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This is for creating a 2nd Edition Character with Neal's Homebrew Rules. 5th Edition or 5.Neal is different from this.

This page will take you though the process of creating a character. You can download a 2.Neal character sheet here. Please download and open the PDF separately, or you may lose your entries.

Step 1: Ability Scores

Your character needs scores for Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma and Perception.

Typically it is rolling 4d6 and removing the lowest die. Hardcore mode is just rolling 3d6.

Perception takes surprise adjust from Dexterity and illusion immunity from Intelligence.

Step 2: Race

Adjust the character’s scores according to the race chosen:

Race Score Change
Dwarf Con +1, Cha –1
Elf Dex +1, Con –1
Gnome Int +1, Wis –1
Half-elf No adjustments
Half-Orc Str +1, Con +1, Cha –2
Halfling Dex +1, Str –1
Human No adjustments
Kobold Str -1, Con -1,
Minotaur Str +2, Con +2, Wis –2, Cha –2

Consult tables on Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma, & Perception pages and record the various bonuses and penalties the character receives for having particularly high or low scores.

Consult the racial pages for the special racial abilities and to determine starting age, size and weight.

Roll a d10 for handedness. On a 9 the character is left handed. On a 10, the character is ambidextrous.

Aging Effects
Rather than age affecting specific physical or mental stats, the player may choose where place their bonuses and penalties:

  • 1st level of aging: Players take a total penalty of 2 to their physical stats, and gain a bonus of 1 to their mental stats.
  • 2nd level of aging: Players take 5 more penalties to physical stats, and gain another 1 bonus to mental.
  • 3rd level of aging: Players take another 3 penalties to physical stats, and gain another bonus of 2 to mental stats.

Necromancers, if they maintain sufficient Lifeforce, may negate Aging Effects. Amount of lifeforce depends of the race.

Step 3: Class

Select a class that is available to your character’s race. The below table gives the Racial Level Limits for classes:

Race Fighter Paladin Ranger Thief Bard Cleric Druid Wizard Necromancer
Dwarf 15 X X 12 X 10 X X  ?
Elf 12 X 15 12 X 12 X 15  ?
Gnome 11 X X 13 X 9 X 15  ?
Half-Elf 14 X 16 12 U 14 9 12  ?
Half-Orc 10 X X 8 X 4 X X  ?
Halfling 9 X X 15 X 8 X  ?
Human U U U U U U U U U
Kobold 8 X X 12 X 9 X X  ?
Minotaur 12 X 8 10 X 7 7 8  ?
U - Unlimited class advancement for characters of those races.
X - Not available.
¹ - Halfling Wizards have appeared a few times.

Read the class description and record special class abilities and restrictions.

If your character is a fighter, paladin, or ranger, is not a Halfling or Kobold, and has a Strength score of 18, roll d100 to determine exceptional Strength. If your character is a rangers, they are automatically ambidextrous.

If your character is a Classic Wizard, consult the Intelligence 2e Table and record their maximum spell level, chance to learn spells, and maximum number of spells per level. Ask your DM what spells the character knows.

If your character is a Wizard Rebuild 2e, consult Intelligence 2.Neal Table and record their maximum spell level, chance to learn spells, and maximum number of spells per level. Ask your DM what spells the character knows. If using the optional rule, the wizard will start with Mana Points equal to their willpower score, and gain 1dWillpower [1dW] up each level they again

If your character is a cleric, consult Wisdom 2.Neal Table and record bonus spells and their chance of spell failure. Note the spell spheres to which the PC has access.

If your character is a Classic Thief, record their base thieving skill scores from Table 26. Modify these scores according to Tables 27 and Table 28. Then apportion 60 points between those abilities, assigning no more than 30 points to any one score.

If your character is a Bard, note their thief abilities from Table 33. Modify these percentages according to Tables 27 and Table 28. Then apportion 20 points between these abilities.

If your character is a Thief Rebuild 2e, record their base thieving skill scores from the table here.

If your character is a Necromancer 2e, record the number of years left in their natural lifespan remaining as the "Lifeforce" value, which is used in casting many of their spells.

Step 4: Bonus to Hit

THAC0 is removed. In its place, characters gain a bonus to hit (based on their THAC0 difference from 20).

