ADMC

 

CharacterCreation3ed

Page history last edited by Ville Makkonen 8 mos ago

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

 

TypicalNames

 

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

 

ArmorAndShields

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