Tyche's Favourites/Chargen

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Chapter 2: Characters

Ability scores (p16)

No 3d6 in order. Instead we use the following scheme, which generates an array: Roll 1d6+12, 2d6+6 twice and 3d6 four times. Drop the lowest result from these seven rolls.

You may choose to use either your array, or that of anyone else at the table. Once you have your array, you may arrange them however you like.


Design note: My group aren't wildly keen on random rolls, but 3d6 in order is the worst sort of random, giving no choice whatsoever over what character you play. We don't do "work out what you have from the rolls", we come up with a concept then build a character. The players are happy to use this skewed sort of random, but with the proviso that they can allocate to taste. Furthermore, restricting everyone to whatever they personally roll creates unnecessary rancor, the solution to this was to treat everyone's rolls as an array, freely available for anyone else to use. Thus no one can luck out and get a "good roll", nor suck with a "bad roll".

I'll probably use a weaker one, without the 1d6+12 for henchmen, and straight 3d6, allocate at will for hirelings.


Classes (p18)

Choose a class from the following options: Aristocrat, Assassin, Bard, Diplomat, Explorer, Fighter, Thief.

Some classes have been altered to equalise XP (because XP will not be tracked using points). The following changes are applied to those classes:

  • Assassin: Add Skirmishing Proficiency as class power.
  • Bard: Add Performance (Rhetoric) and one additional Performance Proficiency as class powers, may wear medium armour and use shields.
  • Thief: Raise HD to d6, may use shields.

If desired, use Bard as a frame for an Expert-type class, by trading out the three Performance Proficiencies for three others and a level-linked bonus to particular Proficiency throws in place of the inspiration ability (with the same progression as the Fighter's damage bonus). They can also trade down their armour to leather for another Proficiency.

There are two new classes, taken from the Autarch site, and modified. They are thus:


Warlord (based upon the Aristocrat)

Warlords are minor aristocrats who have chosen the path of a warrior to make their way in the world.

  • Prime Requisite: STR and CHA.
  • Requirements: None.
  • Hit Dice: 1d6.
  • Maximum Level: 14.

At first level, warlords hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels of experience (i.e., as fast as fighters), and use the saving throws of fighters. They may fight with all melee and missile weapons, and may fight with a weapon in each hand, weapon and shield, or two-handed weapon. They can wear any kind of armor, and use shields.

Warlords start with the Command proficiency, plus one of Diplomacy, Intimidate, or Seduction.

When hiring people (employees, mercenaries, henchmen, contracting a sage, and so on), warlords treat the market class of the city as one better (Class I markets remain Class I).

Level-linked features:

  • At third level, warlords automatically gain a second choice from Diplomacy, Intimidate, and Seduction.
  • At fifth level, battlefield prowess inspires followers. Any henchmen and mercenaries hired by the warlord gain a +1 bonus to their morale score whenever the warlord personally leads them. This bonus stacks with any modifiers from the Charisma or proficiencies.
  • At seventh level, warlords become immune to all natural and magical fear effects.
  • At ninth level, warlords can build a castle in the same fashion as a fighter. In addition, the aristocrat gains the Leadership proficiency automatically.
  • At 11th level, warlords gain the last choice from Diplomacy, Intimidate, and Seduction.
  • At 13th level, warlords are masters of their domain: increase the Land Value of their personal domain by +1 while they rule it.

Proficiency list: Alertness, Animal Training, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Command, Diplomacy, Endurance, Fighting Style, Healing, Intimidation, Land Surveying, Leadership, Manual of Arms, Military Strategy, Performance (Rhetoric), Precise Shooting, Riding, Running, Seafaring, Siege Engineering, Skirmishing, Survival, Wakefulness, Weapon Finesse, Weapon Focus


Diplomat (based on the Diplomat)

Diplomats are minor aristocrats who have chosen the path of diplomacy and intrigue to make their way in the world.

  • Prime Requisite: CHA.
  • Requirements: None.
  • Hit Dice: 1d6.
  • Maximum Level: 14.

At first level, diplomats hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels of experience (i.e., as fast as fighters), but use the saving throws of thieves. They may fight with all weapons, and may fight with a weapon in each hand, weapon and shield, or two-handed. They may wear mail or lighter armor, and use shields.

When hiring people (employees, mercenaries, henchmen, contracting a sage, and so on), diplomats treat the market class of the city as one better (Class I markets remain Class I).

Diplomats start with an additional Language, Performance (Rhetoric) and one of Diplomacy, Intimidate, or Seduction.

Level-linked features:

  • At third level, diplomats gain the ability to Move Silently and Hear Noise as a thief of the same level; and a second choice from Diplomacy, Intimidate, or Seduction.
  • At fifth level, the diplomat gains the third choice from Diplomacy, Intimidate, or Seduction. In addition, any henchmen and mercenaries hired by the diplomat gain a +1 bonus to their morale score if the character is there to witness and talk about their deeds.
  • At seventh level, the diplomat gains command of voice: The diplomat gains a +2 bonus to reaction rolls when speaking. If this bonus results in a total of 12 or more, the subjects act as if charmed while they remain in the diplomat's presence. Creatures with a WIS greater than the diplomat's CHA are immune to this power (the diplomat will know they are immune).
  • Diplomats at seventh level are immune to non-spell charm effects, including those of other diplomats.
  • Also at seventh level, diplomats learn to Hide in Shadows.
  • At ninth level, diplomats can build a castle in the same fashion as a fighter.
  • Also at ninth level, the diplomat gains the ability to perceive intentions: The diplomat always knows the exact reaction result (Hostile, Unfriendly, etc.) of creatures, even if the creatures attempt to lie or conceal their reactions. Creatures with a CHA greater than the diplomat's WIS are immune to this power (and the diplomat will know they are immune).
  • At 12th level, the diplomat gains Leadership.

Proficiency list: Acrobatics, Art, Bargaining, Bribery, Combat Trickery (disarm), Eavesdropping, Fighting Style, Gambling, Healing, Knowledge, Language, Lip Reading, Performance, Precise Shooting, Profession (advocate, merchant), Riding, Running, Seafaring, Skirmishing, Swashbuckling, Theology, Weapon Finesse, Weapon Focus


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