Classic EPT Character Creation

410. BASIC TALENTS

411. Strength Description Bonus to Hit/to Damage 01-40 Weak -1/0 41-60 Average 0/0 61-80 Strong +1/0 81-95 Powerful +1/+1 96-00 Superb +2/+2 412. Intelligence 01-20 Stupid -1/-1 Unable to use EYEs and other Tech devices; Can't use Spells higher than Group I/Universal. 21-40 Dumb 0/-1 Can't use Spells higher than Group II/Common. 41-60 Average 0/0 61-80 Smart +1/0 81-95 Brilliant +1/+1 40% to Spot Secret Doors when passing. 96-00 Genius +2/+2 60% to Spot Secret Doors when passing; 40% to Detect Traps. 413. Constitution* 01-20 Weakling -1 to hit every second consecutive round; -1 damage every fourth consecutive round; 30% chance of being revivified; 40% chance a Healing Spell or EYE won't work. 21-40 Puny -1 to hit every third consecutive round; 40% chance of being revivified; 20% chance a Healing Spell or EYE won't work. 41-60 Average 50% chance of being revivified; 20% chance a Healing Spell or EYE won't work. 61-80 Healthy (+1 hits) 60% chance of being revivified. 81-95 Very Healthy (+2 hits) 60% chance of being revivified. 96-00 Robust (+3 hits) 90% chance of being revivified; +1 to effect of Healing Spell or EYE. 414. Psychic Ability 01-20 Non-Psychic +1 to Roll for Saving against Spells and Eyes. 21-40 Barely Psychic 41-60 Average 61-80 Somewhat Psychic +5% to chance of Spells working. 81-95 Quite Psychic +10% to chance of Spells working. 96-00 Highly Psychic +15% to chance of Spells working. 415. Dexterity 01-20 All Thumbs -1/-1 20% chance to hit wrong target. 21-40 Clumsy -1/0 10% chance to hit wrong target. 41-60 Average 61-80 Clever +1/0 81-95 Dexterous +1/+1 96-00 Agile +2/+1 Guile* 01-20 Gullible -2/0 60% chance of revealing secrets at wrong time. 21-40 Naive -1/0 40% chance of revealing secrets at wrong time. 41-60 Average 0/0 61-80 Sharp +1/0 81-95 Cunning +1/+1 10% chance to detect unseen danger. 96-00 Devilish +2/+1 20% chance to detect unseen danger. 416. Comeliness 01-10 Hideous Ugly enough to frighten your own mother. 11-20 Ugly 21-50 Average 51-70 Good looking 71-80 Very good looking 81-90 Handsome/Beautiful 91-95 Very Handsome/Beautiful Turns heads and/or attracts offers of union. 96-00 Wildly Handsome/Gloriously Lovely Must avoid being stolen by slavers or being carried off by religious groups for orgies. ===================================================================== 420. ORIGINAL SKILLS 01-35 Choose one skill from Group 1 36-60 Choose one from Group 1 and one from group 2 61-80 Choose one skill from each of the three Groups 81-90 Choose two skills from Groups 1 & 2 and one from Group 3 91-95 Choose three from Group 1, and two from Groups 2 & 3 96-00 Choose four from Group 1 and three from the other two Groups _____________________________________________________________________ Group 1: Plebeian Group 2: Skilled Group 3: Noble Baker Animal-trainer Alchemist Barber Bird-trainer Artist-sculptor Bootmaker Fletcher Assassin-spy-tracker Bricklayer Hunter Astronomer-navigator Butcher Jeweler-goldsmith Author Carpenter Mountaineer Botanist Carpet-maker Sailor Courtesan/Don Juan Cook Scribe-accountant Dancer Dyer Ship-builder Engineer-architect Farmer Ship-Captain Geologist Fisherman Slaver Interpreter Glass-blower Smith-armorer Mathematician Grocer Swimmer-diver Musician Mason Wheelwright Orator Merchant Physician Miner Poet Paper-ink maker Scholar Perfumer Potter Rope & Net maker Sail maker Tailor Tanner Weaver Wine-maker ===================================================================== 430. SPECIFIC