Consult the below table for current Bonus to Hit:

Bonus to hit based on class and level
Level
Group 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cleric 0 0 1 2 2 3 4 4 5 6 6 7 8 8 9 10 10 11 12 12
Thief 0 0 1 2 2 3 4 4 5 6 6 7 8 8 9 10 10 11 12 12
Fighter 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
Wizard 0 0 0 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6
Necro 0 0 0 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6

Step 5: Record Saving Throws & Languages

Consult Table 60 (or the Autostater) to determine the base saving throws for your character.

Languages Known:

  • Intelligence 2 to 8 = 1 Language
  • Intelligence 9 to 11 = 2 Languages
  • Intelligence 12 to 13 = 3 Languages
  • Intelligence 14 to 15 = 4 Languages
  • Intelligence 16 = 5 Languages
  • Intelligence 17 = 6 Languages
  • Intelligence 18 = 7 Languages

Choose languages from the Language List.

Step 6: Roll Hit Points

Roll the appropriate hit die for your character. If the character is multi-classed, roll all applicable hit dice and average the results.

Step 7: Record Base Movement

Fine the character’ base movement rate on the bellow table and record it.

Race Score Change
Dwarf 6
Elf 12
Gnome 6
Half-Elf 12
Half-Orc 12
Halfling 6
Human 12
Kobold 6
Minotaur 12

Also record the encumbrance categories from Character Encumbrance Table and modified movement rates and combat abilities.

Step 8: Select Proficiencies

Consult the below table to determine the character’s weapon and non-weapon proficiency slots:

Proficiency Slots
Weapon Proficiencies
Non-Weapon Proficiencies
Group Inital #Levels Penalty Initial #Levels
Cleric 2 4 -3 4 3
Thief 2 4 -3 3 4
Fighter 4 3 -2 3 3
Wizard 1 6 -5 4 3
Necromancer 1 6 -5 4 3

Select weapon proficiencies. If the character is a fighter, you may select a weapon specialization.

Add the character’s number of languages known to their number of non-weapon proficiencies.

Select non-weapon proficiencies. Record their relevant abilities and check modifiers.

Koibu's list of Non-Weapon Proficiencies | Proficiency Descriptions

Each extra slots spent on a proficiency adds +3 to that skill in 2.Neal.

(To make a proficiency check, one rolls a d20 and adds the related skill. A 21 is needed for success. Opposed rolls are won by the highest roll (as long as one is a success)

Crossbow does not require a proficiency slot to use.

Bows require 2 proficiency slots to use. Penalties to hit are not reduced with only 1 slot.

Ambidexterity can be purchased for 1 slot by fighers or rogues. This is the exact same rule from Player’s Option: Combat & Tactics.

Step 9: Equip Your Character

Consult the follow table to determine your character’s starting funds.

Starting Funds
Cleric¹ 3d6 × 10 gp
Thief 2d6 × 10 gp
Fighter 5d4 × 10 gp
Wizard (1d4+1) × 10 gp
Necromancer (1d4+1) × 10 gp
¹ -Priest characters can use their money only to purchase equipment and goods. Once all purchases are made, the priest character must return all but two or three of his remaining gold pieces to his superiors (since his equipment is supplied by his organization). Priests cannot lend any of their initial funds to other characters.

The cost of items is on the Economics Spreadsheet

Consult the following table to determine your character’s armor class rating. Modify this base AC by their defensive adjustment. Record the weight, size, damage, rate of fire, and range information for each weapon carried. Include type and speed factors if those optional rules are in play.

See Character Encumbrance Table to see movement rate of gear held.

Type of Armor AC Rating
None 10
Shield only 11
Leather or padded armor 12
Leather or padded armor + shield, studded leather, or ring mail armor 13
Studded leather or ring mail + shield, brigandine, scale mail, or hide armor 14
Scale mail or hide + shield, chain mail 15
Chain mail + shield, splint mail,banded mail, bronze plate mail 16
Splint mail, banded mail, or bronze plate mail + shield, plate mail 17
Plate mail + shield, field plate 18
Field plate armor + shield, full plate 19
Full plate armor + shield 20
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