One of my favorite AD&D modules, penned by the late, great Aaron Allston, and the one that introduced me to 0-level characters.
And while the new 5th Edition D&D rules don't actually support starting at 0-level, this is ridiculously easy to fix. My own personal "patch" is as follows:
Starting at 0-Level
Step One - PCs roll their stats using whatever method you prefer.
Step Two - Each player then rolls a 1d100 on the "Table of Many Backgrounds" below, to determine their starting background, proficiencies, equipment, and languages.
To make the pain of having to roll on a random chart go down better, I also grant the PC the listed bonuses to their attributes. So, for example, if you roll a "1," your background is an Actor, and in addition to all the proficiencies and equipment listed, you gain a +4 bonus to your starting Charisma and a +1 bonus to all other attributes.
Note: I *do* allow players, if they wish, to choose their own background, rather than randomly rolling. However, their characters do *not* gain the listed bonus to attributes. The brave and the bold roll and let the dice fall where they may!
Step Three - Chose race and gain the benefits listed in the PHB.
Step Four - Final touches:
- All 0-level characters start with 6 HP, plus their CON modifier.
- Starting proficiency bonus is +1.
- 0-level characters are not proficient in any saving throws.
- You begin only with the equipment and money listed on the table.
- If your background indicates that you know one or more 0-level spells, you may only cast each spell once per long rest.
- Your proficiency bonus increases from +1 to +2.
- You roll HP as normally when leveling up (but do not get the maximum at first level).
- You gain all the normal proficiencies, abilities, etc., for your new class. In the case of duplication, you gain no benefit.
- You do not gain any additional equipment, except that Wizards gain a spellbook for free, and clerics/druids gain a holy symbol, if they do not have one already.
Fans of the superb Dungeon Crawl Classics RPG from Goodman Games will know exactly what gave me the inspiration for rolling backgrounds randomly and the chart below.
This is the method of character generation I have been using in my Neverwinter Nights D&D "cloud" campaign. Overall, it results in characters that are a bit stronger and more skilled than normal, by-the-book PCs, but not overly so. Enjoy!
Want to read about the campaign these rules were made for? Click here for information of the Neverwinter Nights "cloud" campaign, 26 players strong and growing.
The Table of Many Backgrounds
1d100 Roll
|
Background
|
Weapon,
Armor & Skill Proficiencies
|
Tool Proficiencies
|
Attribute
Bonus
(Max 20)
|
Starting
Equipment
|
1
|
Actor
|
Dagger, Club, Deception, Performance,
Persuasion, Sleight of Hand, Chondathan, Two Additional Languages
|
Disguise Kit, One Musical Instrument
|
+4 CHA
+1 to All other
|
Clothes (traveler’s, fine, and a collection
of 3 common costumes), Dagger, Disguise Kit, Book w/ Collection of Plays, One
Musical Instrument of Your Choice, Broadsheet Pamphlet (raving about one of
your past performances), Backpack, Sack, Bedroll, Mule w/ Saddlebags, 25 gp
|
2-3
|
Adventurer’s Heir
|
Dagger, Shortsword, Club, Light & Medium Armor,
Athletics, History, Arcana, Chondathan, Elvish, One Additional Language
|
--
|
+1 to All
|
Clothing (traveler’s), Shortsword, Silvered Dagger,
Chain Shirt, Potion of Healing, Chapbook of Tales of a Famous Adventurer,
Backpack, Bedroll, Waterskin, 50 gp
