• 🎲 You can find an editable character sheet here.


Picking Race and Class

Race is separate from class (see Adv p44).

Starting characters may only be human, halfling, half-elf, half-orc, or kobold and may only be one of the following classes:

  • (Basic) Fighter, Cleric, Magic-User, Thief
  • (Adv) Acrobat, Bard, Knight
  • (CC) Warden
  • (BX) Merchant
  • (HB) Brave

Be sure to check "House Rules > Class Adjustments", when picking your class. Other races and classes will “unlock” as the party progresses.

Ignore stat requirements. You may choose a class that's restricted by your character's race with GM approval.

The race-classes are locked to their respective races except Elf, Half-Elf, and Dwarf. These lose any race-specdfic characteristics that are not congruent with actual character race (i.e. a human using the Elf class does not have infravision).

No dual-/multi-classing. However, some class features may be bought from another class with GM approval by spending XP.

You may have more than one character, but only one can be "active" (being played and earning XP) at any given time.

Determining Stats

Roll 3d6 twice and choose the better spread OR choose standard array (13, 12, 11, 10, 9, 8). Assign the scores at will. Follow the rules on pages 14-17 of OSE: Classic to adjust your stats. Take max HP (before CON mods) at level 1.

All characters begin with 3d6*10 OR 150 (average) gold before buying equipment.

Use ascending AC (base is 10).

Picking Languages

Ignore the languages that come with class. Instead, your starting languages should include:

  • a) Common
  • b) + 1 relevant to either class, homeland, or career if applicable (see step #4)
  • c) + (x) additional languages from INT bonus
  • d) (optional) +1 from race if playing a half- or non-Human

If you have more language slots than languages, you may either trade a language slot for another career or style.

Languages are as follows: Common, Elvish, Halfling, Orcish, Kobold, Liturgical [Regional Language] (ask GM).

Alignment Language is being ignored for the most part. Occasionally, magic swords or extradimensional psychic beings will only be able to "speak" a certain alignment but this will be rare.

PCs are asumed to be functionally literate unless RP reasons demand otherwise.

Careers and Backstory

Choose a career (Adv p52). You may choose a career that's not on this list with GM approval (as long as your career makes sense with the rest of the party and isn't something that assumes too much about the world, it's probably fine. Examples: Friar, Actuary, Bastard Noble, etc...)

Lastly, while I don't require backstories, I do need you to at least fill out the "goal" section of the character sheet with your character's peronal mission/motivation.

An ideal background contains a few bullet points detailing motivation, connections to NPCs/factions/dangling plot threads, and what keeps your character working with the party.