Character Creation

Character Creation Guidelines

All information needed to create characters can be found using the linked pages. Most classes deviate only slightly from those represented in the ADnD 2nd Edition PHB but some are nearly completely different. To simplify the information on this page I have linked to the pages containing world specific information rather than including it here. Those wishing to play something world specific will find those pages invaluable assets. Anyone who wishes to know all the world specific information can feel free to read as much of it as they will.

Ability Scores

IMPORTANT NOTE: The linked page contains descriptions of the standard abilities and their subsequent ability modifiers. In some cases the modifiers have changed from those presented in the PHB, as have the base ability’s descriptions. In addition some abilities will give additional modifiers. The charts from the PHB have been reproduced to reflect these changes.

You can use 1 of 2 different methods for Ability creation.
Method 1: Roll 4d6 (rerolling all 1s) and drop the lowest number die. Total the score and assign as you wish.
Method 2: All ability scores start with a set score of 8. Each character has 48 improvement points which may be used to raise scores under the following rules:

  • A) It costs 1 point to raise a score to the next highest number from 9 to 14.
  • B) The cost is 2 points to raise a score to 15 or 16 (2 points per raise).
  • C) It costs 3 points to raise a score to 17 or 18 (3 points per raise).

In the end, every score of 17 or more must be balanced with one score of 3 to 12 and no score may ever be raised past 18 in this way. Any score may be lowered from 8 to 7 (and again at 7 to 6) to gain 1 additional improvement point per drop, but lowering a score beyond 6 (to 5 or 2 for example) garners no points.

Character Races

The list below is a complete listing of all playable character races that could be available for starting characters in the setting. Many of them may not be playable at this point due to the geographic area in which the campaign begins or the time period in which it takes place.

Aluft Amurian Centaur Changeling
Cyclops Dragonspawn Dwarf Elf
Eurynomos Faerie Gnome Halfling
Half-Elf Giant Half-Dragon Half-Orc
Human Mull Tabaxti Teffnut

Character Classes

All characters gain 2500 XP to buy levels (which reflects any previous trials they might have went through). This amount will be enough to create single classed characters of 2nd level. Multi-classed characters must split the XP evenly between their classes. Dual-class humans may split the XP between their classes as they see fit. Any single classed character whose class utilizes XPro Chart 1 forfeits 1 XP while being created. This will leave them at 2499 XP, or 1 XP short of 3rd level (so they start at 2nd level like everyone else). Anyone wanting to utilize a Class Kit from any supplement published by TSR must gain DM approval.

The list below is a complete listing of the playable character classes available to starting characters. Many of them may not be available for starting characters at this point due to the geographic area in which the campaign begins and/or the time period in which it takes place.

Race/Class Level Limits: Each race or sub-race entry lists the classes it is allowed to be part of and the limit to the number of levels they can gain in that class. The level limitation reflects that race’s normal amount of interest and aptitude in such subjects but not the fact that PCs are exceptional beings. Because of this, the limits may be exceeded by up to four levels for 2x (or 200%) the needed experience to gain each successive level. This extended limit may be exceeded for 3x (or 300%) the needed experience to gain each successive level of 5 or more levels over the racial limit.

  • Note: Some races or sub-races already require an additional percentage of XP to gain any level. In these cases the percentages are added together not multiplied.
Warriors Barbarians Faiths Mages Rouges Selfs Wielders
Warrior Berserker Cultists Troubadour Thief Monk Savant
Gladiator Plainsman Holy Orders Priest Elemental Trust Archeologist Proteus Circle Prophet
Crusader Woodsmen Elemental Adherent Schools of 8 Smuggler Psion
Hoplite Thunderer Hearthnal Nornhiem Mason Bard Empath
Horseman Paladin Woadic Brotherhood Thresholder Acrobat Kinetic
Corsair Ranger Rune Caster Mentat Assassin Telepath
Hero Warrior Southron Wild Mage Spy
Knight Freewalker Tinkerer
Nefertari Engineer


As alignment is a main part of the role-playing aspect of the game you must choose one and your character is expected to adhere to this alignment choice. I have altered the PHB details of certain alignments. Please read my descriptions on the linked page. Characters may be of any alignment (with the caveat that good role players think about party unity when choosing there alignment).