|
4
|
Alchemist’s
Apprentice
|
Club, Quarterstaff, Arcana, Nature,
Chondathan, Two Additional Languages
|
Herbalism Kit, Alchemist’s Tools,
Poisoner’s Tools
|
+2 INT,
+2 DEX,
+2 CON
|
Robes, Common Clothing, Dagger, Alchemist’s
Tools, Herbalism Kit, 2 Vials Alchemists’ Fire, Vial of Antitoxin, Book of
Notes & Alchemical Recipes, Quills & Ink Vial, Backpack, Bedroll,
Waterskin, Wineskin, 30 gp
|
5
|
Archer
|
Shortbow, Dagger, Athletics, Perception, Survival, Chondathan,
One Additional Language
|
Woodcarver’s Tools
|
+2 DEX,
+2 STR
|
Traveler’s Clothing, Dagger, Shortbow, Quiver of 20
Arrows, Mess Kit, Backpack, Bedroll, Waterskin, 2d6 sp
|
6
|
Assassin
|
Dagger, Shortsword, Light Crossbow,
Shortbow, Light Armor, Deception, Sleight of Hand, Stealth, Chondathan, One
Additional Language
|
Thieves’ Tools
|
+2 DEX,
+2 CON
|
Traveler’s Clothing, Leather Armor, 2
Daggers in Hidden Wrist-Sheaths, Shortsword, Thieves’ Tools, Pouch with a
Pinch of Arsenic (ingested, DC 15 Con Save or 3d6 damage and poisoned for 1
day), Large Sack, Wineskin, 50 gp
|
7
|
Baker
|
Club, Quarterstaff, Dagger, Light Armor, Chondathan,
One Additional Language, Choose One of the Following: Animal Handling, Deception, or Persuasion
|
Cook’s Utensils
|
+5 CON,
+1 to All other
|
Homemade Padded Armor, Club, Dagger, Clothes
(common), 5 lbs. Sack of Flour,
Backpack, Bedroll, Cooking Utensils, Waterskin, Bottle of Sembian Red Wine,
10 gp
|
8-9
|
Bandit
|
Shortsword, Dagger, Club, Shortbow, Light
Armor, Stealth, Survival, Chondathan, One Additional Language
|
--
|
+2 STR,
+2 CON
|
Common Clothes, Black Cloth for Tying
Around Face, Leather Armor, Shortsword, Dagger, Shortbow, 10 Arrows, Set of
Dice, Backpack, Bedroll, Wineskin, 3d10 gp
|
10
|
Barber
|
Dagger, Club, Insight, Medicine, Chondathan, One
Additional Language
|
Barber’s Tools
|
+3 DEX,
+1 to All other
|
Common Clothes, Dagger, Barber’s Tools (scissors,
razors, brushes, combs, creams, tooth-pullers, etc.), Healer’s Kit, Backpack,
Bedroll, Sack, Wineskin, 20 gp
|
11
|
Barrister
|
Dagger, Club, History, Investigation,
Performance, Chondathan, Two Additional Languages
|
--
|
+2 INT,
+2 WIS,
+2 CHA
|
Clothes (fine), Dagger, Book, Bottle of
Ink, 10 Sheets of Parchment, Blanket, 3 Volume Set of the Waterdeep Code Legal,
Scroll Case, Bedroll, Backpack, Wineskin, Waterskin, 100 gp
|
12-13
|
Beggar
|
Dagger, Club, Sling, Deception, Persuasion, Sleight of
Hand, Chondathan, One Additional Language
|
--
|
+2 DEX,
+2 CON
|
Clothes (ragged), Dagger, Sack, 2 days rations (spotted
with mold), Copper Coin with Sharpened Edge, 2d6 sp
|
14-15
|
Blacksmith’s
Apprentice
|
Club, Dagger, Light Hammer, Warhammer,
Maul, Light & Medium Armor, Athletics, Chondathan, One Additional
Language
|
Smith’s Tools
|
+4 STR,
+2 CON
|
Clothes (common), One Weapon of Your
Choice, Dagger, Chain Shirt, Backpack, Bedroll, Waterskin, 10 gp
|
16
|
Butcher
|
Dagger, Club, Hand Axe, Athletics, Animal Handling,
Chondathan, One Additional Language
|
Cook’s Utensils
|
+2 STR,
+4 CON
|
Clothes (common), Hand Axe (Cleaver), Dagger, Homemade
Shield, Backpack, Cook’s Utensils, Bedroll, Waterskin, Sack, 5 lbs. Dried
Beef, 5 gp
|
17-18
|
Caravan
Guard
|
Spear, Longsword, Dagger, Light &
Medium Armor, Animal Handling, Survival, Perception, Chondathan, One
Additional Language
|
Gaming Sets
|
+2 STR,
+2 CON
|
Traveler’s Clothes, Longsword, Dagger,
Leather Armor, Shield (painted with Merchant Company Symbol), Mess Kit,
Backpack, Bedroll, Tinderbox, Wineskin, 10 gp
