Characters can be created randomly or manually. If you create a character randomly, your starting ***Luck* increases by 1**.
To create a character randomly, follow the procedure below and roll when instructed.
To create a character manually, follow the same procedure but:
> **a)** Choose your character's race.
> **b)** Choose your character's culture.
> **c)** Generate Attributes by rolling 3d6 seven times and allocate the results as you wish.
> **d)** Choose your character's [[Backgrounds|background]] (or create a custom [[Backgrounds|background]]).
> **e)** Choose your character's class starting abilities.
> **f)** Choose your character's age.
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1. **Roll 1d100 for [[Races|Race]]:** 1-50 [[Men|man]], 51-60 [[Dwarves|dwarf]], 61-75 [[Elves|elf]], 76-80 [[Half-Elves|half-elf]], 81-86 [[Halflings|halfling]], 87-92 [[Gnomes|gnome]], 93-97 goblinoid, 98-100 [[urgot]].
- If you roll [[Dwarves|dwarf]] or [[Elves|elf]], roll **1d4** to determine subrace. [[Dwarves|Dwarf]]: 1-2 [[Hill Dwarves|hill dwarf]], 3-4 [[Mountain Dwarves|mountain dwarf]]. [[Elves|Elf]]: 1-3 [[Wood Elves|wood elf]], 4 [[High Elves|high elf]].
- If you roll goblinoid, roll **1d4** to determine whether you are a: 1 [[Goblins|goblin]], 2-3 [[Orcs|orc]], or 4 [[Half-Orcs|half-orc]].
2. **Roll 1d100 for Culture.** Each culture grants a bonus native [[Languages|language]] and contains lists of common names. 1-25 [[Andar]], 26-30 [[Beragne]], 31-40 [[Dunrith]], 41-50 [[Wlendén]], 51-60 [[Middyr]], 61-70 [[Elgarde]], 71-85 [[Oenician Republics]], 86-88 [[Tir Lhyrfél]] ([[Wood Elves|wood elf]] only) 89-91 [[Tir-an-Eýr]] ([[High Elves|high elf]] only), 92-93 [[Zhethranos]], 94-95 [[Senreng]], 96-100 [[Racial Enclave]] ([[Dwarves|dwarf]], [[Gnomes|gnome]], [[Halflings|halfling]], and goblinoid only). If you roll a result unavailable to your race, roll again.
- If you roll [[Oenician Republics]], roll **1d10** to determine your Republic: 1 [[Eradus]], 2 [[Ryblos]], 3 [[Tylios]], 4 [[Idohnes]], 5 [[Sython]], 6 [[Achosia]], 7 [[Diosenes]], 8 [[Hieron]], 9-10 [[Free City of Vherentys]].
3. **Generate [[Attributes]]** by rolling 3d6 seven times and allocate the results in order to Str, Dex, Con, Int, Perc, Will and Cha. You must have at least one attribute of **13 or higher** and another of **15 or higher.** If not, increase one attribute of your choosing to 13, and/or one to 15, as required. You may then also swap any two attribute scores, if desired.
4. **Choose your Class:** [[Artificer]], [[Druid]], [[Bard]], [[Fighter]], [[Barbarian]], [[Monk]], [[Ranger]], [[Rogue]], [[Cultist]], or [[Magic User]].
5. **Roll 1d100 for [[Backgrounds|Background]].** Each [[Backgrounds|background]] grants an attribute bonus (max 16) and starting items.
- If you are a Magic User, Cultist, or Druid, you must also roll for your **Magical Background.**
6. **Your [[Luck]]** is 11 (manual) or 12 (random), **[[Rerolls]]** are 2 ([[Men|man]]) or 1 (other [[Races|races]]), and **[[Dark and Dangerous Magic|DDM]]** 1.
7. **Initiative** is the average of Dex and Int (round down as noted on p.7)
8. **Hit Points** are calculated according to your Class (Con score +1, 2 or 3 points).
9. **Your Death save** is 10 + your Con mod or Will mod, whichever is higher (min 10).
10. **Class Abilities (1st Level)** may be set or rolled for, depending on your class.
11. **Your Battle Gear** slots equal half your Str (round down, min 5), and the other half are **Pack Gear** (min 5, p.55). Add a torch, bedroll, and rations (5 days) to Pack Gear. Add a tinderbox to your Pouch, and 10 sp to Coins. Then **add Class Starting Gear.**
12. **Your Armour Class (AC)** equals 10 + your [[Armour]] bonus (+1 if shield) + Dex mod.
13. **Your Attack Bonus** equals your Class Attack Bonus + Str modifier (for melee) or Perc modifier (for ranged).
14. **Choose Bonus [[Languages]]** equal to your Int mod (if -2 or -3, you are illiterate). Every character knows Common and the native [[Languages|language]] of their culture.
- If your Int score is 16 or higher, you may choose one rare [[Languages|language]] as a bonus [[Languages|language]]. However, you do not need to meet the requirement to know a rare [[Languages|language]] if it is your native [[Languages|language]], and it does not count against the maximum number of rare [[Languages|languages]] with which you can begin the game.
15. **Your Age is determined by your [[races|race]]** (young - middle aged) or you may choose to be old. Old PCs reduce their Str & Con by one, but increase their Int & Will by one (max 16). Old PCs begin an adventure with one extra use of their 1st Level Class Ability.
16. **Name** your Adventurer. Each culture entry offers common names, and the Hireling tables (p.156) offer example Personalities and a physical Trait if desired (ignore entries 23-24 and 91-92).
17. **Party Bond** Roll **d66** for a Party Bond (unless you already have one) p.44.
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> >[!recite|title-center bg-red] [[ToA_Char_Sheet_(Simpler).png|Printable Character Sheet]]
> [!column|flex 2 no-t]
> >[!recite|title-center bg-red] [[ToA_Char_Sheet_Form_Fillable_(Simpler).pdf|Form Fillable PDF Character Sheet]]