Saving Throws

Progression for Saving Throws is exactly the same as it is in the PHB (for now). I reproduced the chart on the linked page. Classes that do not appear in the PHB use the following progressions:

  • all Warriors use the Warrior progression
  • all Priests, Shaman and Cultists use the Faith progression
  • all Adventurers, Artists and Agents use the Rouge progression
  • all Wizards and Sorcerers use the Mage progression
  • all Barbarians, Selfs and Wielders use the best saves among the progressions for their sub-class types

Thac0 and Armor Class

For those of you who understand the Thac0, there is no reason to change but for those who don’t: your BAB is figured by subtracting your Thac0 from 20 (a third level Warrior with a Thac0 of 17 would have a +3 BAB).

To convert your AD&D AC to 3.x AC compatible with BAB: If your AC is a positive number subtract that number from 20. If your AC is a negative number, change it to positive and add it to 20. The entire range of AC in AD&D is 10 (worst) to -10 (best), thus 30 is the best possible converted AC.

In any event I have reproduced all necessary charts for figuring your BAB or Thac0 on this linked page.

Armor Class is still figured through the armor worn, but as there are additional armors available and I am making this 3.X friendly; I have reproduced the armor chart to reflect not only the new armors but 3.X armor bonus/AC on the linked page.

Hit Points and Healing

At first and second level all characters get maximum hit points on their die (plus any Con bonus) and Multi and Dual-classed characters average their dice (plus Con bonus). Additional levels have to be rolled (plus any Con bonus). Unless otherwise noted on a class’s page, all characters are assigned hit dice by their class type as follows:

  • Warriors: d10
  • Barbarians: d12
  • Faiths, Selfs, Wielders: d8
  • Rouges: d6
  • Mages: d4

The rules for Healing HP during resting periods and the like are explained on the linked page.

Base Movement

Your character’s Base Movement represents their land speed (or walking speed) only and it’s value is race dependent. Several race’s Base Movement rates have been changed from the PHB because I feel they are better represented this way. Certain races will have additional Swimming or Flying speed statistics listed on their individual pages.

  • 6: Halfling, Gnome, Pixie, Sprite.
  • 8: Dwarf, Aluft, Triton-Syrene, Verelion, Changeling.
  • 12: Human, Amurian, Half-elf, Teff’nut, Dragonborn.
  • 14: Elf, Half-orc, Mull, Cyclops, Satyr.
  • 16: Centaur, Giant, Tabaxti, Eurynomos, Leprechaun.


Characters begin play knowing how to speak, read and write their native tongue if their race and intelligence permits. They also gain an additional number of language slots from their Intelligences stat’s “# of Languages” bonus which they can use to learn to “speak” additional languages. A Non-weapon Proficiency slot must be allocated if you wish your character to be able to read/write any language learned in this way. Your choice of languages is important in this setting because there is no “common.” The complete list of languages available to starting characters and their slot cost is on the linked page.


Characters gain the number of starting Non-weapon Proficiencies (NWP) in accordance with the chart on the linked page. (which is different than the PHB). They gain an additional number of NWP equal to their Intelligence stat’s # of Languages bonus. Specializing in Non-weapon Proficiencies is also explained.

Weapon Proficiencies: Every character may use Weapon Proficiencies (WP) to become proficient in weapons, Weapon Styles, or Tactics proficiencies allowed by its class. Additionally every character may use WPs to gain specialization in weapon styles allowed by its class. The linked page lists the penalties for fighting with a weapon with which you are not proficient.

Weapon Specialization: Most Warrior classes may utilize WPs to specialize in weapons (this will be noted on each warrior class’ page: the effects of specialization are listed on the linked page). Most Warrior classes can specialize in one weapon per 10 levels of experience. Thus at 11th level such a character may be specialized in 2 different weapons. Furthermore, single classed Basic Warriors (and only a single classed Basic Warriors) may utilize WPs to become a Weapon Master. Weapon Mastery is explained on the linked page.

Starting Funds

Characters start with the following funds allowed to their class type. The linked page gives an explanation of the Monetary System used in the campaign world.

  • Warriors/Barbarians: 220 gp
  • Mages: 105 gp
  • Faiths/Selfs/Wielders: 180 gp
  • Rouges: 150 gp.


Each character begins play with the standard set of equipment at no cost to them.

Standard Equipment:

Dry Rations (one week) Backpack hose (socks) Belt Small Belt Pouch
Large Belt pouch pantaloons (underwear) Candles or Torches (10) gloves Hemp Rope (50 ft)

They must also pick one item or set of items from each of these three sets;

  • soft boots, or shoes, or sandals
  • a toga, or a gown, or a tunic and breeches
  • A cloak, or robe, or surcoat, or tabard


  • Rouges gain a set of Thieves’ Picks
  • Mages gain a Spell Book
  • Faiths gain a Holy Symbol
  • Warriors/Barbarians gain a 30gp allowance which must be spent on weapons and armor.
  • Selfs/Wielders gain whatever of the above bonuses is most important to their sub-class types.