|
19
|
Charlatan/
Confidence Artist
|
Dagger, Club, Deception, Performance, Sleight of Hand,
Chondathan, One Additional Language
|
Gaming Sets, Disguise Kit, Forger’s Kit
|
+2 DEX,
+2 CHA
|
Clothes (fine and traveller’s), Dagger, Backpack,
Forger’s Kit, Disguise Kit, Forged 1,000 gp Bloodnote from Seven Suns Trading
Priakos, Bedroll, Wineskin, 3d10 gp
|
20
|
City
Guardsman (Waterdeep, retired)
|
Dagger, Shortsword, Longsword, Spear,
Crossbow, Light & Medium Armors, Athletics, Perception, Chondathan, One Additional
Language
|
Gaming Set
|
+2 STR,
+2 CON
|
Clothes (traveler’s), Shortsword, Dagger,
Spear, Faded Waterdeep Guard Cloak, Medal of Commendation (Waterdeep), Chain
Shirt, Backpack, Bedroll, Waterskin,
40 gp
|
21
|
City Watchman
(retired)
|
Dagger, Club, Shortsword, Longsword, Mace, Light &
Medium Armor, Insight, Perception, Chondathan, One Additional Language
|
Gaming Set
|
+2 STR,
+2 WIS
|
Clothes (traveler’s), Shortsword, Dagger, Leather
Armor, Dice Set, Backpack, Bedroll, Boot with Hollow Heel, Waterskin, 20 gp
|
22
|
Cook
|
Dagger, Club, Hand Axe, Light Armor,
Athletics, Animal Handling, Chondathan, One Additional Language
|
Cook’s Utensils
|
+4 CON,
+1 All other
|
Clothes (common), Hand Axe (Cleaver),
Homemade Padded Armor, Backpack, Bedroll, Cook’s Utensils, Iron Pot,
Tinderbox, Waterskin, 10 gp
|
23-24
|
Cormyrian Knight
|
Longsword, Shortsword, Mace, Dagger, Lance, All Armors,
Animal Handling, History, Chondathan, One Additional Language
|
--
|
+2 STR,
+1 All
other
|
Clothes (traveler’s & fine), Longsword, Dagger,
Chainmail, Shield w/Family Crest, Backpack, Waterskin, Mess Kit, Signet Ring,
Bedroll, War Horse (w/saddle and saddle bags), 100 gp
|
25
|
Cormyrian
Knight’s Squire
|
Longsword, Shortsword, Dagger, Lance, Light
& Medium Armors, Animal Handling, History, Chondathan, One Additional
Language
|
--
|
+2 CON,
+1 All other
|
Clothes (traveler’s), Shortsword, Dagger,
Chain Shirt, Backpack, Waterskin, Bedroll, Pony (w/saddle and saddlebags, 2
days feed), 20 gp
|
26-27
|
Courtesan/
Prostitute/ Trull/ Bedwarmer”/ “Warmflanks” or “Banner” (etc. You get the picture)
|
Dagger, Club, Deception, Persuasion, Sleight of Hand,
Chondathan, One Additional Language
|
One Musical Instrument, Disguise Kit
|
+2 CON,
+4 CHA
|
Clothing (traveler’s & fine), Dagger, Holy Symbol
of Sune, One Musical Instrument, Vial of Perfume, Wineskin, Disguise Kit,
Backpack, Bedroll, 50 gp
|
28-29
|
Cutpurse
|
Dagger, Club, Perception, Sleight of Hand,
Stealth, Chondathan, One Additional Language
|
Thieves’ Tools
|
+2 DEX,
+2 CHA
|
Clothes (common), Dagger, Coat w/ Hidden
Pockets Sewn In, Steel Coin with Sharpened Side, Dice Set, Thieves’ Tools,
Sack, Wineskin, 10 gp
|
30
|
Ditch-Digger
|
Dagger, Club, Athletics, Survival, Chondathan, One
Additional Language
|
--
|
+4 STR,
+2 CON
|
Clothes (common, dirty), Dagger, Shovel (as club),
Sack, Lamp, Flask of Oil, Tinderbox, Wineskin, 2d6 sp
|
31
|
Drover
|
Club, Spear, Dagger, Light Armor, Animal
Handling, Survival, Chondathan, One Additional Language
|
Land Vehicles
|
+2 STR,
+ 2 CON
|
Clothes (common), Homemade Padded Armor,
Club, Dagger, Backpack, Waterskin, Iron Pot, Wagon (Full of Potatoes, 2 Draft
Horses, Spare Wagon Wheel, 5 gp
|
32
|
Druid’s
Apprentice
|
Quarterstaff, Club, Dagger, Light Armor, Animal
Handling, Nature, Religion, Survival, Chondathan, Two Additional Languages
|
Herbalism Kit, Woodcarver’s Tools
|
+4 WIS
|
Clothes (traveler’s), Padded Armor, Quarterstaff,
