Generating characters

This is just a thread while I create a ton of characters for playtesting. Since I expect to have a lot of (relatively) new players, I’m trying to avoid some of the more mechanically complicated or meta-gamey classes (Shaman and Machinist in the first category, Venturer in the second) in favor of short learning curves and quick action. The goal is to use these in a playtest of SSoS. One house rule I’m using to make it minimally less lethal is that a character gets a half-size hit die + half hp at first level (so a Mage would get 1d2+2, a fighter 1d4+4). I’ll be generating 5 potential PCs for each player and let them pick. So, with no further ado, the first batch of 5:

Character #1:
Str 7
Int 9
Wis 9
Dex 12
Con 17
Cha 9
Class selected: Bard
HP 6
AC 2
Profiencies: Magical Music, Diplomacy, Performance (instruments)
Gear: Crossbow (20 bolts), Short Sword, Dagger, Leather Armor, Backpack, 2 weeks’ rations, Lute, 2 GP
Notes: This character was never going to be a front line fighter, with Str 7, but that Con! Even with a roll of 1, the bard ended up with 6 HP.

Character #2:
Str 14
Int 8
Wis 13
Dex 7
Con 11
Cha 12
Class selected: Barbarian
HP 7
AC 3
Proficiencies: Ambushing, Survival
Gear: Two-Handed Sword, Hand Axe, Chain Armor, Silver Arm-bands (25 gp), Small Sack, 50’ Rope, Grappling Hook, 2 weeks’ rations, 1 GP
Notes: The first four rolls were a bit amusing, with modifiers of +1, -1, +1, -1. With the Dex penalty, I wanted a fairly tough class that can hit hard, since this character will get hit in return.

Character #3:
Str 8
Int 11
Wis 13
Dex 10
Con 12
Cha 16
Class selected: Priestess
HP 4
AC 0
Proficiencies: Laying on Hands, Healing
Gear: Staff, Backpack, Birthwort, Comfrey, Goldenrod, Woundwort, Holy Water, 2 weeks’ rations, 1 GP
Notes: Odd stats here, with a bit of Wisdom and Con, and solid Charisma. If #1 hadn’t been a bard, this character would have. I did want to get a healer of some sort into the mix.

Character #4:
Str 14
Int 15
Wis 8
Dex 10
Con 4
Cha 12
Class selected: Elven Spellsword
HP 4
AC 4
Proficiencies: Magical Music, Performance (Singing), Diplomacy
Spells: Charm Person, Read Languages
Gear: Shortbow (20 arrows), Greatsword, Chain Armor, Backpack, 2 weeks’ rations, 1 GP
Notes: The 4 Con is not a typo. This character was looking like a Ruinguard until that came up. A lucky HP roll still saw the character get decent survivability, and charm person is a great spell.

Character #5
Str 11
Int 12
Wis 16
Dex 5
Con 6
Cha 12
Class selected: Cleric
HP 4
AC 2
Proficiencies: Divine Health, Diplomacy
Gear: Holy Symbol, Mace, Wood Shield, Ring Mail, Small Sack, 1 weeks’ rations
Notes: Seriously? Bad Dex and bad Con? The XP bonus for 16 Wis is nice, but this character’s always going to be vulnerable, with -2 AC and -1 HP/level.

So, to make this an actual conversation, if you were making a character tree, with a main and two alts out of these five characters, which would you take, and which would you give to the DM for use as NPCs?

I’d turn over 4 and 5 without a second thought. Hit points are just too important at low levels, and even with a decent first HP roll, the low con means they’re vulnerable for several levels.

For a primary… probably 3 for the charisma, but 1 classed as a thief would tempt me as well.

The second day’s characters:

Character #6:
Str 11
Int 14
Wis 18
Dex 8
Con 5
Cha 6
Class selected: Cleric
HP 2
AC 4
Proficiencies: Righteous Turning, Healing, 1 General Slot
Gear: Holy symbol, War hammer, Steel shield, Chain armor, Holy water, 1 lb garlic, 1 lb wolfsbane, 4 stakes, mallet, 2 weeks’ rations, backpack
Notes: I…I don’t even. Yeah, this one’s being turned over. +10% XP isn’t worth all those low numbers at the end.

Character #7
Str 9
Int 14
Wis 10
Dex 12
Con 14
Cha 8
Class selected: Mage
HP 4
AC 0
Proficiencies: Loremastery, Collegiate Wizardry, Knowledge (Astrology)
Spells: Sleep, Read Languages
Gear: Staff, Backpack, Quill & Ink, 1 week’s rations, 80 gp
Notes: Nothing really special. The charisma penalty somewhat bites, but a con bonus is nice.

