Delver Creation
Adventuring is a profession, and all Delvers have undergone extensive training to become 1st level. They can clean and sharpen weapons, set up camp, cook meals, ride mounts, perform first aid, know the value of coins, trade goods, treasure, and identify common magical effects and monsters.
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Choose a character concept. Discuss what your role will be in the team. A well-rounded party needs a way to deal with melee enemies, a way to deal with ranged or flying enemies, a way to deal with mundane security measures (guards, locked doors, traps), a way to deal with magical security measures, and a way to keep everyone healthy when things go south. A team of melee-focused Warrior, Sneak-focused Expert, High Mage, and Partial Warrior/Healer is well-rounded, but part of the fun is trying out other compositions.
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Generate Attributes. For each of the six Attributes, assign them a score of 3d6 in order. With your role on the team in mind, pick an Attribute to raise to 14.
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Starting Improvements. Make a total of 4 Improvements to your Skills or Attributes. To improve an Attribute, raise it by 1 to a max of 18. To improve a Skill, raise its level by 1 to a max of 1. All skills start at level -1. A single Attribute or Skill can be improved multiple times.
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Choose a Class. Pick either a full Class or combine two Partial Classes. Warriors are great at combat, Experts are great a skill checks, and Mages have specialized supernatural powers or spells.
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Choose Feats. Each class gets a different starting amount of Feats at first level, detailed in the “Feat Picks” column. Some Feats, like Alert grant a bonus skill. Raise that skill by one level to a maximum of level 1. If that skill is already level 1, make a free improvement.
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Record Attribute Modifiers. Each Attribute has a Modifier, usually ranging from -2 to +2 based on its score. This modifier is added to skill checks, attack rolls, damage rolls, Shock damage, and the relevant saving throw targets.
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Record Maximum Hit Points. Each class gets different amount of Hit Points (HP) at first level, detailed in the “Hit Dice” column. Roll based on your class, add your Con, and +2 if you chose the Die Hard Feat.
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Record Attack Bonus. Your character has a certain degree of basic combat competence based on their class. This bonus increases as you advance in character levels and is added to your attack roll. A new character’s attack bonus is usually +0, though full Warriors start with a +1 base attack bonus.
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Record Saving Throws. Record your Physical (exhaustion, poison, etc), Evasion (explosions, traps, etc), and Mental (mind control, tests of will, etc) Saving Throws. Your Physical score is 15 minus the highest of your Str and Con. Your Evasion score is 15 minus the highest of your Int and Dex. Your Mental score is 15 minus the highest of your Wis and Cha.
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Choose Starting Gear. Gain 3d6 x 10 gold to spend on gear (ignoring Equipment Availability), noting thier Encumbrance. You may carry Readied equipment equal to half your Str rounded down. You may carry Stowed equipment equal to your Str. Other party members may be willing to Stow gear for you.
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Record Weapon Statistics. Record the total hit bonus for your weaponry. This is equal to your attack bonus plus your relevant Stab, Shoot, or Brawl skill, and the relevant attribute modifier for the weapon given on the weapon table. If two attributes are listed for a weapon, use whichever is better for you. For each weapon’s damage and Shock, note down the information from the table. You add your attribute modifier to both damage rolls and Shock. Brawl weapons or unarmed attacks can also add your Brawl skill.
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Record Armor Class. Record the Armor Class (AC) of the armor you normally wear. Armor class is modified by Dex.
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Mages Choose Starting Spells. High Mages, Elementalists, and Necromancers begin play knowing Spells based on their Arcane Tradition. These spells may be chosen from any spell list available to them. A new High Mage, for example, would pick first-level spells from the High Magic spell list, while a new Elementalist could pick them from either the High Magic or Elementalist spell lists.
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Mages Record Effort. All Mages start with a pool of Effort specific to their class. Refer to your chosen class’s section for how to calculate it.
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Mages Choose Starting Arts. All Mages select Arts based on their class. Refer to your chosen class for specific details.
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Create Descriptive Details. Imagine an appearance, brief history, personality, mannerisms, and motivations for your character. Bear in mind that your character will be going on adventures and will be part of a team. Endeavor to create a character that wants to go on adventures, and wants to be part of a team.