Dagger, Backpack, Bedroll, Pouch of Mistletoe, Herbalism Kit, Healer’s Kit,
Waterskin, Holy Symbol, 5 gp
|
33
|
Dung
Carter
|
Club, Dagger, Light Armor, Animal Handling,
Survival, Perception, Chondathan, One Additional Language
|
Land Vehicles
|
+2 STR,
+4 CON
|
Clothes (common), Homemade Padded Armor,
Bedroll, Waterskin, Rickety Cart (soiled) with Mule, Wineskin, 2d6 sp
|
34
|
Dwarf Lord (from
a fallen realm)
|
Dagger, Club, Shortsword, Battleaxe, Greataxe, All
Armors, History, Persuasion, Chondathan, Dwarvish, Two Additional Languages
|
Smith’s Tools, Mason’s Tools
|
+2 CON,
+2 CHA
|
Clothes (traveler’s), Battleaxe, Dagger, Chain Shirt,
Backpack, Bedroll, Whetstone & Oily Rag, Mess Kit, Waterskin, Pony (with
saddle and saddlebags), 50 gp
|
35-36
|
Dwarven
Outcast
|
Dagger, Shortsword, Battleaxe, Greataxe,
Light & Medium Armors, Deception, Intimidation, Perception, Chondathan, Dwarvish,
One Additional Language
|
Smith’s Tools, Mason’s Tools
|
+2 STR,
+2 CON
|
Clothes (travelers’), Shortsword, Dagger,
Boot with Spring Blade (per Dagger), Chain Shirt, Backpack, Bedroll, Dice
Set, Vial of Poison (basic), Wineskin, 20 gp
|
37
|
Elven Noble
|
Longsword, Shortsword, Dagger, Spear, Longbow, History,
Nature, Arcana, Chondathan, Elvish, Three Additional Languages
|
Three Musical Instruments
Spells: three 0-level Wizard spells.
|
+2 INT,
+2 CHA
|
Clothes (fine & traveler’s), Dagger, Silvered
Longsword, Backpack, Potion of Healing, Waterskin, 20 gp plus 100 gp in
various gems
|
38
|
Escaped
Criminal (on the run)
|
Shortsword, Dagger, Club, Light Armor,
Deception, Stealth, Survival, Sleight of Hand, Chondathan, One Additional
Language
|
Thieves’ Tools
|
+2 DEX,
+2 CON
|
Clothes (common), Club, Stolen Loaf of
Bread & Jug of Wine
|
39-40
|
Exiled Noble
|
Longsword or Rapier, Dagger, History, Insight,
Persuasion, Chondathan, Two Additional Languages
|
--
|
+2 INT,
+2 CHA
|
Clothes (traveler’s), Longsword or Rapier, Dagger,
Backpack, Potion of Healing, Gold Signet Ring, Wineskin, Bedroll, 100 gp
|
41-45
|
Farmer
|
Club, Spear, Quarterstaff, Dagger, Light
Armor, Nature, Perception, Survival, Chondathan, One Additional Language
|
--
|
+2 STR,
+4 CON
|
Clothes (common), Pitchfork (as spear) or
Spade (as club), Homemade Padded Armor, Backpack, Bedroll, Sack of
Vegetables, Waterskin, 2d6 sp
|
46
|
Fisherman
|
Spear, Club, Dagger, Light Armor, Nature, Survival,
Chondathan, One Additional Language
|
Water Vehicles
|
+2 STR,
+2 CON
+2 DEX
|
Clothes (common), Club, Dagger, Homemade Padded Armor,
Backpack, Bedroll, Waterskin, 2d6 sp
|
47
|
Footpad
|
Club, Dagger, Shortsword, Deception,
Intimidation, Stealth, Chondathan, One Additional Language
|
--
|
+2 STR,
+2 DEX
|
Clothes (common), Bronze-Headed Club,
Dagger, Shortsword, Sack, Wineskin, 2d6 sp
|
48
|
Forester/ Hunter/
Trapper
|
Dagger, Club, Shortbow, Spear, Nature, Perception,
Survival, Chondathan, One Additional Language
|
Woodcarving Tools
|
+2 DEX,
+2 WIS
|
Clothes (traveler’s), Dagger, Shortbow, 20 arrows,
Hunter’s Trap, 1d6 Beaver Pelts, Backpack, Bedroll, Woodcarving Tools,
Collection of Small Wooden Animals, Waterskin, 10 gp
|
49
|
Gambler
|
Dagger, Club, Deception, Insight, Sleight
of Hand, Chondathan, Three Additional Languages
|
Gaming Sets (cards & dice)
|
+2 DEX,
+2 CHA
|
Clothes (fine), Dagger in Hidden Sheath,
Backpack, Bedroll, Coat with Hidden Pockets, Wineskin, Dice & Cards, Deed
to a Ruined House in Neverwinter, 1d10x10 gp, Choose One: Flamboyant Hat, Gold Tooth, Glass Eye, or
False Eyepatch.
