Broken Sorcery
Chapter 2
Character Builds
You start the game as a Level 1 adventurer. A world of experience awaits!
-
Roll Ability Scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, & Charisma
-
Select a Species: Dwarf, Elf, Gnome, Goblin, Halfling, Human, Orc, or Spawn
-
Select your Background: Choose a Background or roll a d30 on the Background table
-
Select your Class: Bard, Cleric, Druid, Fighter, Paladin, Ranger, Thief, or Wizard
-
Roll your starting GP: Based on your Class
-
Note your Armor Proficiencies: Based on your Class
-
Choose Weapon Proficiencies: Based on your Class
-
Pick your starting Languages: Based on your Species and Intelligence
-
Gather your Equipment: Based on your Class and Background
-
Select starting Spells (if any)
-
Venture forth and seek treasure, prestige, or divine glory!
Ability Scores
Each of your Ability Scores represents one of your physical or mental attributes, granting you a Bonus, Penalty, or no Modifier.
-
Roll 4d6, discarding the lowest die for each roll, totaling the remaining
-
Roll five more times, assigning the six numbers to your six Ability Scores as you see fit
| ABILITY | DESCRIPTION |
|---|---|
| Strength | Raw physical power: run, jump, throw, smash, bend bars, and lift gates |
| Dexterity | Speed and stealth: shoot, sneak, hide, dodge, and pick pockets |
| Constitution | Physical condition: stamina and vitality |
| Intelligence | Mental ability: solve, study, decipher, outwit, architect, and engineer |
| Wisdom | Spiritual energy: mystical power, common sense, virtue, and awareness |
| Charisma | Social skills and confidence: charm, persuade, deceive, lead, and inspire |
If you do not roll at least one Ability Score of 15 or higher, re-roll your character.
Some of your Ability Scores will have a Modifier (a Bonus or Penalty).
Modifiers are used frequently for Checks.
- Note your Ability Scores and their Modifiers on your Character Sheet
| ABILITY SCORE | MODIFIER |
|---|---|
| 3 | –3 |
| 4–5 | –2 |
| 6–8 | –1 |
| 9–12 | 0 |
| 13–15 | +1 |
| 16–17 | +2 |
| 18 | +3 |
| 19+ | +4 |
Strength
Raw physical power: run, jump, throw, smash, bend bars, and lift gates.
-
You have a number of Equipment Slots (excluding Free To Carry items) equal to 10 or your Strength Ability Score (whichever is greater) without suffering Encumbrance (see Encumbrance)
-
Applies to your Close Combat and Thrown Weapon Attacks and Weapon Damage
-
Only custom Composite Bows receive Strength Damage Bonus—all Bows receive Strength Damage Penalties
-
Crossbows never receive Strength Damage Modifiers
Dexterity
Speed and stealth: shoot, sneak, hide, dodge, and pick pockets.
-
Applies to your Defense—limited by your Armor’s Max Dexterity Bonus
-
Applies to your Ranged Attacks
-
Your Dexterity Modifier may be used in place of your Strength Modifier for Thrown Attacks
Constitution
Physical condition: stamina and vitality.
-
Increases your max Hit Points (HP) for each Level
-
Applies to Magic Resistance
-
Creatures with a Constitution of 19+ Regenerate 1 HP on their Turn
Intelligence
Mental ability: solve, study, decipher, outwit, architect, and engineer.
-
Applies to Engineering
-
Used by Bards and Wizards for Spellcasting
Wisdom
Spiritual energy: mystical power, common sense, virtue, and awareness.
-
Applies to Alchemy
-
Applies to Perception
-
Used by Clerics, Druids, Paladins, and Rangers for Spellcasting
Charisma
Social skills and confidence: charm, persuade, deceive, lead, and inspire.
-
Applies to Loyalty
-
Applies to Reactions