Ability Scores
Strength
Agility
Stamina
Personality
Intelligence
Luck
Birth Augur and Lucky Sign:
*If a cleric, applies to all healing the cleric performs. If not a cleric, applies to all magical healing received from other sources.
** Luck normally affects critical hits and fumbles. On this result, the modifier is doubled for purposes of crits or fumbles.
^ Roll on the Blood Type Table
****Roll 1d10 on The Scorched Coast Mutations Table
Saving Throws
Languages
All characters know the Common tongue. For each point
of Intelligence modifier, a character knows one additional
language associated with the circumstances of his upbringing.
These additional languages are established at 0-level.
Dwarves, elves, and halflings with Int 8+ automatically
know their racial languages as well.
Upon advancing to 1st level, a character may learn additional
languages. Thieves learn a secret language called
cant. Demi-humans learn one additional language. Wizards
learn one additional language per point of Int modifier.
Additional languages commonly known include those
of centaurs, giants, gnomes, goblins,
and kobolds. Wizards
may know magical languages
and the animal
tongues. More details
on languages
can be found in
Appendix L.
Hit Points (modified by stamina)
Copper Pieces:
Equipment:
** A half-pint vial of holy water inflicts 1d4 damage to any un-dead creature, as well as to some demons and devils.
*** When ignited and thrown, oil causes 1d6 damage plus fire (DC 10 save vs. Reflex to put out or suffer additional 1d6 damageeach round). One flask of oil burns for 6 hours in a lantern.
Occupation:
* Roll 1d8 to determine farmer type: (1) potato, (2) wheat, (3) turnip, (4) corn, (5) rice, (6) parsnip, (7) radish, (8) rutabaga.
** Why did the chicken cross the hallway? To check for traps! In all seriousness, if the party includes more than one farmer or herder, randomly determine the
second and subsequent farm animals for each duplicated profession with 1d6: (1) sheep, (2) goat, (3) cow, (4) duck, (5) goose, (6) mule.
*** Roll 1d6 to determine what’s in the cart: (1) tomatoes, (2) nothing, (3) straw, (4) your dead, (5) dirt, (6) rocks.
^ Roll on the Blood Type Table
****Roll 1d10 on The Scorched Coast Mutations Table
Weapon:
† If a missile fire weapon (such as sling or dart), roll 1d6 to determine number of sling stones or darts.
Trade Goods:
Crit die:
Alignment: