept.
Step 1. Character Basics (Name, Race, Gender, Alignment, Class, Age, Secondary Skill, and Languages)
Step 2. Roll Ability Scores and Adjust
Step 3. Record Character Defenses
Step 4. Record Attack Basics
Step 5. Record Special Abilities
Step 6. Determine Starting Wealth
Step 7. Purchase Equipment
Step 8. Record Armor Class, Movement, Encumbrance, and Weapon Attributes
Step 9. Record Description and Background of the Character.
Step 10. Determine Starting Spells
Humans can select only a single class but they have no level limitation and can (if using Method V below) roll more dice for their starting ability scores.
Demi-humans have special racial abilities, speak multiple languages, and may operate in more than one class at a time. Many have ability score adjustments. Most demi-human races can live much longer than humans. However, demi-humans have class level limitations depending upon race, class, and ability scores. This means their power will be limited once higher levels are achieved. Furthermore, if operating in multiple classes, any experience gained must be split between the classes chosen and this generally means such characters will gain levels more slowly. This all balances the fact that the combination of multiple classes and racial abilities make for a powerful starting character.
Base Move. Some races move slower than others, primarily due to size. Thus, anything slowing their movement will be even more pronounced. Movement is important, not only for travel, but for combat and evasion of pursuit.
Demi-human Racial Primer
Dwarf. A stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. They are strong and brave, but they also enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal, particularly gold. The sub-races of dwarf are mountain dwarves and hill dwarves.
Elf. Elves are a long-lived magical people of otherworldly grace, living in the world but not entirely part of it. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world. The sub-races of elf are Gray Elves (noble faeries), High Elves (the most common), and Wood Elves (or sylvan elves of the deep forests).
Gnome. Small cousins of the dwarves, gnomes are friendly but reticent, quick to help their friends but rarely seen by other races. Gnomes are most lively and full of humor—often on the black side or practical jokes. Gnomes love all sorts of precious stones.
Half-elf. Half-elves do not form a race unto themselves, but rather they can be found amongst both elvenkind and men. Half-elves are usually much like their elven parent in characteristics, although to somewhat lesser extent than a pure elf.
Halfling. Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. The sub-races of halfling are Hairfeet (cheerful folk), Tallfellows (elf-friends), Stouts (dwarf-friends), or Mixed (the most common).
Half-orc. Half-orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage, and combat prowess that they developed in the wilds. They are rude, crude, crass, and generally obnoxious. This does not mean that all half-orcs are horrid, only most of them.
Fighters. These characters can select a wide range of weapons, wear any type of armor, and at higher levels, strike multiple times per round in melee. They have better hit points and the best chance to hit foes with attacks. Fighter sub-classes are the Ranger, woodland scouts and special forces -type fighters, and the Paladin, a holy warrior of Law and Good.
Clerics. These characters are fighting-priests able to wear any type of armor and cast primarily defensive and curative-type spells. They can “turn undead” by presenting their holy symbol which causes such creatures to flee. Clerics are limited to blunt weapons that crush rather than cut. They have good overall saving throws and are second only to the fighter in attack ability. The Druid is a special sub-class of cleric that operates best in wilderness settings. Druids give up the clerical turning, most curative magic, and have more limited, nature-focused spells but they possess a range of abilities that make them very powerful in outdoor terrain.
Magic-users. The magic-user is the weakest, most vulnerable class at low levels with few hit points and limited combat ability. However, their spells are very powerful, able to turn a dangerous confrontation into a quick victory. Smart groups protect their magic-users while they gain power through levels and more spells. Illusionists are a sub-class of magic-user with specialized magic used to trick, confound and infiltrate.
Thieves. Thieves operate at lower levels as support characters with middling combat ability. At higher levels, they become masters of stealth and trap disablement. In addition to their array of thieving abilities, they also possess a back stab attack usable on the unwary that can help take down powerful foes more quickly. Assassins are a sub-class of thief specializing in murder for hire.
