Character Creation

You will need:

  1. pencil and paper
  2. OSE character sheet (optional)
  3. OSE a B/X player booklet is close enough for character creation and a AD&D 1st edtion PHB is pretty close as well.
  4. Standard RPG dice (d4, d6, d8, d10, d100, 2d12, d20 or a dice app)
  5. About 15 minutes

Creating your character

Most importantly - CONCEPT trumps rules - I will bend over backwards to make a character concept work.

Name and Concept

Start with a name and character concept. Short thumbnail describing your character.

Arrival at Karibdis

How did you arrive at Karibdis (the town where your adventure will begin)

Motivation

Why did you decide to seek adventure in the world?

Wild rumor

What rumor have you heard about the world that you can hardly believe might be true?

Your character concept, how you arrived, motivation, and wild rumor will help me figure out what kind of world you want to play in - is it dark and gritty? low magic? high magic? is there an assassins guild? etc

Stats

Roll 3d6 - reroll 1sonly once. i.e if you roll 3,1,1 and re roll the ones ant get 1,5 you are stuck with 3,1,5 or 8. Roll 7 and drop your lowest.

Assign the rolls to your stats: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma

You can move the rolls around as you go through the character creation process.

STRMeleeOpen Doors
3–31-in-6
4–5–21-in-6
6–8–11-in-6
9–12None2-in-6
13–15+13-in-6
16–17+24-in-6
18+35-in-6
INTSpoken LanguagesLiteracy
3Native (broken speech)Illiterate
4–5NativeIlliterate
6–8NativeBasic
9–12NativeLiterate
13–15Native + 1 additionalLiterate
16–17Native + 2 additionalLiterate
18Native + 3 additionalLiterate

house rule - magic users gain additional spell slot levels equal to additional languages. ie. 18 INT gives an additional 3rd level, 2nd level, and 1st level spell slot.

WISMagic Saves
3–3
4–5–2
6–8–1
9–12None
13–15+1
16–17+2
18+3

house rule - clerics in good favour gain additional spell slot levels equal to magic saves. ie. 18 WIS gives an additional 3rd level, 2nd level, and 1st level spell slot.

DEXACMissileInitiative
3–3–3–2
4–5–2–2–1
6–8–1–1–1
9–12NoneNoneNone
13–15+1+1+1
16–17+2+2+1
18+3+3+2
CONHit Points
3–3
4–5–2
6–8–1
9–12None
13–15+1
16–17+2
18+3
CHANPC ReactionsMax RetainersLoyalty
3–214
4–5–125
6–8–136
9–12None47
13–15+158
16–17+169
18+2710
Prime RequisiteXP Modifier
3–5–20%
6–8–10%
9–12None
13–15+5%
16–18+10%

house rule humans never suffer a penalty but can gain a bonus. Non-humans lose any bonus, but not penalty, when they have reached thier level cap.

Race and Class

We are using the optional rule Race and Class are separate - Elf, Dwarf, etc Classes are not used. However your race will determine the classes available to your character.

** house rule** Non-Humans can go past the listed level cap BUT must earn double or more of the required XP after reaching the level cap.

level past capXP multiplier
1-2x2
3-4x3
5+x4

Race (Page)

  • Class: Max Level

Drow (79)
Requirements: minimum INT 9
Ability modifiers: –1 CON, +1 DEX
Languages: Alignment, Common, Deepcommon, Elvish, Gnomish

  • Acrobat: 10th
  • Assassin: 10th
  • Cleric*: 11th
  • Fighter: 7th
  • Knight: 9th
  • Magic-user: 9th
  • Ranger: 9th
  • Thief: 11th

Duergar (80)
Requirements: minimum CON 9, minimum INT 9
Ability modifiers: –1 CHA, +1 CON
Languages: Alignment, Common, Deepcommon, Dwarvish, Gnomish, Goblin, Kobold

  • Assassin: 9th
  • Cleric*: 8th
  • Fighter: 9th
  • Thief: 9th

Dwarf (81)
Requirements: minimum CON 9
Ability modifiers: –1 CHA, +1 CON
Languages: Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold

  • Assassin: 9th
  • Cleric*: 8th
  • Fighter: 10th
  • Thief: 9th

Elf (82)
Requirements: minimum INT 9
Ability modifiers: –1 CON, +1 DEX
Languages: Alignment, Common, Elvish, Gnoll, Hobgoblin, Orcish

  • Acrobat: 10th
  • Assassin: 10th
  • Cleric*: 7th
  • Druid*: 8th
  • Fighter: 7th
  • Knight: 11th
  • Magic-user: 11th
  • Ranger: 11th
  • Thief: 10th

Gnome (83)
Requirements: minimum CON 9, minimum INT 9
Ability modifiers: None
Languages: Alignment, Common, Dwarvish, Gnomish, Kobold, the secret language of burrowing mammals

  • Assassin: 6th
  • Cleric*: 7th
  • Fighter: 6th
  • Illusionist: 7th
  • Thief: 8th

Half-Elf (84)
Requirements: minimum CHA 9, minimum CON 9
Ability modifiers: None
Languages: Alignment, Common, Elvish

  • Acrobat: 12th
  • Assassin: 11th
  • Bard: 12th
  • Cleric: 5th
  • Druid: 12th
  • Fighter: 8th
  • Knight: 12th
  • Magic-user: 8th
  • Paladin: 12th
  • Ranger: 8th
  • Thief: 12th

Halfling (85)
Requirements: minimum CON 9, minimum DEX 9
Ability modifiers: +1 DEX, –1 STR
Languages: Alignment, Common, Halfling