|
50
|
Grave Digger
|
Dagger, Club, Athletics, Intimidation, Chondathan, One
Additional Language
|
--
|
+2 STR,
+4 CON
|
Clothes (common), Shovel (treat as club), Dagger,
Bedroll, Waterskin, 2d6 sp
|
51
|
Grave
Robber
|
Dagger, Shortsword, Club, Light Armor,
Investigation, Stealth, Chondathan, One Additional Language
|
--
|
+2 STR,
+2 CHA
|
Clothes (traveler’s), Shortsword, Dagger,
Leather Armor, Shovel (per club), Backpack, Sack, Bedroll, Waterskin, Pouch
of 50 gp of Jewelry (assorted rings, necklaces, earrings, and brooches stolen
from graves), 10 gp
|
52-55
|
Guild Artisan
|
Dagger, Club, Insight, Persuasion, Chondathan, One
Additional Language
|
One set of Artisan’s Tools (your choice)
|
+2 to All
|
Clothes (traveler’s), Dagger, Club, One Set of
Artisan’s Tools (pg. 154) Backpack, Bedroll, Waterskin, Mule (w/ Saddlebags),
Letter of Recommendation from Former Master, 20 gp
|
56
|
Innkeeper (former)
|
Dagger, Club, Insight, Persuasion,
Chondathan, Two Additional Languages
|
One Musical Instrument
|
+2 WIS,
+2 CHA
|
Clothing (traveler’s), Dagger, Wineskin,
Backpack, Sack, Bedroll, 150 gp (life savings from selling what was left of
your burned-down inn)
|
57
|
Jester/Juggler/
Entertainer
|
Dagger, Club, Acrobatics, Performance, Sleight of Hand,
Chondathan, One Additional Language
|
One Musical Instrument
|
+2 DEX,
+2 CHA
|
Clothes (traveler’s & performer’s motley), Dagger,
Juggling Balls, One Musical Instrument of Your Choice, Backpack, Bedroll, Waterskin, 10 gp
|
58
|
Laborer/
Porter
|
Dagger, Club, Athletics, Intimidation,
Chondathan
|
--
|
+4 STR,
+2 CON
|
Clothes (common), Club, Sack, Waterskin,
Push Cart, 2d6 sp
|
59
|
Locksmith’s
Apprentice
|
Dagger, Perception, Sleight of Hand, Chondathan, One
Additional Language
|
Thieves’ Tools, Tinker’s Tools
|
+2 DEX,
+2 INT
|
Clothes (common), Dagger, Backpack, Bedroll, Thieves’
Tools, Ring of Skeleton Keys, 4 Locks (w/keys), Waterskin, 20 gp
|
60-63
|
Mercenary
|
Dagger, Shortsword, Longsword, Spear,
Crossbow, Shortbow, Light & Medium Armors, Athletics, Animal Handling,
Intimidation, Chondathan, Two Additional Languages
|
--
|
+2 STR,
+2 CON
|
Clothes (traveler’s), Leather Armor, Shield
Painted w/Symbol of Former Mercenary Company, Longsword, Dagger, Whetstone
& Oily Rag, Backpack, Bedroll, Wineskin, 5d6 gp, Momento (roll 1d6): (1)
Hilt from a Broken Orc Scimitar, (2) Elf Arrow, (3) Uthgardt Snowcat-fang
Necklace, (4) Troll’s Finger (still wiggling), (5) Zhentilar Captain’s Baton,
or (6) Pouch of Tin Soldiers from your Childhood
|
64-65
|
Merchant
|
Dagger, Club, Deception, Insight, Persuasion,
Chondathan, Two Additional Languages
|
--
|
+2 DEX,
+2 CHA
|
Clothes (traveler’s & fine), Dagger, Backpack,
Bedroll, Wineskin, Pony (w/saddle and saddlebags), Merchant’s Scale, Steel
Mirror, Tinderbox, 50 gp
|
66
|
Miner
|
Dagger, Club, Light Hammer, War Pick,
Warhammer, Maul, Athletics, Survival, Chondathan, One Additional Language
|
Mason’s Tools
|
+2 STR,
+2 CON
|
Clothes (common), Pickaxe (Treat as Club),
Sack, Bedroll, Waterskin, 2d6 sp