Monks. The monk is a special type of fighter with special attacks and access to limited thieving abilities. Their limitations regarding armor and weapons are offset by a wide array of special abilities gained over time and a special “open hand” fighting style that has the ability to stun or even immediately kill an opponent.
Barbarians and Bards. These classes must be declared during character creation but begin as a standard class. See Additional Classes. Note that ability score prerequisites for ANY of the Additional Classes are NOT considered during character creation. This means—if the prerequisites are not met via the rolls made during character creation, the character must somehow obtain increases during their career (or, in some cases, decreases) before being able to switch to the desired class (in addition to adhering to any other prerequisite required).
Use the above table to understand which races may take which class or multi-class combinations. A dash means the class or class-combination is not allowable. The numbers represent the maximum level attainable in the class by the race (thus a half-elf cleric/ranger can work their way up to a 5th level cleric and 6th level ranger and can progress no further). In certain circumstances, an additional level or two is available if the character has or obtains key high ability scores. (See Character Races.)
Step 2. Determine Ability Scores. Screen shot from the example character.
After the player’s selection of a class is approved, he or she rolls a number of six-sided dice for each ability score to be generated. The best three die rolls for each ability are added together to produce the base score. If the total of the three highest die rolls is below the minimum requirement for an ability in a certain class, then the player may raise the score to the minimum number required.
Scores rolled are according to each ability category, Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma.
Players may select from the following methods for the creation of a new 1st level character:
All scores are recorded and arranged in the order the player desires. 4d6 are rolled, and the lowest die (or one of the lower) is discarded. Once arranged, scores not meeting minimums for race or class are raised to meet the required minimum.
All scores are recorded and arranged as in Method I. 3d6 are rolled 12 times and the highest six scores are retained. Once arranged, scores not meeting minimums for race or class are raised to meet the required minimum.
Scores rolled are according to each ability category, in order, Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma. 3d6 are rolled 6 times for each ability, and the highest score in each category is retained for that category. Scores not meeting minimums for race or class are raised to meet the required minimum.
3d6 are rolled sufficient times to generate the six ability scores, in order, for 12 characters. The player then selects the single set of scores which he or she finds most desirable and these scores are noted on the character record sheet. Scores not meeting minimums for race or class are raised to meet the required minimum.
This method can only be used to create human player characters. It gives the player an opportunity to generate a character of a desired class (subject to the DM’s approval) and be assured that the ability scores for the character will meet the minimum requirements for the class in question. After the player’s selection of a class is approved, he or she rolls a certain number of six-sided dice for each ability score to be generated, as indicated on the following table. The best three die rolls for each ability are added together to produce the score. (For example, a fighter’s strength is determined by rolling 9d6 and keeping the three highest results.) If the total of the three highest die rolls is below the minimum requirement for an ability in a certain class, then the player takes the minimum number (e.g., 15 for a monk’s Strength) as the character’s ability score. Similarly, if a rolled score is greater than the maximum allowable (such as for a barbarian’s Wisdom), then the score is lowered to the maximum number.
Adjust the Base Ability Scores
Once the base ability scores are recorded, the values are further adjusted for race and age. As described above, a characters age must be determined by a roll of the dice (unless multi-classed). See Character Traits.
Adjustments in this table are NOT cumulative. (e.g. A mature character gains a +1 to both Strength and Constitution.)
* Note. Neither racial modifiers nor age will affect or grant Exceptional Strength, however any adjustment that achieves an 18 in Strength allows fighters (as well as sub-classes) to roll percentile (un-adjusted) for Exceptional Strength. In any case, racial minimums and maximums must be adhered to.
Racial Charisma Adjustments. Both scores should be recorded as the penalty is only when dealing with other races. See the Dwarf.
N.B. It will quickly become apparent that characters using one of the methods that allow ability score assignment can "game" the system in such a way as to select their lowest scores and place those to be automatically raised in order to meet minimums for race and class before assigning bonuses for race and age. Additionally, humans are given a very high likelihood of achieving exceptional starting ability scores using Method V, and even if a poor roll is made, the score can then be raised to the minimum necessary. This is all by intent. Player characters in this campaign are intended to be especially heroic (by necessity to survive) and players using an unfamiliar ruleset will be at a disadvantage at the start.