Character #8:
Str 10
Int 8
Wis 14
Dex 7
Con 15
Cha 10
Class selected: Dwarven Craftpriest
HP 7
AC 2
Proficiencies: Battle Magic, Signaling, Craft (Weaponsmith) 2
Gear: Holy Symbol, Morning star, Ring mail, Backpack, 2 week’s rations, 3 GP
Notes: He’s a little dim and a little clumsy, but tough and wise. I decided on Craftpriest for both the XP and the save bonus, since there was already a (dismal) Cleric in the bunch

Character #9:
Str 13
Int 12
Wis 10
Dex 8
Con 11
Cha 14
Class selected: Paladin
HP 6
AC 4
Proficiencies: Goblin-Slaying, Military Strategy
Gear: Holy Symbol, Two-Handed Sword, Banded Plate, Backpack, 1 lb garlic, 1 lb wolfsbane, 4 stakes, mallet, 2 weeks’ iron rations
Notes: Probably my favorite character in this bunch. Able to get an XP bonus in a dual-primary class, although the AC penalty hurts a bit.

Character #10
Str 8
Int 11
Wis 10
Dex 8
Con 8
Cha 11
Class selected: Warlock
HP 3
AC -1
Proficiencies: Battle Magic, Military Strategy
Spell: Choking Grasp
Gear: Hawk (familiar), Staff, 2 daggers, 10 darts, Backpack, Quill & Ink, 1 week’s rations, 40 gp
Notes: I had no clue what to do with this one. Negatives in every physical stat, and no positives at all. Some characters are just born losers.

I’d agree with 3 and 1 in the first set, 7 and 9 in the second.

Mostly that’s due to the mix of stats; I’d rather take, say, #10 over #6 - #10’s a sad sack, but #6 has a definable weakness.

#4 probably has an interesting story in it but not so interesting as to want to start at level 1 with it :slight_smile:

Yeah, in the second batch, I think 7 and 9 are the first two to keep, with the primary being chosen based on whether you want to play a fighter-type or not. 8’s the third character, both in the sense of being kept and being lower than 7/9, because the flaws there are minor, and there are some off-setting strengths. 6 and 10 are the turnovers - 10 for having no strengths, and 6 for having huge weaknesses.

Out of the first set, 1-3 is probably the way to go, with 3 the top pick, but with some of the DMs I know, letting the DM have #4 would be dangerous. Even though I’m not naming characters (that’ll be up to my players), #4 has been mentally tagged as Elric.

Elric was exactly who I thought of. That character is one greatly horrible/horribly great sword away from being legendary.

sometimes the best thing you can do is pick a character with bad stats, thank the gods for any adventures you complete, blow all that money on ale and build up reserve XP for your inevitable death.

The third day:

Character #11:
Str 10
Int 7
Wis 13
Dex 10
Con 11
Cha 6
Class selected: Thrassian Gladiator
HP 8
AC 7
Proficiencies: Skirmishing, Animal Training
Gear: Shortbow, Quiver with 20 arrows, Hunting Spear, 2 Short Swords, Chain Armor, Small Sack, 2 Weeks’ Rations, 6 GP
Notes: Not another wisdom-highest character! I decided to go with a Gladiator. The reptilian friendship will help offset the charisma penalty as long as the character goes for reptilian henchfolk, and this character wound up really tanky. Sometimes you want big, dumb muscle.

Character #12:
Str 11
Int 5
Wis 13
Dex 14
Con 9
Cha 13
Class selected: Thief
HP 4
AC 3
Proficiencies: Cat Burglar, Gambling
Gear: Shortbow, Quiver with 20 arrows, Shortsword, 2 Throwing Daggers, Leather Armor, Backpack, 2 Large Sacks, Thieves’ Tools, Crowbar, 100’ Rope, Grappling Hook, Lantern, Tinderbox, 2 Flasks Common Oil, Small Hammer, 12 Spikes, 1 Week’s Rations, 5 gp
Notes: What was I saying about dumb? Mildly dexterous, somewhat charismatic, slightly wise, dumber than a box of rocks. I went with thief this time, because of the dex bonus.

Character #13:
Str 16
Int 16
Wis 9
Dex 15
Con 7
Cha 12
Class selected: Elven Spellsword
HP 5
AC 6
Proficiencies: Elementalism, Naturalism, Survival, +1 General
Spells: Burning Hands, Shield, +1 Spell
Gear: Longbow, Quiver with 20 Arrows, 2 Swords, Banded Plate Armor, Backpack, Tinderbox, 12 Torches, 4 Flasks Military Oil, 10 gp
Notes: And then this comes along. Even with -1 HP per level, this is a really solid character. Depending on that bonus spell, this could be a ridiculous character.