  • Druid*: 6th
  • Fighter: 6th
  • Thief: 8th

Half-Orc (86)
Requirements: None
Ability modifiers: –2 CHA, +1 CON, +1 STR
Languages: Alignment, Common, Orcish

  • Acrobat: 8th
  • Assassin: 8th
  • Cleric: 4th
  • Fighter: 10th
  • Thief: 8th

Human (86)
Requirements: None
Ability modifiers: +1 CHA OR +1 CON
Languages: Alignment, Common
(All: Max)

  • Acrobat: 14th
  • Assassin: 14th
  • Barbarian: 14th
  • Bard: 14th
  • Cleric: 14th
  • Druid: 14th
  • Fighter: 14th
  • Illusionist: 14th
  • Knight: 14th
  • Magic-User: 14th
  • Paladin: 14th
  • Ranger: 14th
  • Thief: 14th

Svirfneblin (87)
Requirements: minimum CON 9
Ability modifiers: None
Languages: Alignment, Common, Deepcommon, Gnomish, Dwarvish, Kobold, the language of earth elementals

  • Assassin: 8th
  • Cleric*: 7th
  • Fighter: 6th
  • Illusionist: 7th
  • Thief: 8th

Classes

These are the classes available
Acrobat
Assassin
Barbarian
Bard
Cleric
Druid
Fighter
Illusionist
Knight
Magic-User
Paladin
Ranger
Thief

*house rule - Magic Users get additional spell slots for high intelligence. Clerics get additional spell slots for high wisdom.

Culture

Cultures are not in OSE, but give a a short description of where you grew up - was it a big city? a small town, a farm, a sailing ship? Pick an appropriate secondary skill or two that would make sense for your culture. Or just roll on the table.

Secondary Skills

d100Secondary Skill
01–03Animal trainer
04–05Armourer
06–09Baker
10–12Blacksmith
13Bookbinder
14–16Bowyer / fletcher
17–20Brewer
21–23Butcher
24–26Carpenter
27–28Chandler
29–33Cooper
34–35Coppersmith
36–46Farmer
47–50Fisher
51–54Furrier
55 Glassblower
56–59Huntsman
60–62Lapidary / jeweller
63–66Lorimer
67Mapmaker
68–69Mason
70–73Miner
74–76Potter
77–78Roper
79–81Seafarer
82–84Shipwright
85–87Tailor
88–90Tanner
91–93Thatcher / roofer
94–96Woodcutter
97–98Vintner
99–00Roll for two skills

Alignment

pick one. Playing your alignment is not optional.

Law: Lawful beings believe in truth and justice.

Neutrality: Neutral beings believe in a balance between the ideas of Law and Chaos.

Chaos: Chaotic beings are in direct opposition to Law.

Equipment

You start with 3d6 × 10 gold.

house rule Only Clerics can start with Holy Water.

Item Cost(gp)
Backpack5
Crowbar10
Garlic5
Grappling hook25
Hammer (small)2
Holy symbol25
Holy water (vial)25
Iron spikes (12)1
Lantern10
Mirror (hand-sized, steel)5
Oil (1 flask)2
Pole (10’ long, wooden)1
Rations (iron, 7 days)15
Rations (standard, 7 days)5
Rope (50’)1
Sack (large)2
Sack (small)1
Stakes (3) and mallet3
Thieves’ tools25
Tinder box (flint & steel)3
Torches (6)1
Waterskin1
Wine (2 pints)1
WeaponCost (gp)Weight (Coins)
Battle axe750
Club350
Crossbow3050
Dagger310
Hand axe430
Javelin120
Lance5120
Long bow4030
Mace530
Pole arm7150
Short bow2530
Short sword730
Silver dagger3010
Sling220
Spear330
Staff240
Sword1060
Two-handed sword15150
War hammer530
AmmunitionCost (gp)
Arrows (quiver of 20)5
Crossbow bolts (case of 30)10
Silver tipped arrow (1)5
Sling stonesFree
ArmourACCost(gp)Weight (Coins)
Leather1220200
Chainmail1440400
Plate mail1660500
Shield+1 bonus10100
WeaponDamageQualities
Battle axe1d8Melee, Slow, Two-handed
Club1d4Blunt, Melee
Crossbow1d6Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed
Dagger1d4Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Hand axe1d6Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Holy water vial1d8Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Javelin1d4Missile (5’–30’ / 31’–60’ / 61’–90’)
Lance1d6Charge, Melee
Long bow1d6Missile (5’–70’ / 71’–140’ / 141’–210’), Two-handed
Mace1d6Blunt, Melee
Oil flask, burning1d8Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Pole arm1d10Brace, Melee, Slow, Two-handed
Short bow1d6Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed
Short sword1d6Melee
Silver dagger1d4Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Sling1d4Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)
Spear1d6Brace, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’)
Staff1d4Blunt, Melee, Slow, Two-handed
Sword1d8Melee
Torch1d4Melee
Two-handed sword1d10Melee, Slow, Two-handed
War hammer1d6Blunt, Melee

Clerics can only use Blunt weapons. Small races can not use Two-handed weapons unless it is reasonable for them to do so.

house rules Clerics can delay spell casting for weapon selection. If they choose to do so Clerics can use any weapon but count their spell casting level as 2 lower than their actual level, ie. no spells until 4th level.

Slow weapons do not go last in initiative instead get disadvantage when you change combat zones.

Wealth

The basic unit of wealth is the gold piece and the basic denominations are:

platinum piece (pp) worth 5gp
gold piece (gp) worth ... 1 gp
electrum piece (ep) 2 ep is 1 gp
silver piece (sp) 10 sp is 1 gp
copper piece (cp) 100 cp is 1 gp

If you have a lot of starting money left over you may purchase gems worth 5gp or 10gp.