Characters can be created randomly or manually. 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 [[Backgrounds|background]] (or create a custom [[Backgrounds|background]]). > **c)** Choose your character's culture. > **d)** Generate Attributes by rolling 3d6 seven times and allocate the results as you wish. > **e)** Choose your character's class [[skills]] and starting abilities. > **f)** Choose your character's age. --- 1. **Roll 1d12 for [[Races|Race]]:** 1-6 [[Men|man]], 7 [[Dwarves|dwarf]], 8 [[Elves|elf]], 9 [[Half-Elves|half-elf]], 10 [[Halflings|halfling]], 11 [[Gnomes|gnome]], 12 [[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]]. 2. **Roll d66 for [[Backgrounds|Background]].** Each [[Backgrounds|background]] grants an attribute bonus (max 16), a skill, and an item. - If you are creating a custom [[Backgrounds|background]], determine your [[Backgrounds|background]]'s name and choose an already existing [[Backgrounds|background]] to serve as a template. Then, you may swap out the template [[Backgrounds|background]]'s attribute bonus, skill, or item with another provided by the other [[backgrounds]]. 1. **Roll 1d12 for Culture.** Each culture grants a bonus native [[Languages|language]] and contains lists of common names. 1 [[Andar]], 2 [[Beragne]], 3 [[Dunrith]] 4 [[Wlendén]], 5 [[Middyr]], 6 [[Elgarde]], 7 [[Zhethranos]], 8 [[Senreng]], 9 [[Oenician Republics]], 10 [[Tir Lhyrfél]] ([[Wood Elves|wood elf]] only) 11 [[Tir-an-Eýr]] ([[High Elves|high elf]] only), 12 [[Racial Enclave]] ([[Dwarves|dwarf]], [[Gnomes|gnome]], and [[Halflings|halfling]] 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]]. 2. **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. 3. **Choose your Class:** [[Artificer]], [[Druid]], [[Bard]], Fighter, [[Barbarian]], Monk, Ranger, Rogue, Cultist, or Magic User. 4. **Your [[Luck]]** is 11, **[[Rerolls]]** are 2 ([[Men|man]]) or 1 (other [[Races|races]]), and **[[Dark and Dangerous Magic|DDM]]** 1. 5. **Initiative** is the average of Dex and Int (round down as noted on p.7). 6. **Hit Points** are calculated according to your Class (Con score +1, 2 or 3 points). 7. **Your Death save** is 10 + your Con mod or Will mod, whichever is higher (min 10). 8. **[[Skills]]** are partly based on your class, and partly rolled. If you get the same skill twice, roll again. 9. **Class Abilities (1st Level)** may be set or rolled for, depending on your class. 10. **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.** 11. **Your Armour Class (AC)** equals 10 + your [[Armour]] bonus (+1 if shield) + Dex mod. 12. **Your Attack Bonus** equals your Class Attack Bonus + Str modifier (for melee) or Perc modifier (for ranged). 13. **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 17 or higher, you may choose a maximum of two rare [[Languages|languages]] as your bonus [[Languages|languages]]. 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. 14. **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. 15. **Name** your Adventurer. Each culture entry offers common names, and the Hireling tables (p.156) offer example Names, Personalities, and a physical Trait if desired (ignore entries 23-24 and 91-92). 16. **Party Bond** Roll **d66** for a Party Bond (unless you already have one) p.44. --- > [!column|flex 2 no-t] > >[!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]]