Agrimoor Homebrew Rules
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.
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:
- AGRC Cleric
- AGRC Fighter
- Illusionist
- Knight
- AGRC Mage
- Paladin
- AGRC Thief
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!