Character #14:
Str 12
Int 7
Wis 7
Dex 12
Con 9
Cha 10
Class selected: Assassin
HP 5
AC 2
Proficiencies: Skulking, Disguise
Gear: Crossbow, Case with 20 Bolts, Short Sword, Dagger, Leather Armor, Thieves’ Tools, Disguise Kit, 2 Weeks’ Rations, 40 gp
Notes: No bonuses, neither smart nor wise…natural-born killer. Honestly, I just wanted an assassin somewhere in the character list, and this one made sense since there’d be no bonuses no matter what.

Character #15:
Str 4
Int 12
Wis 13
Dex 5
Con 13
Cha 6
Class selected: Mage
HP 5
AC -2
Proficiencies: Elementalism, Naturalism
Spell: Burning Hands
Gear: Staff, 5 Darts, Backpack, Quill & Ink, 2 Weeks’ Rations, 57 gp
Notes: Um…mulligan? Yes, I know this character doesn’t have the Int bonus that a mage should have, but with the Str and Dex penalties, this needs to be a back-liner character. The HP are nice, but this is an eminently squishy mage.

I’m late today, but here’s day four:

Character #16:
Str 13
Int 9
Wis 11
Dex 14
Con 7
Cha 16
Class selected: Fighter
HP 7
AC 6
Proficiencies: Weapon Focus (swords & daggers), Gambling
Gear: 2 Swords, Lamellar Armor, Small Sack, Amphora of Oil, 2 week’s rations, 13 gp
Notes: Could I stop rolling poorly on Con? I thought about making this character an Elven Ranger, but went for the bigger hit die to offset the penalty. Actually, I just went back and looked, and out of 16 characters, 5 have Con bonuses (+6 total) and 6 have Con penalties (-8 total). That should balance out in the long run.

Character #17:
Str 11
Int 8
Wis 8
Dex 6
Con 8
Cha 15
Class selected: Venturer
HP 2
AC 0
Proficiencies: Precise Shot, Animal Husbandry
Gear: Crossbow, Case with 20 Bolts, Short Sword, Dagger, Leather Armor, Backpack, 1 week’s rations, 70 gp
Notes: Wow. Str is the only stat without a modifier, and all except Cha are negative. What the heck, I’ll make a Venturer, since this one will be tossed. I am amused at Clumsy McKlutz having Precise Shot, though. 16+ to hit an engaged target with AC 0.

Character #18:
Str 9
Int 12
Wis 16
Dex 10
Con 10
Cha 5
Class selected: Dwarf Craftpriest
HP 4
AC 5
Proficiencies: Dwarven Brewing, Alchemy, Craft (Brewing) 2
Gear: Holy Symbol, Mace, Wood Shield, Chain Armor, Backpack, Flask of Holy Water, Brewer’s Tools, 2 weeks’ rations, 1 gp
Notes: This character actually pulled together somewhat well with the last couple rolls. Low charisma and Sacramentalist? It’s a surly drunk dwarf! For low level play, this is a decent character - not the face of the party, but no weaknesses in the dungeon (other than a poor HP roll under my half-and-half method), and a nice little 10% XP bonus. Horrible at domain play, but still useful in a stable of characters.

Character #19:
Str 11
Int 12
Wis 8
Dex 10
Con 6
Cha 12
Class selected: Assassin
HP 3
AC 3
Proficiencies: Swashbuckling, Seafaring
Gear: Shortbow, Quiver with 20 Arrows, Short Sword, 2 Daggers, Leather Armor, Small Sack, 50’ Rope, Grappling Hook, 1 week’s rations, 7 gp
Notes: Really? Really?!? That’s three characters out of four with a Con penalty. This fifth character better turn out to be a Nobiran Wonderworker…

Character #20:
Str 9
Int 13
Wis 11
Dex 9
Con 10
Cha 9
Class selected: Zaharan Ruinguard
HP 6
AC 6
Proficiencies: Fighting Style (two-handed), Endurance, +1 General
Gear: Two-handed Sword, Morning Star, Plate Armor, Backpack, 1 week’s rations, 7 gp
Notes: OK, so it’s not a Wonderworker. Still, a character with no flaws is better than what I’ve been doing, and the Int bonus will help a bit with repertoire.

Overall, I think I would keep the fighter, the surly dwarf, and the ruinguard. I really don’t like the fighter’s HP penalty, but if someone can get him some ranged weapons, he can lead from the second line with that Cha bonus. The assassin and venturer are both too flawed.