|
67
|
Minstrel
|
Dagger, Club, Performance, Sleight of Hand, Chondathan,
Two Additional Languages
|
Three Musical Instruments
|
+2 DEX,
+2 CHA
|
Clothes (traveler’s & fine), Dagger in Hidden Wrist
Sheath, One Musical Instrument of Your Choice, Backpack, Bedroll, Waterskin, 20 gp
|
68-69
|
Noble,
Dilettante (Waterdeep)
|
Longsword, Rapier, Dagger, Light &
Medium Armor, History, Persuasion, Chondathan, Two Additional Languages
|
Gaming Set
|
+2 INT,
+2 CHA
|
Fine Clothes, Masterwork Longsword or
Rapier (+1 damage), Dagger, Chain Shirt, Gold Signet Ring, Backpack, Potion
of Healing, Wineskin, Bedroll, 200 gp
|
70
|
Noble, Second Son (Cormyr)
|
Longsword, Shortsword, Lance, Dagger, Club, All Armor,
History, Persuasion, Two Additional Languages
|
--
|
+2 STR,
+2 CON,
+2 CHA
|
Fine Clothes, Masterwork Longsword (+1 damage), Dagger,
Chain Shirt, Gold Signet Ring, Backpack, Bedroll, Potion of Healing,
Waterskin, 200 gp
|
71
|
Northman
Reaver
|
Dagger, Battleaxe, Handaxe, Longsword,
Light & Medium Armor, Intimidation, Survival, Chondathan, Illuskan
|
Water Vehicles
|
+2 STR,
+2 CON
|
Clothes (traveler’s), Handaxe, Longsword or
Battleaxe, Dagger, Chain Shirt, Wooden Shield, Horned Helm, Holy Symbol to
Umberlee, Sack, Wineskin, 2d6 gp
|
72
|
Peddler
|
Dagger, Club, Animal Handling, Insight, Persuasion,
Chondathan, One Additional Language
|
--
|
+2 WIS,
+2 CHA
|
Clothes (traveler’s), Dagger, Backpack, Bedroll,
Waterskin, Mule loaded with 50 gp of Trade Goods (your choice), 10 gp
|
73
|
Pig
Keeper
|
Dagger, Club, Sling, Animal Handling,
Survival, Chondathan, One Additional Language
|
--
|
+2 STR,
+2 DEX
+2 CON
|
Clothes (common), Dagger, Sling, Sack,
Bedroll, Warm Winter Cloak and Gloves Sewn By Your Mother, Lucky (but
worthless) Rock, Waterskin, 2d6 sp
|
74
|
Pimp
|
Dagger, Club, Insight, Intimidation, Persuasion,
Chondathan, One Additional Language
|
--
|
+2 STR,
+2 CHA
|
Clothing (traveler’s & fine), Fancy Hat, Dagger,
Sap (treat as Club) Boot with Hollow Heel, Wineskin, Backpack, Bedroll, 50 gp
|
75
|
Poisoner
|
Dagger, Club, Medicine, Nature, Sleight of
Hand, Chondathan, One Additional Language
|
Herbalism Kit, Poisoner’s Kit
|
+2 DEX,
+2 INT
|
Dagger, Clothes (traveler’s), Pouch with 4
Pinches of Arsenic (ingested, DC 15 Con Save or 3d6 damage and poisoned for 1
day), Vial of Antitoxin, Backpack, Bedroll, Wineskin, 10 gp
|
76
|
Rat Catcher
|
Dagger, Club, Sling, Deception, Sleight of Hand,
Stealth, Chondathan, One Additional Language
|
--
|
+2 DEX,
+2 CON
|
Clothes (ragged), Dagger, Sack, 1d6 dried rats, 2d6 sp
|
77-78
|
Retired
Veteran
|
Dagger, Club, Shortsword, Longsword, Spear,
Crossbow, Light & Medium Armors, Animal Handling, Survival, Chondathan,
Two Additional Languages
|
--
|
+2 STR,
+2 WIS
|
Clothes (traveler’s), Longsword, Dagger,
Leather Armor, Backpack, Bedroll, Wineskin, 20 gp, and Roll 1d4: (1) Eyepatch (you are missing an eye), (2)
Wooden Hand (you are missing one hand, and may not use two weapons), (3)
Letter of Commendation, (4) Potion of Healing.