Step 3. Character Defenses. Record base saving throws, hit points, and immunities or resistances, and senses, including normal chances to surprise others or chance to be surprised by others.
Record base saving throws, hit points, and immunities or resistances, and senses, including normal chances to surprise others or chance to be surprised by others.
Saving Throws. Use the values found in the section detailing the specific character class. If multi-class, select the best value in each category.
Hit Points. 1st level player characters will begin the campaign with the maximum starting hit points. The value (1d4 to 1d10) is given in the specific character class description. Monks and rangers both gain two dice at first level. These characters may apply their Constitution bonus or penalty (if any) to EACH die (thus a single class ranger with an 18 Constitution will start the game with a whopping 24 hit points!). Multi-class will add the total for each class along with any Constitution bonuses for each die type and divide by the number of classes. Multi-class fighters with a high Constitution score could have DIFFERENT Constitution adjustments per class. (Thus, a multi-classed half-elven cleric/ranger with an 18 Constitution would have 17 hit points at the start: (1d8+2)+(2d8+8)/2.)
Immunities & Special Defenses. Use this section of the character sheet to record any immunities (such as a paladin's immunity to disease), resistances (such as an elf's resistance to sleep and charm), or saving throw bonuses (such as a dwarf's bonus versus poison and magic or a druid's bonus versus fire or lightning).
Senses. Use this section to note whether the character has infravision.
Surprise Others and Chance to be Surprised. Normally, these values will be 30% (or 1-3 on a d10), however, some races (like elves or halflings) will have a better chance to surprise others and some classes (notably, the ranger) grant a better than normal chance to be surprised.
Step 4. Attack Basics. Record the character's attack capability and weapon proficiency.
Record the character's attack capability and weapon proficiency.
THAC0. This is short-hand for a character's required roll to hit an armor class of "0" on their Attack Matrix (found in the section detailing the specific character class). i.e. "to-hit AC 0 = THAC0". At first level, this will be a 20. Whirlwind and Iterative (attacks) pertain to fighters (and their sub-classes), but at 1st level, these will be 1 and 0.
Weapon Proficiencies. Each class has the ability to start their career with training for the use of a weapon or weapons. The player must choose the weapons from the list in the class description called "Weapons Allowed". The number of (proficient/trained) weapons allowed is called "Initial Weapon Proficiencies". In addition to selecting the weapons, it is good to note the penalty for using a weapon untrained. This is called their "Non-proficiency Penalty". Weapon speed factor and Weapon type versus Armor Rating to-hit adjustments are both used, so it is important to be aware of these attributes. Speed factor is especially important based on how combat and melee is conducted. Access to a missile weapon is usually a good idea. Keep in mind weapon costs as well—it's unlikely many starting characters will be able to afford a longbow for example.
Note. In this campaign, some weapons allow a proficiency to cover several different types of the same weapon. In any case, for melee weapons that may also be thrown, proficiency applies to both functions.
N.B. While a lucern "hammer" has the word "hammer" in the title, it is not, in fact, a "hammer" as far as a cleric's weapon proficiencies are concerned. A lucern hammer is a type of pole arm that includes a hammer type head, but the weapon also includes non-crushing/bludgeoning parts like a spike and pick.
Step 5. Record Special Abilities. Carefully review the race and class descriptions and record any special abilities in the "Abilities" section of the character sheet.
Carefully review the race and class descriptions and record any special abilities in the "Abilities" section of the character sheet (located on the 2nd page). Update any Combat Modifiers (located on the 1st page of the character sheet, next to THAC0) based on the character's special abilities.
Starting wealth in gold pieces is determined by your character class. If single-classed, roll for starting wealth according to the table in the Equipment section. This money will be used to obtain equipment. If multi-classed, roll starting wealth for EACH class separately and then ADD these numbers together to determine starting gold.
