Character Creation

How to roll up a character in ACKSBERRON. See Classes for the class list, Proficiencies for how proficiencies work, and Magic and Spells for repertoires and spellcasting.

This page is still in progress.

AttributeModifierXP Bonus
3-3
4-5-2
6-8-1
9-120
13-15+1+5%
16-17+2+10%
18+3+15%
  1. Review the core classes on the handout, as well any other basic classes you might be interested in.

    1. There are some advanced classes as well, on a separate handout. The advanced classes are more experimental, and thus may be subject to change during play, so be aware of that before choosing one.
  2. Roll your attributes:

    1. First, choose one attribute where your character is excellent. For this attribute, roll 5d6 and add up the highest 3 dice. If this total is less than 13, use a 13 instead.

    2. Second, choose two attributes where your character is good. For each of these attributes, roll 4d6 and add up the highest 3 dice. If this total is less than 9, use a 9 instead.

    3. Third, for each other attribute, in order, roll 3d6 and add them all together to determine that attribute.

    4. For each of your attributes, note the attribute modifier from the table. This is the bonus or penalty that will be applied on certain rolls and throws related to that attribute.

    5. Finally, check for playability. If the sum of all your modifiers is negative, you may start over and roll all of the attributes again. If the sum of only your positive modifiers is less than 3, roll one additional d6 and add it to an attribute of your choice (capped at 18)

  3. Using your attributes as a guide, choose a character class. All classes have at least one Prime Requisite, which must be at least 9, and some classes have additional attribute requirements. Note that in ACKS, a character’s race/species is part of their class; you will not separately choose a race and class. Characters with high scores in all of their Prime Requisites earn bonus XP.

  4. Your character starts with 0 XP. From the class binder, look up how much XP your character needs to reach 2nd level and note that on your character sheet. Note bonus to XP based on your Prime Requisite score (in the case of multiple Prime Requisites, use the lowest to determine your XP bonus).

  5. Roll your starting hp based on your class’s hit die. If the die roll at 1st level is less than 4, treat it as if you rolled a 4. Apply your Constitution modifier to the roll, then record your hit points on the character sheet.

  6. Find the appropriate template table for your class in the binder. Roll 3d6 to determine your starting template. If you do not like the template you rolled, you can choose from any lower roll, but not a higher roll.

  7. Note the starting proficiencies, equipment, starting wealth, and spells from your template.

    1. Note your character’s encumbrance in stone based on your chosen template’s gear.

    2. Determine your character’s AC with and without armor and shield.

    3. Determine your character’s attack bonuses and damage with each weapon in their template.

    4. If your intellect is higher than average for your class, choose additional general proficiencies.

  8. Note any other class powers and proficiencies for your chosen class, including bonus languages.

    1. If your intellect is higher than average, you may choose additional languages now or during play. All characters speak Common; other languages of note include Caernathi, Valerian, Lhazaaran, Dwarf, Gnome, Orc, Drow, and Draconic.
  9. Choose a homeland and sex. Note your characters size (typically medium) and weight (typically 15 stone)

    1. Possible homelands are: Sair, Caernath, Talenta, Lhazaar, Blade Desert, and Ironroot Mountains.
  10. Choose an alignment: If your character has dedicated themselves to the service of one of the three primary deities (Numilvara, Talavosh, or the Binding Flame), or to serving the Sairan empire, your alignment starts as lawful. If your character is dedicated to overthrowing or opposing one or more of those forces, you will start as chaotic. At the start of play, most characters are neutral, with no particular devotion to any cosmic law. Your character’s alignment may change based on the consequences of their actions.

  11. Name your character and describe in a few sentences what drove them to a life of adventure and why they have joined this group in particular.

  12. Review your decisions with the Judge, who will record certain information to facilitate play.

  13. Fill out the character background sheet (a few words per section is plenty!) and return it to the Judge when you have done so!

