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.
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.)
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
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.)
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.
All characters speak Common. Characters with high INT also speak additional languages.
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.
Unless your profession indicates that you have armour, your character is unarmoured, with a base AC of 9 [10], modified by DEX as usual.
Finally, name your character. You can choose a name or roll on the tables on p14. You are now ready for adventure!
After gaining XP on an adventure, a level 0 character becomes a 1st level adventurer. This is handled as follows.
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.
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.
| 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) |