|
79
|
Sailor
|
Dagger, Club, Athletics, Perception, Chondathan, Two
Additional Languages
|
Navigator’s Tools, Water Vehicles
|
+2 STR
+2 DEX,
+2 CON
|
Clothes (common), Dagger, Belaying Pin (per club), 50’
of Silk Rope, Bedroll, Sack, 10 gp
|
80-81
|
Scholar/Sage
|
Quarterstaff, Dagger, History, Arcana,
Perception, Chondathan, Three Additional Languages
|
--
|
+4 INT
|
Clothes (traveler’s), Dagger, Quarterstaff,
Three Obscure Tomes (on subjects of your choice), Bottle of Ink, 10 Sheets of
Parchment, Your Personal Journal, Backpack, Wineskin, Bedroll, 50 gp
|
82
|
Scribe
|
Dagger, Club, Arcana, History, Sleight of Hand, Two
Additional Languages
|
Calligrapher’s Supplies, Forgery Kit
|
+2 DEX,
+2 INT
|
Clothes (traveler’s), Writing Kit & Supplies,
Forger’s Kit, Dagger, Backpack, Bedroll,
20 gp
|
83
|
Servant
|
Dagger, Club, Insight, Persuasion,
Chondathan, One Additional Language
|
--
|
+2 to All
|
Clothes (common), Dagger, Bedroll, Letter
of Recommendation from Former Employer, Waterskin, 10 gp
|
84-85
|
Shepherd/ Goat
Herder
|
Dagger, Club, Quarterstaff, Sling, Athletics, Survival,
Chondathan, One Additional Language
|
--
|
+2 STR,
+2 DEX
+2 CON
|
Clothes (common), Dagger, Sling, Quarterstaff, Sack,
Bedroll, Goat or Sheep, Waterskin, 2d6 sp
|
86
|
Stonemason
|
Club, Dagger, Light Hammer, Warhammer,
Maul, Light Armor, Athletics, Chondathan, One Additional Language
|
Mason’s Tools
|
+4 STR,
+2 CON
|
Clothes (common), Sledge Hammer (treat as
Maul), Homemade Padded Armor, Backpack, Bedroll, Waterskin, 10 gp
|
87-88
|
Temple Acolyte
(City)
|
Club, Mace, Light Hammer, Warhammer, History, Medicine,
Religion, Chondathan (Common), One Additional Language
|
Herbalism Kit
|
+2 WIS,
+2
INT
|
Clothes (traveler’s), Priest’s Robes, Mace, Holy
Symbol, Prayer Book, Healer’s Kit, Waterskin, Backpack, Bedroll, 20 gp
|
89
|
Temple
Acolyte (Evil or War-like Church)
|
Club, Mace, Dagger, Morningstar, Warhammer,
Light & Medium Armor, Intimidation or Stealth, Religion, Chondathan, One
Additional Language
|
Choose 1:
Herbalism Kit, Thieves Tools, Poisoner’s Kit, or Disguise Kit
|
+1 STR,
+1 CON,
+2 WIS
|
Clothing (traveler’s), Mace, Leather Armor,
Holy Symbol, Prayer Book, Healer’s Kit, Backpack, Bedroll, Waterskin, 50 gp
|
90
|
Temple Acolyte
(Noble Birth)
|
Longsword, Club, Mace, Religion, History, Persuasion,
Chondathan, Two Additional Languages
|
Gaming Set, Herbalism Kit
|
+2 WIS,
+2 CHA
|
Clothing (fine & traveler’s), Priest’s Robes, Mace,
Holy Symbol, Prayer Book, Healer’s Kit, Waterskin, Backpack, Bedroll, 200 gp
|
91
|
Temple
Acolyte (Roguish Church)
|
Dagger, Club, Mace, Deception, Stealth,
Sleight of Hand, Religion, Chondathan, One Additional Language
|
Thieves’ Tools
|
+2 DEX,
+2 WIS
|
Traveler’s Clothing, Dagger, Club, Holy
Symbol, Prayer Book, Healer’s Kit, Backpack, Bedroll, Wineskin, 10 gp
|
92
|
Temple Guard
|