Character #19

My recommendations would be as follows:

Day 1 - Character #3
Str 8
Int 11
Wis 13
Dex 10
Con 12
Cha 16
Select class - WITCH with WIS and CHA prime requisites.
Drop Int to 9, drop Con to 10, and raise Cha to 18.
Make the character a Witch. Witch is a better PC class than Priestess.


Day 2 - Character #7
Str 9
Int 14
Wis 10
Dex 12
Con 14
Cha 8
Select class - MAGE
Drop Dex to 10 and Con to 12; raise INT to 16. The mage is better off with the increased repertoire, magic research bonus, and xp bonus than the hit points.


Day 3 - Character #13:
Str 16
Int 16
Wis 9
Dex 15
Con 7
Cha 12
Class selected: Elven Spellsword
Drop Dex to 13 and Cha to 10; raise INT to 18.
OR
Class selected: Elven Courtier
Drop Dex to 13 and Str to 10; raise CHA to 16.
Courtier is likely to do less combat and so the low CON is less painful.


Day 4 - Man, you roll like hell. Um, Dwarven Craftpriest is the best.

“Day 4 - Man, you roll like hell.”

My brain is picturing this as a quote on the back of a book and I can’t stop laughing.

If I was going to be using this with a veteran group, I’d let that sort of tweaking go on. These characters are probably going to end up in the hands of players who have no ACKS experience and minimal B/X or BECMI experience, since I’m expecting to pull a few players together to playtest SSoS. With that many inexperienced players, I don’t want to bog things down with too many variables (although I may go ahead and swap the Priestess for Witch). Also, I kinda forgot about that rule. I’m used to it from the Rules Cyclopedia, but didn’t remember it was in ACKS as well.

“Day 4 - Man, you roll like hell. Um, Dwarven Craftpriest is the best.” - The Ruinguard is just average. But yeah, I’m looking forward to surly drunken dwarf.

Day #5 - can I roll a positive Con modifier?

Character #21
Str 17
Int 8
Wis 13
Dex 9
Con 12
Cha 12
Class selected: Dwarven Fury
HP 8
AC 3
Proficiencies: Weapon Focus (axes), Endurance
Gear: Battle Axe, 3 Hand Axes, Steel Shield, Backpack, Tinderbox, 12 Torches, 2 Flasks Military Oil, 2 weeks’ rations, 21 gp
Notes: If I was using the stat swap feature, I’d drop Cha to 10 and increase Str to 18. I briefly considered an additional swap to drop Wis to 9, increase Con to 14, and use Barbarian, but I don’t have a Fury yet. A drop of Wis to 11 to increase Con to 13 would probably still be worthwhile, though. With hardy to add to saves, a dwarf needs Con more than Wis.

Character #22
Str 15
Int 13
Wis 16
Dex 12
Con 11
Cha 13
Class selected: Nobiran Wonderworker
HP 4
AC 0
Proficiencies: Prophecy, Performance (Storytelling), Theology
Spells: Charm Person, Magic Mouth
Gear: Staff, Backpack, Ornamental Crystal Ball, Quill and Ink, 2 week’s rations
Notes: OMGOMGOMG! Of course, I rolled a 5 for wealth, but the stat rolls worked out. It’s probably not the best use of those rolls, since I could create a Paladin with 18 Str and 17 Cha or a Barbarian with 16 Str and 18 Con, but I doubt I’ll see another character that qualifies for Wonderworker for some time.

Character #23
Str 15
Int 13
Wis 10
Dex 9
Con 10
Cha 14
Class selected: Zaharan Ruinguard
HP 5
AC 6
Proficiencies: Familiar, Knowledge (Occult)
Gear: Vulture (familiar), Two-Handed Sword, Plate Armor, Backpack, 2 Flasks Unholy Water, 2 weeks’ rations
Notes: Three characters in, and still no Con bonuses (or Dex bonuses). I thought about creating a Mystic, but with no Dex bonus, AC would be an issue. The Ruinguard’s heavy armor helps with that. In a swap situation, I’d consider trading 2 Cha for 1 Str. It would eliminate the Cha bonus, but increase the Str bonus to +2.

