Agrimoor Homebrew Rules

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Character Creation

Class & Race

Character creation procedures work similar to most other RPGs. Follow the steps and links below.

1. Roll Ability Scores

Roll 4d6-1 for each of your character's ability scores:
Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Sub-Par Rolls
If you don't have at least one score of 14 or better, you may re-roll your ability scores and generate a new set of six scores.

Bonuses
3 4-5 6-8 9-12 13-15 16-17 18
-3 -2 -1 0 +1 +2 +3


2. Select a Class and Race

You may select an available class to build your character with, found here:

Then select a race of your choice from here: AG RC Race

3. Adjust Ability Scores

You may raise the prime requisite(s) of your character by lowering one other non-prime requisite ability score. For every two points reduced, you may raise your prime requisite by one. With the following restrictions:

  • Only Strength, Intelligence, and Wisdom may be lowered this way
  • No score may dip below a score of 9

4. Note Ability Score Modifiers

Keep an eye for bonuses and penalties as needed.

5. Note Saving Throws and Class Abilities

Each of the classes contain the information for each of these. Add them to your sheet :)

6. Hit Points

Take max hit points for your class at first level, adding your constitution bonus (if applicable). For each level beyond, roll for hit points as directed in the class table. You will always gain a minimum of 1 hit point.

7. Choose Alignment


8. List Known Languages


9. Buy Equipment


10. Note Armour Class

Armour class is determined by Armour worn and Dexterity.
AC = 10 + [Armour Worn] + DEX Bonus

11. Level and XP

List your character's level and the amount of XP needed to reach next level.

12. Pick a Name!


Gear

Spells