Longsword, Shortsword, Mace, Club, Spear, Athletics,
Perception, Religion, Chondathan, One Additional Language
|
--
|
+2 STR,
+2 WIS
|
Traveler’s Clothing, Chain Shirt, Mace, Dagger, Holy
Symbol, Backpack, Bedroll, Waterskin, 20 gp
|
93
|
Thief
Catcher
|
Dagger, Shortsword, Club, Quarterstaff,
Net, Sling, Light Armor, Investigation, Intimidation, Stealth, Chondathan,
Two Additional Languages
|
Disguise Kit, Thieves’ Tools
|
+2 DEX,
+2 WIS
|
Quarterstaff, 2 Daggers, Shortsword,
Clothes (traveler’s & common), Leather Armor, Vial of Antitoxin, Bag of
20 Caltrops, Manacles with Lock & Key, Magnifying Glass, Thieves’ Tools,
Backpack, Bedroll, 20 gp
|
94
|
Tinker
|
Dagger, Club, Sling, Perception, Sleight of Hand,
Chondathan, Two Additional Languages
|
Tinker’s Tools, Thieves’ Tools
|
+2 DEX,
+2 CHA
|
Clothes (traveler’s), Dagger, Tinker’s Tools, Thieves’
Tools, Mule loaded with Collection of Pots and Cheap Metalwork (worth 10 gp),
Bedroll, Waterskin, 10 gp
|
95
|
Tumbler/
Acrobat
|
Dagger, Club, Quarterstaff, Acrobatics,
Athletics, Performance, Chondathan,
One Additional Language
|
One Musical Instrument
|
+2 STR,
+2 DEX
|
Clothes (traveler’s & performer’s
motley), 50’ Silk Rope, Dagger, Backpack, Bedroll, Waterskin, 5 gp
|
96
|
Uthgardt
Barbarian Wanderer (Griffon, Elk, Tree Ghost, or Blue Bear Tribes)
|
Club, Greatclub, Longsword, Battleaxe, Greatsword,
Spear, Sling, Maul, Light & Medium Armor, Intimidation, Survival,
Chondathan, Uthgardt, One Additional Language
|
--
|
+2 STR,
+2
CON
|
One Weapon of Your Choice, Dagger, Hide Armor (furs),
Traveler’s Clothes, Bedroll, Waterskin, 5 gp
|
97
|
Village
Priest
|
Club, Mace, Quarterstaff, Sling, Insight,
Medicine, Religion, Chondathan (Common), One Additional Language
|
Herbalism Kit
|
+2 WIS,
+2 CON
|
Clothing (traveler’s), Priest’s Robes,
Quarterstaff, Holy Symbol, Prayer Book, Healer’s Kit, Waterskin, Backpack, Bedroll, 10 gp
|
98-100
|
Wizard’s
Apprentice
|
Dagger, Quarterstaff, Arcana, History, Chondathan,
Three Additional Languages
|
Herbalism Kit, Alchemists’ Supplies
|
+2 INT,
+2 WIS
|
Robes, Traveler’s Clothes, Dagger, Former Master’s
Spellbook with 4 random 1st Level Spells, Backpack, Bedroll,
Wineskin, 20 gp
|
the stats seem a little over the top, but all else is awesome
ReplyDeleteThanks, Griffin! I totally agree, the stat boosts are definitely over the top. My thought in making them so was...
ReplyDelete(1) I was torturing my players and making them start at 0-level and roll on this ridiculous table, so they deserved a break.
and
(2) It was a way of balancing out the obviously not-equal backgrounds. Player A is a wealthy nobleman, and player B is a pig farmer. They both make it alive to level 1. My thinking is that pig farmer deserves a bonus, to make up for his lack of skills, starting equipment, etc.
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