Initial selection of equipment is important to the survival of the character during the beginning of his or her career. While armor, weapons, and adventuring equipment (particularly torches and a tinder box) are critical, it is important for characters to also obtain food and and a way to carry water. Items carried must be in a container (or noted as over the shoulder, etc.) and it's important to double-check the capacity of said container (backpack, pouch, etc.). Finally, and perhaps most importantly, you must trade off not only expense when deciding items to purchase and carry but also encumbrance. Becoming over-encumbered could leave the character at a severe disadvantage when combat ensues. General guidelines for equipment consideration:
Once all gear is purchased and encumbrance is noted, list these in the appropriate sections (worn items noted in the proper place and carried items written under the container they are carried in). Understand what item is in which container is important—especially when the inevitable saving throws for items arise. The more protected a valuable item is, the better, but then it is likely also difficult to get at quickly. Thus, glass items such as flasks of oil should be protected from falls or similar jostling, but still be relatively "on hand" to be used effectively.
Any monies left over after all purchases have been made can be listed in the Wealth section.
Record the armor class (along with any adjustments) and weapon attributes (including any adjustments) in the appropriate sections. Do the same for movement rate and encumbrance.
Determine the background of the character working with the DM. If the character has any familiars or companions, note these in the area given or repurpose the area for other notes or pictures (symbols, etc.). The blank area to the right of the character's name can be used for a picture of the character.
Use the section on Acquisition of Magic-user Spells or Acquisition of Illusionist Spells to determine starting spells listed in the spell caster's spell book. Then note the spell prepared for the start of play (this may be changed later on). Clerics or druids simply record the number of spells available each day (including any Wisdom adjustment) and then write down the prepared spell or spells from the list.
Magic-users and Illusionists must go through a lengthy procedure to determine "Known Spells" paying attention to the minimum number of spells known. This means, that, during their training, they will have "learned" a number of spells and possibly failed to learn a number of spells—none of which may actually be recorded in their spell book. This is normal and expected, however, the spells known and the spells "failed" must be recorded. The process is laid out below for ease of use.
Chance to Know. See Ability Scores, Intelligence, Chance to Know (a Spell). Each spell past those granted at the start must be checked. (See Minimum Spells below.)
Min # Spells. A magic-user must select up to this number of spells to know of each spell level. Any failure means they must select another spell until the minimum number known is reached. Knowing a spell is not the same as having the spell in a spell book. A magic-user will have trained and researched spells but obtaining them for memorization is another matter entirely. In the event a magic-user fails his or her chance to know against every spell on the list, they may re-roll this chance against selected spells (previously failed) until the minimum number of spells known is achieved.
Max # Spells. This number represents the maximum number of spells per level a magic-user can know.
Acquisition of Magic-user Spells at 1st Level
By way of training and mentorship, all magic-users start play with four spells written into their spell book. One of these is always the read magic spell. They must then roll to determine the other three spells. Based upon the campaign, the DM may allow the magic-user to select one or more of the spells (or the spell may be assigned). A magic-user will automatically know these spells (no rolling required).
Once these spells are designated, roll to determine the rest of the spells known from the 1st level list until the minimum number known is reached.
Note. Spells that start with the word “Wizard’s” must be found and can never be automatically known.
Acquisition of Illusionist Spells at 1st Level
This process is the same as given for the magic-user except that the read magic spell is not given nor is it a requirement. Illusionists use a special magical language that they alone may decipher.
Both magic-users and illusionists are required to record their spells into a spell book and this book is studied to place the spell into memory making available to cast.
Each level of spells requires a separate book.
A standard spell book costs 1,000 gold pieces for materials plus 100 additional gold pieces per spell level for each spell contained therein. The cost of a new magic-user’s or illusionist’s initial book or books is assumed to be borne by the new spell caster’s former master.
A standard spell book is approximately 16 inches in height, 12 inches wide, and 6 inches thick. The encumbrance weight is 450 g.p., although it is correct to assume that a volume will fit within an otherwise empty backpack or large sack.
“Traveling” spell books may be constructed which are more portable. See Magic, Spell Books.