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Level 0 Characters

This article presents alternative character creation rules for rolling up normal human characters of level 0. This can be useful for fleshing out retainers. Alternatively, in some campaigns PCs might start play at level 0.

Rolling a Level 0 Character

1. Roll Ability Scores

Roll 3d6 for each of your character’s ability scores: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Sub-par characters: You must keep whatever scores you roll. (Unlike rolling a 1st level adventurer.)

2. Note Ability Score Modifiers

Make a note of any bonuses or penalties associated with your ability scores. 3. Note Attack Values and Saves THAC0: 20 [–1] Saves: D14 W15 P16 B17 S18

4. Roll Hit Points

Roll 1d4 for your character’s hit points, modified by CON as usual. Characters always start with at least 1 hit point, regardless of CON modifier. Re-rolling 1s and 2s: You must keep whatever hit points you roll. (Unlike rolling a 1st level adventurer.)

5. Choose or Roll Alignment

Decide whether your character is Lawful, Neutral, or Chaotic. When creating multiple level 0 characters (e.g. for use in a funnel adventure), you can roll 1d6 for alignment: 1–2: Lawful, 3–4: Neutral, 5–6: Chaotic.

6. Languages

All characters speak Common. Characters with high INT also speak additional languages.

7. Roll Background and Items

Roll on the background table corresponding to your character’s hit points. See p14. Your background determines an item and a weapon in your possession.

8. Note Armour Class

Unless your profession indicates that you have armour, your character is unarmoured, with a base AC of 9 [10], modified by DEX as usual.

9. Name Character

Finally, name your character. You can choose a name or roll on the tables on p14. You are now ready for adventure!

Experience Points and Advancement

After gaining XP on an adventure, a level 0 character becomes a 1st level adventurer. This is handled as follows.

1. Choose a Class

Choose a character class that the level 0 character graduates into, bearing in mind the minimum ability score requirements of some classes. Class selection can be based on the character’s ability scores, background, or deeds at level 0.

Demihuman characters: May select the equivalent demihuman class.

2. Roll Hit Points

Roll the Hit Die type for the chosen class and apply the character’s CON modifier. If this number is higher than the character’s hit points rolled at level 0, this becomes their new hp total. Otherwise, the character keeps the hp rolled at level 0.

Re-rolling 1s and 2s: The referee may allow the player to re-roll 1s and 2s.

Level 0 Demihumans (Optional Rule)

Optionally, 1-in-6 level 0 characters is a demihuman. Roll 1d4: 1. dwarf, 2. elf, 3. gnome, 4. halfling.

All demihumans speak additional native languages and have a 2-in-6 chance of hearing noises when listening at a door. Each race also has its own boons:

Dwarf: Infravision to 60′. 2-in-6 chance of detecting room traps when searching.

Elf: Infravision to 60′. Immunity to ghoul paralysis.

Gnome: Infravision to 90′. +2 AC when attacked by large opponents.

Halfling: +1 to missile attack rolls. +2 AC when attacked by large opponents.

1 Hit Point Backgrounds
d12 Profession Item Weapon
d12 Profession Item Weapon
1 Acolyte Incense, holy symbol Mace (1d6)
2 Actor 2 × masks, 2 × costumes Stage sword (1d4)
3 Alchemist's apprentice Potion of healing Club (1d4)
4 Artist Parchment, paint, brush Hammer (1d4)
5 Beggar Wooden bowl Walking stick (1d4)
6 Jeweller Ostentatious jewellery (25gp) Dagger (1d4)
7 Juggler Juggling balls 3 × daggers (1d4)
8 Money lender 50gp Mace (1d6)
9 Scribe 3 × parchment, ink pot, quill Staff (1d4)
10 Trumpet player Trumpet Rock (1d3)
11 Wealthy heir Signet ring, perfume Jewelled dagger (1d4)
12 Wizard's apprentice Spell book (1 random cantrip) * Dagger (1d4)
2 Hit Point Backgrounds
d12 Profession Item Weapon
d12 Profession Item Weapon
1 Butcher Dried meat (5 days’ iron rations) 2 × daggers (1d4)
2 Butler Livery, silver serving tray Hand axe (1d6)
3 Cook Salt, skillet, onion Dagger (1d4)
4 Fletcher Bag of feathers Shortbow (1d6) + 10 arrows
5 Gambler Dice Club (1d4)
6 Horse thief A horse Spear (1d6)
7 Innkeeper 3 × bottles of wine Crossbow (1d6) + 10 bolts
8 Navigator Compass, parchment, chalk Crossbow (1d6) + 10 bolts
9 Shepherd Pole 10' long, wooden) Sling (1d4) + 10 stones
10 Tailor Needle, thread, bag of buttons Scissors (1d4)
11 Trader Rare, fragrant spices Crossbow (1d6) + 10 bolts
12 Weaver Hand loom, yarn Scissors (1d3)
3 Hit Point Backgrounds
d12 Profession Item Weapon
d12 Profession Item Weapon
1 Bowyer Saw Longbow (1d6) + 10 arrows
2 Cooper Barrel Hammer (1d4)
3 Executioner 50' rope Battle axe (1d8)
4 Fisher Net Spear (1d6)
5 Groom Brush Pitchfork (1d6)
6 Hermit Spell book (1 random cantrip) * Staff (1d4)
7 Kennel master A dog Staff (1d4)
8 Leatherworker A bearskin Awl (1d4)
9 Limner Lantern, 2 × oil flasks, paint Staff (1d4)
10 Sailor Bottle of rum, 50' rope Belaying pin (1d4)
11 Teamster 50' rope Whip (1d2, hits entangle †)
12 Trapper Bear trap (1d6) Club (1d4)
4 Hit Point Backgrounds
d12 Profession Item Weapon
d12 Profession Item Weapon
1 Armourer Chain mail War hammer (1d6)
2 Barber surgeon Bottle of strong spirits Razor (1d4)
3 Blacksmith Tongs, apron War hammer (1d6)
4 Carpenter Saw Hand axe (1d6)
5 Farmer A pig Pitchfork (1d6)
6 Forester Tent Shortbow (1d6) + 10 arrows
7 Hunter Whistle Longbow (1d6) + 10 arrows
8 Mason A bag of rocks Rock (1d4)
9 Miner Lantern, 2 × oil flasks Pick axe (1d6)
10 Shipwright Pot of tar Hand axe (1d6)
11 Squire Pole (10’ long, wooden), flag Shortsword (1d6)
12 Weaponsmith Tongs, apron Sword (1d8)