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