Character Creation
You will need:
- pencil and paper
- OSE character sheet (optional)
- OSE a B/X player booklet is close enough for character creation and a AD&D 1st edtion PHB is pretty close as well.
- Standard RPG dice (d4, d6, d8, d10, d100, 2d12, d20 or a dice app)
- 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.
STR | Melee | Open Doors |
---|---|---|
3 | –3 | 1-in-6 |
4–5 | –2 | 1-in-6 |
6–8 | –1 | 1-in-6 |
9–12 | None | 2-in-6 |
13–15 | +1 | 3-in-6 |
16–17 | +2 | 4-in-6 |
18 | +3 | 5-in-6 |
INT | Spoken Languages | Literacy |
---|---|---|
3 | Native (broken speech) | Illiterate |
4–5 | Native | Illiterate |
6–8 | Native | Basic |
9–12 | Native | Literate |
13–15 | Native + 1 additional | Literate |
16–17 | Native + 2 additional | Literate |
18 | Native + 3 additional | Literate |
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.
WIS | Magic Saves |
---|---|
3 | –3 |
4–5 | –2 |
6–8 | –1 |
9–12 | None |
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.
DEX | AC | Missile | Initiative |
---|---|---|---|
3 | –3 | –3 | –2 |
4–5 | –2 | –2 | –1 |
6–8 | –1 | –1 | –1 |
9–12 | None | None | None |
13–15 | +1 | +1 | +1 |
16–17 | +2 | +2 | +1 |
18 | +3 | +3 | +2 |
CON | Hit Points |
---|---|
3 | –3 |
4–5 | –2 |
6–8 | –1 |
9–12 | None |
13–15 | +1 |
16–17 | +2 |
18 | +3 |
CHA | NPC Reactions | Max Retainers | Loyalty |
---|---|---|---|
3 | –2 | 1 | 4 |
4–5 | –1 | 2 | 5 |
6–8 | –1 | 3 | 6 |
9–12 | None | 4 | 7 |
13–15 | +1 | 5 | 8 |
16–17 | +1 | 6 | 9 |
18 | +2 | 7 | 10 |
Prime Requisite | XP Modifier |
---|---|
3–5 | –20% |
6–8 | –10% |
9–12 | None |
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 cap | XP multiplier |
---|---|
1-2 | x2 |
3-4 | x3 |
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
d100 | Secondary Skill |
---|---|
01–03 | Animal trainer |
04–05 | Armourer |
06–09 | Baker |
10–12 | Blacksmith |
13 | Bookbinder |
14–16 | Bowyer / fletcher |
17–20 | Brewer |
21–23 | Butcher |
24–26 | Carpenter |
27–28 | Chandler |
29–33 | Cooper |
34–35 | Coppersmith |
36–46 | Farmer |
47–50 | Fisher |
51–54 | Furrier |
55 Gla | ssblower |
56–59 | Huntsman |
60–62 | Lapidary / jeweller |
63–66 | Lorimer |
67 | Mapmaker |
68–69 | Mason |
70–73 | Miner |
74–76 | Potter |
77–78 | Roper |
79–81 | Seafarer |
82–84 | Shipwright |
85–87 | Tailor |
88–90 | Tanner |
91–93 | Thatcher / roofer |
94–96 | Woodcutter |
97–98 | Vintner |
99–00 | Roll 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) |
---|---|
Backpack | 5 |
Crowbar | 10 |
Garlic | 5 |
Grappling hook | 25 |
Hammer (small) | 2 |
Holy symbol | 25 |
Holy water (vial) | 25 |
Iron spikes (12) | 1 |
Lantern | 10 |
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 mallet | 3 |
Thieves’ tools | 25 |
Tinder box (flint & steel) | 3 |
Torches (6) | 1 |
Waterskin | 1 |
Wine (2 pints) | 1 |
Weapon | Cost (gp) | Weight (Coins) |
---|---|---|
Battle axe | 7 | 50 |
Club | 3 | 50 |
Crossbow | 30 | 50 |
Dagger | 3 | 10 |
Hand axe | 4 | 30 |
Javelin | 1 | 20 |
Lance | 5 | 120 |
Long bow | 40 | 30 |
Mace | 5 | 30 |
Pole arm | 7 | 150 |
Short bow | 25 | 30 |
Short sword | 7 | 30 |
Silver dagger | 30 | 10 |
Sling | 2 | 20 |
Spear | 3 | 30 |
Staff | 2 | 40 |
Sword | 10 | 60 |
Two-handed sword | 15 | 150 |
War hammer | 5 | 30 |
Ammunition | Cost (gp) |
---|---|
Arrows (quiver of 20) | 5 |
Crossbow bolts (case of 30) | 10 |
Silver tipped arrow (1) | 5 |
Sling stones | Free |
Armour | AC | Cost(gp) | Weight (Coins) |
---|---|---|---|
Leather | 12 | 20 | 200 |
Chainmail | 14 | 40 | 400 |
Plate mail | 16 | 60 | 500 |
Shield | +1 bonus | 10 | 100 |
Weapon | Damage | Qualities |
---|---|---|
Battle axe | 1d8 | Melee, Slow, Two-handed |
Club | 1d4 | Blunt, Melee |
Crossbow | 1d6 | Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed |
Dagger | 1d4 | Melee, Missile (5’–10’ / 11’–20’ / 21’–30’) |
Hand axe | 1d6 | Melee, Missile (5’–10’ / 11’–20’ / 21’–30’) |
Holy water vial | 1d8 | Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon |
Javelin | 1d4 | Missile (5’–30’ / 31’–60’ / 61’–90’) |
Lance | 1d6 | Charge, Melee |
Long bow | 1d6 | Missile (5’–70’ / 71’–140’ / 141’–210’), Two-handed |
Mace | 1d6 | Blunt, Melee |
Oil flask, burning | 1d8 | Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon |
Pole arm | 1d10 | Brace, Melee, Slow, Two-handed |
Short bow | 1d6 | Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed |
Short sword | 1d6 | Melee |
Silver dagger | 1d4 | Melee, Missile (5’–10’ / 11’–20’ / 21’–30’) |
Sling | 1d4 | Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’) |
Spear | 1d6 | Brace, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’) |
Staff | 1d4 | Blunt, Melee, Slow, Two-handed |
Sword | 1d8 | Melee |
Torch | 1d4 | Melee |
Two-handed sword | 1d10 | Melee, Slow, Two-handed |
War hammer | 1d6 | Blunt, 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.