Character #24
Str 10
Int 5
Wis 15
Dex 13
Con 9
Cha 9
Class selected: Thief
HP 3
AC 3
Proficiencies: Lockpicking, Craft (locksmithing)
Gear: Crossbow, Case with 20 Bolts, Short Sword, 2 Daggers, Leather Armor, Backpack, Thieves’ Tools, 50’ Rope, Grappling Hook, Tinderbox, Lantern, 2 Flasks Common Oil, Small Hammer, 12 Spikes, 1 week’s rations
Notes: Rocks. Rocks, I tell you. Boxes of them. At least there aren’t any other severe penalties. Dropping Wis to 9 would allow Dex to hit 16. For some reason, I’m thinking of the Gladiator from the Daredevil TV series - very good at one specific thing, easily confused by anything else.

Character #25
Str 12
Int 13
Wis 10
Dex 7
Con 7
Cha 15
Class selected: Witch
HP 3
AC -1
Proficiencies: Prestidigitation, Intimidation, Craft (doll-making), +1 General
Gear: Holy Symbol, Dagger, Staff, Backpack, 2 Clay Dolls (5 gp each), Craftsman’s Tools, 12 Iron Spikes, 6 Torches, 2 weeks’ rations
Notes: Not a single Con bonus tonight, and the last character has a penalty. My dice are being perverse. I decided to go with a Witch here because the Con and Dex mean the character needs to stay away from combat, I haven’t rolled a Witch yet, and a swapping player could drop Str to 10 and Int to 9 in order to have Wis 13 for the XP bonus.

Autarch’s next kickstarter should be to get The Dark new dice.

Your Day 5 characters are the by far the best!

Episode #6: The Quest for Con

Character #26:
Str 8
Int 5
Wis 13
Dex 12
Con 9
Cha 6
Class selected: Cleric
HP 5
AC 6
Proficiencies: Divine Blessing, Theology
Gear: Holy Symbol, Mace, Wood Shield, Banded Armor, Small Sack, 1 week’s rations
Notes: This is not a good start.

Character #27:
Str 13
Int 6
Wis 12
Dex 9
Con 9
Cha 8
Class selected: Thrassian Gladiator
HP 7
AC 7
Proficiencies: Kin-Slaying, Tracking
Gear: Bola, Trident (Pole Arm), Net, Short Sword, Chain Armor, Small Sack, 2 weeks’ rations, 37 gp
Notes: Not a great character, but one that squeaked into the minimums to be a Gladiator.

Character #28:
Str 10
Int 12
Wis 11
Dex 11
Con 15
Cha 14
Class selected: Paladin
HP 6
AC 6
Proficiencies: Divine Blessing, Theology
Gear: Holy Symbol, Sword, Steel Shield, Banded Plate, Backpack, 1 week’s rations
Notes: If swapping, I’d drop Int, Wis, and Dex to boost Str to 13. A decent character, but not great. Moderately tough and a decent leader with (eventually) Holy Fervor and the Cha bonus. Also - finally, a Con bonus!

Character #29:
Str 8
Int 8
Wis 16
Dex 8
Con 8
Cha 10
Class selected: Witch
HP 2
AC -1
Proficiencies: Familiar (Python), Knowledge (Occult), Seduction
Gear: Python, Unholy Symbol, Dagger, Silver Bangles (20 gp), Silver Earrings (20 gp), Backpack, 5 Black Candles, 2 weeks’ rations, 14 gp
Notes: And we’re right back to Penalty City again. Say something nice…say something nice…at least Seduction will offset the Charisma penalty on reaction rolls?

Character #30
Str 12
Int 11
Wis 8
Dex 13
Con 7
Cha 11
Class selected: Elven Ranger
HP 3
AC 5
Proficiencies: Precise Shooting, Naturalism
Gear: Composite Bow, Quiver with 20 Arrows, Net, Short Sword, Dagger, Chain Armor, Backpack, 50’ Rope, 2 Flasks Military Oil, Tinderbox, 12 Torches, 2 weeks’ rations
Notes: Well, it’s not a total loss. Decent ranged combatant who wants to stay at range. And, with Precise Shooting and the Ranger’s Precise Shot, one who can shoot even once the front line has engaged. I’d swap 2 Int for 1 Str to get the bonus.

On the witch, I clearly forget that Charisma was the only score other than Wisdom that WASN’T an 8, so there’s no penalty for Seduction to offset, it’s just a flat bonus.

Good heavens. 2HP, 3 HP. These characters are fragile indeed!
The Elven Ranger has a chance of seeing 2nd level if they manage to stay away from any close combat fighting. Better invest in some hirelings!

Have you considered a Designated Roller? Because your average is actually below average. :smiley:

I’m blaming the dice. I really do need new ones; a fair number of mine are scavenged (I still have a D8 somewhere from TSR’s ill-fated Dragon Dice game, and I think some the D6s I’m not using are from an old game of Risk).