Upgrades to any equipment gained above (such as silk rope instead of hemp) may be had for the difference in price between the items. Additional equipment may be purchased at normal prices. All items in the PHB are available with the exception of any firearms. Any equipment from additional 2nd edition published sources must meet with GM approval. The linked page has the complete listing of all equipment that might be available at any given shop. Also this list includes any world specific items which are available to starting characters of the appropriate types.

In all cases any specific shop might not have the type of equipment sought available. A good rule of thumb is; the more urban an area is the more likely obscure or expensive items are available.

Magic Items

Players may choose 1 (one) item from the following list for their characters to have when they begin play. They also gain 2 Potions of Healing (like the ones on the list below).

Alternately, players may choose 1 item from the DMG but must get GM approval (which will always entail writing a great character background and including the items acquisition into the story).

  • A Wand of Illumination
  • A Cloak of Protection +1
  • A Girdle of many pouches
  • A Rope of Climbing
  • A Bag of Holding (250 lbs. capacity)
  • 2 Potions of Healing (2d4+2 points)
  • A Ring of Protection +1
  • A set of Bracers of Defense, AC 7
  • A set of +1 Armor (the armor must be purchased at regular price).
  • A +1 Weapon (the weapon must be purchased at regular price).
  • 12 Arrows or Bolts +1


Luck is just what it sounds like, the uncanny ability to succeed even when it seems all the odds are against you. The Luck Dice mechanic encourages heroic, risk-taking behavior in the Heroes of Godrage setting. In game terms, Luck comes in the form of dice. These Luck Dice may be spent to make an action more likely to be successful or to increase the effect of an action. Luck might very often be crucial to your character’s survival.


As Cyrus is a world much like our own, the prevalence of religion is a foregone conclusion.
But there is one important difference between our world and this fantasy realm. People who serve the cause of faith are endowed with magic! So while atheism (the belief that nothing divine exists and/or divinity wields no power) might be easy to substantiate on our world, there can be no denying that faith grants real power on Cyrus. This is not to say that every person must have faith in the divinity of the gods or that one must believe gods really exist, because that would fly in the face of freedom of choice. But due to the fact that the existence of faith magic is common knowledge, true atheism could only exist in a very small percentage of the population, and then only in truly deranged or mentally imbalanced people who are deceptive even unto themselves.

The linked page provides brief descriptions of the main religions on the campaign world, as well as some of the smaller ones (some of which are restricted to members of only a certain race and in one case only certain members of a certain race. It is not mandatory that your character be devoutly or fanatically religious (unless your character is a priest, shaman, cultist, crusader, or Paladin).
Again, your character does not need to be a “believer,” but it is important that they have “faith.”
So each character should be a follower of a main (or small) religion because it is easier to get along in society when they do.

  • Note: Your starting choice of religion does not affect your ability to later convert to a different religion should you substantiate a good reason for the change in your beliefs.

Character Background

I do expect a character background. Said background need not be more than half a typed page but should provide me with some details to work with. On the linked page you will find a list of questions. These are the questions I ask myself about my characters. I have been using it for quite a few years. If you take a look I am sure you will understand that I feel a character background can never be too detailed. I personally feel that time spent fleshing out the details of your character is the most rewarding time spent playing any RPG and makes the experience more rewarding for me as well as you. I usually take backgrounds I am given and edit them and merge world specific info into it for the player. The more I know about the characters the better I can tailor the campaign’s storyline to the PCs. This way, the campaign becomes part of your character’s backstory and if you so choose, the history of the character becomes part of the world. But your background only need be as detailed as you want it to be. And yes I always run a game under the assumption it will be a campaign regardless of how it turns out.

I really like people to have goals for their characters. Just like a real person your character should be striving for something. You should try to come up with at least 1 (but 3 is best) short term goals related to your character and/or its background. You should up-keep the list of goals, so that when you realize one you can replace it with another. Also your character should have a long term or “ultimate” goal, possibly something that might take their lifetime to realize but in the end will make them happy and contented. This will help me come up with material that you will be compelled by and give you a vested interest in not only your character but the world and the overall plot of the campaign. Such long term goals might be derived from a major campaign feature or might end up becoming one. Goals are also important to the accumulating of Luck Dice.

Character Creation

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