Character Creation
Generator
admc_chargen_3ed_11b.xls
Culture
A character's culture indicates the environment where he grew up and the way of life he has learned on a general level. Culture has nothing to do with religion, ethnic background, or geographical area. From rules perspective, culture replaces race, as all player characters are humans (monstrous races are possible as NPC's).
Every human character receives an extra feat at 1st level, but culture defines whether they get an extra skill point in each level.
| Culture |
Abil |
Skill pt |
Language |
Weapons |
| Savage |
+1 Str,-1 Wis |
-- |
1/neighbor |
1 bonus |
| Nomadic |
+1 Dex,-1 Int |
+1/level |
1/neighbor |
1 bonus |
| Agricultural |
+1 Con,-1 Cha |
+1/level |
1/neighbor |
-- |
| Feudal |
+1 Cha,-1 Int |
-- |
1/any |
1 bonus |
| Mercantile |
+1 Int,+1 Cha,-1 Con |
+1/level |
2/any |
-- |
| Metropolitan |
+1 Int,+1 Wis,-1 Str |
+1/level |
2/any |
-- |
Languages
Languages are divided based on region instead of race. The various local dialects are grouped under broad, mutually intelligible categories. A character must choose either Romance, Germanic, Slavic, Arabic, Greek, or Hebrew as his mother tongue. In addition to these, Latin is available as a bonus language to all classes, spellcasters may also learn supernatural bonus languages. Anyone can learn any language by using the Speak Language skill. Note that some languages are spoken only, there is no written form. Characters who know only these are illiterate.
| Language |
Bonus |
Script |
|
| Frankish |
all |
none |
Language of Western and Southern Europe |
| Germanic |
all |
none |
Language of Central and Northern Europe |
| Slavic |
all |
none |
Language of Eastern Europe |
| Celtic |
all |
none |
Language of parts of Western Europe and the cult of Gaia |
| Latin |
all |
Latin |
Language of Western Christendom (no native speakers) |
| Greek |
all |
Greek |
Language of Byzantium and Eastern Christendom |
| Arabic |
all |
Arabic |
Language of Islam, Saracens, and Turks |
| Hebrew |
all |
Hebrew |
Language of the Jews |
| Sumerian |
spellcaster |
Cuneiform |
Language of dragons and Chaldeans |
| Celestial |
spellcaster |
Hebrew |
Language of angels |
| Infernal |
spellcaster |
Sanskrit |
Language of demons |
| Aquan |
spellcaster |
none |
Language of water demons and elemental magic |
| Auran |
spellcaster |
none |
Language of air demons and elemental magic |
| Ignan |
spellcaster |
none |
Language of fire demons and elemental magic |
| Terran |
spellcaster |
none |
Language of earth demons and elemental magic |
Philosophy
A character's philosophy indicates his ethical values and beliefs. All major religions form their own philosophies, minor pagan beliefs belong to either the Gaian (belief in mainly benevolent supernatural beings) or Chaldean (belief in mainly malevolent supernatural beings) philosophy. Old pantheons, such as Egyptian or Greco-Roman have been demonized to devil-worship by the prevailing religions. Philosophy has the greatest effect on characters who cast spells, since it defines their spell selection. It also defines the personality of the character, somewhat like alignment.
| Philosophy |
Religion |
Adherents |
| Christian |
Christianity |
all christendom |
| Islamic |
Islam |
turks and saracens |
| Jewish |
Judaism |
jews everywhere |
| Gaian |
old natural religions |
primitive savages, some back country peasants |
| Chaldean |
devil worship |
people and cults worshiping idols, demons, etc |
| Hermetic |
atheism |
wizards, scholars, alchemists, some urban people |
It is possible to switch to another philosophy, which usually means a religious conversion. In game terms conversion only affects a spellcaster, who need to learn the magic tradition of their new philosophy and follow its restrictions. Previously learned magic is not forgotten, but the character should be morally compelled not to return to his previous heathen ways. If no such barrier exists, the philosophy has in fact not changed, the character only pretends so.
The magic traditions of Chaldean and Hermetic philosophies can be learned together with another magical tradition by taking a suitable feat. A character who makes a Chaldean Pact becomes a devil-worshiper in secret, in return for access to Chaldean magic. Hermetic Learning, on the other hand, expands the character's knowledge to hermetic "pure" magic.
Philosophy dictates what kinds of magic are easy to learn to a character, and which are more difficult or even forbidden. Especially Christianity, and often also Islam, is quite strict on what kinds of spells are allowable and who is allowed to cast them. On Christian areas only priests and a small group of registered Hermetic wizards have the permission to perform magic. They may only use forms of magic not branded as heretic, as decided by the Inquisition.
Class
A character's class is made up of one primary (major) and two secondaries (minors). Class abilities, such as HD, BAB, saving throws, proficiencies, and skills are the sum of all three parts. Magical abilities are defined by Magic Rating (MR), which replaces caster level. The primaries contain offensive class abilities, while the secondaries concentrate on non-offensive abilities.