Age by RaceUnschooled
(fighter, thief, cleric, explorer)
Apprenticed
(Venturer)
Studious
(Mage, Antiquarian, Archaist)
Human / Exalted17 + 1d617 + 2d417 + 3d6
Drow / Elf75 + 5d475 + 5d475 + 5d4
Dwarf23 + 3d423 + 3d623 + 3d8
Gnome25 + 4d425 + 4d625 + 4d8
Orcblooded16 + 1d616 + 2d416 + 3d6
Reforged5 + 2d65 + 3d65 + 4d6

Attributes

Strength (STR): As the name implies, this attribute measures the character’s raw physical power. Strength is a prime requisite for assassins, dwarven vaultguards, drow spellswords, and fighters. Apply the attribute bonus or penalty for Strength to all melee attack throws and damage rolls as well as to damage rolls with thrown weapons (excluding certain splash weapons such as burning oil). Note that a penalty here will not reduce damage from a successful attack below one point, unless the target is otherwise invulnerable to the attack. Strength also aids in opening doors, smashing crates, and so on; apply 4× the bonus or penalty to all Dungeonbashing throws, i.e. ±4/8/12.

Intellect (INT): This attribute measures learning ability and critical thinking. Intellect is a prime requisite for drow nightblades, drow spellswords, mages, and exalted wonderworkers. The attribute bonus for Intellect is added to the number of general proficiencies the character begins play with (see Proficiencies for details) and the number of languages the character is able to learn to read and write (described below). Studious spellcasters increase the number of spells of each level in their repertoire by their Intellect bonus (see Magic and Spells for details).

Will (WIL): This attribute measures mental fortitude, whether due to inherent wisdom or faith in a higher power. Will is a prime requisite for attendants of Talavosh, shieldmaidens of Numilvara, clerics, and exalted wonderworkers, who must have the self-discipline to uphold their clerical codes of behavior. The Will bonus or penalty applies to all saving throws.

Dexterity (DEX): This attribute measures the character’s agility and reflexes. Dexterity is a prime requisite for assassins, bards, shieldmaidens of Numilvara, drow nightblades, and thieves. A character’s Dexterity bonus or penalty is applied to his attack throws with missile weapons, armor class value, and initiative die rolls.

Constitution (CON): Constitution is a combination of general health and vitality. Constitution is a prime requisite for explorers. Apply the Constitution bonus or penalty to each Hit Die rolled by the character to determine hit points. Note that a penalty here cannot reduce any Hit Die roll to less than 1 point.

Charisma (CHA): This attribute measures how well a character can influence or even lead people; those with high Charisma are well-liked, or at least highly respected. Charisma is a prime requisite for bards, attendants of Talavosh, and venturers. Apply the Charisma bonus or penalty to the character’s reaction rolls. Charisma also determines the maximum number of henchmen the character can employ and modifies their morale and loyalty. The number of henchmen a character can hire is equal to 4 plus the Charisma bonus or penalty (and therefore ranges from 1 to 7); the average morale of any such henchmen will vary with their equipment and experience; the average loyalty of any such henchmen will be 0, modified by the character’s Charisma bonus or penalty.

Attributes and Classes

Once attributes have been determined, each player must choose a class. Classes are a gestalt of background, profession, and race, which dictates what sorts of training and capabilities characters can develop. All player characters begin at 1st level in a particular class. Normal people, lacking the call to adventure, are generally 0th level characters.

Each class has one or more prime requisites. A character must have an attribute of at least 9 in a class’s prime requisite(s) in order to choose a particular class. Some classes have additional minimum attribute requirements. If so, a character must meet the minimum attribute requirements in order to choose a particular class.

If a character’s prime requisite is high enough, the character will receive a bonus to experience points earned during play. The Attribute table above details the effect a score in a prime requisite has on experience points earned by characters. If a class has two or more prime requisites, calculate the character’s experience adjustment based on whichever is lower.