PROFESSIONAL SKILLS 01-20 Choose any 2 skills from the first 3 21-50 Choose any 3 skills form the first 4 51-80 Choose any 4 skills form the first 5 81-95 Choose any 5 skills from the first 6 96-00 Choose any 5 skills from the first 7 _____________________________________________________________________ Warriors: Priests: Sorcerer: Spearman Know 2 modern Languages Control of Self Mace/Flail user Know 2 ancient Languages Illusionist Axeman Can produce Light Clairaudience Swordsman Detect Evil/good Clairvoyance Slinger Cure Light Wounds Telekinesis Bola-slinger ESP Astrologer Crossbowman Telepathy Medium Bowman Protection from Evil/Good Nature Control Broadsword & Daggerman Control Person Control Person Sapper Remove Curse Necromancer Catapult-artilleryman Revivify Control Underworld Creatures Strategist *Adventurer: Spearman Knows 2 Modern Languages Control of Self Mace/Flail User Knows 2 Ancient Languages Illusionist Axeman Can Produce Light Clairaudience Detect Good/Evil Clairvoyance --------------------------------------------------------------------- Modern Languages: Ancient Languages: Tsolyani Milumanayani Classical Tsolyani Engsvanyali Salarvyani Pechani Ancient Salarvyani Llyani Mu'ugalavyani Ghatoni The Tongue of the Priests of Ksarul Livyani Mihalli Yan Koryani N'lyssa (Dragon Lord Tongue) Saa Allaqiyani Tsaqw (Ancient Yan Koryani) ===================================================================== Warriors: Can use any Weapon. Can use any Armour. Does full damage with physical weapons. Cannot normally be taught "Magic". Can use most "Magic"/Tech Items Priests: Can Only use Blunt weapons. Can use any Armour. Does reduced damage with physical weapons. (one level less) Can be taught "Magic" Can use most "Magic"/Tech Items Sorcerers: Can only use dagger or smaller sized weapons. Can only wear Leather or less Armour. (AC 7) Does reduced damage with physical weapons. (two level less) Can be taught "Magic" Can use most "Magic"/Tech Items *Adventurer: Can use any Weapon. Can use any Armour. Does reduced damage with physical weapons. (one level less) Can be taught "Magic" Must learn 6 Group I spells before Group II can be learned. Must learn 8 Group II spells before Group III can be learned. Can use most "Magic"/Tech Items ===================================================================== Acquisition of Bonus Spells Choose |Roll for Level: One from |2 3 4 5 6 7 8 9 10 Up --------------------------------------------------------------------- Group I |80 70 60 50 40 30 20 10 05 0 Group II |90 80 70 60 50 40 30 20 10 5 Group I & II | 90 80 70 60 50 40 30 20 10 Group III | 90 80 70 60 50 40 30 20 Group II & III | 90 80 70 60 50 40 30 ===================================================================== Hit Dice (D6) + any Bonus -------------------------------------------------- Lvl Warrior Priest Sorcerer Adventurer* 1 1+1 1 1 1 2 2 1+3 1+2 1+3 3 3 2+1 2 2+1 4 4+1 3+3 3 3+3 5 5+1 4+1 3+3 4+1 6 6+2 5 4 5 7 7+1 6 5 6 8 8+2 7 6+1 7 9 9+3 8+1 7+1 8+1 10 10+4 9+1 8+1 9+1 ===================================================================== Saving Throws by Profession (roll equal or above target number on D20) Profession Poison Spells Para/Hypn Eyes W 1 - 3 12 16 13 15 S/P 1 - 4 13 15 14 14 W 4 - 6 10 14 12 13 S/P 5 - 7 11 12 13 12 W 7 - 9 08 11 10 11 S/P 8 - 10 09 09 11 10 W 10 & Up 07 10 09 10 S/P 11 & Up 08 07 10 07 W = Warrior S = Sorcerer P = Priest & Adventurer*
*Indicates a Variant from The Dragon Magazine #31.

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