The following table lists the parameters of the partial classes. ("+" means a large contribution, "-" a small one, and "0" an average one.)
| PRIMARY |
HD |
BAB |
Fort |
Ref |
Will |
Skill |
Wpn |
Arm |
Magic |
Special |
| Adept |
- |
- |
- |
- |
+ |
- |
- |
0 |
major |
flexible spell slots |
| Avenger |
+ |
+ |
+ |
- |
- |
+ |
0 |
0 |
|
favored enemy, dispel, bypass DR |
| Defender |
+ |
+ |
+ |
- |
- |
- |
+ |
+ |
|
defensive stance |
| Devious |
0 |
- |
- |
+ |
- |
+ |
0 |
0 |
|
sneak attacks |
| Ferocious |
+ |
+ |
+ |
- |
- |
- |
+ |
0 |
|
rage |
| Martial |
+ |
+ |
+ |
- |
- |
- |
+ |
+ |
|
bonus feats |
| Mobile |
+ |
+ |
0 |
0 |
- |
+ |
+ |
0 |
|
skirmish |
| Unarmed |
0 |
- |
0 |
0 |
- |
+ |
- |
- |
|
unarmed attacks, AC bonus, bonus feats |
| Valiant |
+ |
+ |
+ |
- |
- |
- |
+ |
+ |
|
smite attacks, fearless |
| SECONDARY |
HD |
BAB |
Fort |
Ref |
Will |
Skill |
Wpn |
Arm |
Magic |
Special |
| Animagus |
+ |
0 |
0 |
- |
- |
0 |
0 |
- |
minor |
animal shape, senses |
| Blessed |
+ |
0 |
0 |
- |
- |
0 |
0 |
0 |
minor |
planar blessing, companion, staredown |
| Disciplined |
+ |
0 |
0 |
- |
- |
0 |
0 |
0 |
|
bonus feats |
| Guardian |
+ |
0 |
0 |
0 |
- |
0 |
0 |
0 |
|
bodyguard, DR |
| Nimble |
- |
0 |
- |
+ |
- |
++ |
0 |
- |
|
anti-trap, evasion, stealth |
| Quick |
0 |
0 |
- |
+ |
- |
+ |
0 |
- |
|
fast move, uncanny dodge, stealth |
| Resilient |
+ |
0 |
0 |
- |
0 |
0 |
- |
- |
minor |
resistances |
| Scholar |
0 |
- |
- |
- |
0 |
++ |
- |
- |
minor |
bonus feats |
| Social |
0 |
- |
- |
- |
0 |
++ |
0 |
- |
minor |
lore, motivation |
| Specialist |
+ |
0 |
0 |
- |
- |
0 |
+ |
0 |
|
specialization, bonus feats |
| Spiritual |
+ |
- |
0 |
- |
0 |
0 |
0 |
0 |
minor |
command undead |
| Talented |
0 |
0 |
- |
- |
- |
- |
0 |
- |
major |
|
| Tough |
++ |
0 |
+ |
- |
- |
- |
0 |
- |
|
DR, feats |
BAB and MR can have three different values, and saving throws two different ones. MR defines spell points and spells known
- Good MR requires both major MR lines (Adept & Talented), plus one minor MR line. Good MR limits HD to d4, BAB to poor and removes all armor proficiencies. The character may learn to use armor by taking a feat or multiclassing.
- Average MR is gained by selecting at least onemajor MR line and at least one minor MR line. Average MR limits BAB to average.
- Poor MR is gained by either one major MR line, or any two minor MR lines. Poor MR does not limit other abilities of the class.
| |
BAB |
& |
MR |
Saving |
Throws |
Shield |
Armor |
Spell |
| Lvl |
good |
avg |
poor |
good |
poor |
parry |
parry |
points |
| 1 |
+1 |
+0 |
+0 |
+2 |
+0 |
+0 |
+0 |
1 |
| 2 |
+2 |
+1 |
+1 |
+3 |
+0 |
+0 |
+0 |
3 |
| 3 |
+3 |
+2 |
+1 |
+3 |
+0 |
+0 |
+0 |
6 |
| 4 |
+4 |
+3 |
+2 |
+4 |
+1 |
+1 |
+0 |
10 |
| 5 |
+5 |
+3 |
+2 |
+4 |
+1 |
+1 |
+1 |
15 |
| 6 |
+6 |
+4 |
+3 |
+5 |
+1 |
+1 |
+1 |
21 |
| 7 |
+7 |
+5 |
+3 |
+5 |
+2 |
+1 |
+1 |
28 |
| 8 |
+8 |
+6 |
+4 |
+6 |
+2 |
+2 |
+1 |
36 |
| 9 |
+9 |
+6 |
+4 |
+6 |
+2 |
+2 |
+2 |
45 |
| 10 |
+10 |
+7 |
+5 |
+7 |
+3 |
+2 |
+2 |
55 |
| 11 |
+11 |
+8 |
+5 |
+7 |
+3 |
+3 |
+2 |
66 |
| 12 |
+12 |
+9 |
+6 |
+8 |
+3 |
+3 |
+3 |
77 |
| 13 |
+13 |
+9 |
+6 |
+8 |
+4 |
+3 |
+3 |
88 |
| 14 |
+14 |
+10 |
+7 |
+9 |
+4 |
+4 |
+3 |
99 |
| 15 |
+15 |
+11 |
+7 |
+9 |
+4 |
+4 |
+4 |
110 |
| 16 |
+16 |
+12 |
+8 |
+10 |
+5 |
+4 |
+4 |
121 |
| 17 |
+17 |
+12 |
+8 |
+10 |
+5 |
+5 |
+4 |
132 |
| 18 |
+18 |
+13 |
+9 |
+11 |
+5 |
+5 |
+5 |
143 |
| 19 |
+19 |
+14 |
+9 |
+11 |
+6 |
+5 |
+5 |
154 |
| 20 |
+20 |
+15 |
+10 |
+12 |
+6 |
+5 |
+5 |
165 |
There are 702 possible combinations for a single class, on top of which the character can also multiclass any of the three lines separately.
Equipment
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