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 | X¹ | ? |
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.
- Fighter 1d10
- Cleric Rebuild 2e 1d8
- Thief Rebuid 2e 1d8
- Wizard Rebuild 2e 1d6
- Necromancer 2e 1d6
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 |
|