Level | Die Roll |
1 | 00001-00011 |
2 | 00012-09101 |
3 | 09102-27281 |
4 | 27282-63642 |
5 | 63643-81822 |
6 | 81823-90912 |
7 | 90913-95457 |
8 | 95458-97729 |
9 | 97730-98865 |
10 | 98866-98922 |
11 | 98923-99206 |
12 | 99207-99616 |
13 | 99617-99821 |
14 | 99822-99923 |
15 | 99924-99974 |
16 | 99975-99991 |
17 | 99992-00000 |
I guess this chart explains how Gandalf ends up running around with novice halflings. If I ever run a higher level D&D game at a con I am totally going to make the players roll on this puppy. This same chart is also used to determine the levels of gods. Under the Field Guide all deities are maxxed-out adventurers who now earn levels in the god class. So most gods are 20th level in their original class and 4th level in the god class.
The random level chart and the too-big-to-retype random race charts got me thinking that one could rough out a pantheon using the suggested deific spheres of influence list and the other random deity charts on pages 92 and 93 of volume I of the Field Guide. The one piece of the puzzle missing is a random class chart. So I made one.
% Roll | Class | Stat Mins |
01-03 | Acupuncturist | Str 12 Dex 15 Psi 90 |
04-06 | Amulet Maker | Str 16 |
07-09 | Astrologer | Int 15 Wis 13 |
10-12 | Bard | Dex 10 Cha 14 (Mag 95) |
13-15 | Cleric | Wis 12 |
16-18 | Crimson Seeker | Str 14 Con 14 Psi 90 |
19-21 | Demonist | Wis 18 Cun 15 Mag 90 |
22-24 | Druid | Wis 12 |
25-27 | Elemental Wizard | Wis 12 Mag 90 |
28-30 | Fighter | Str 12 Dex 12 |
31-33 | Frost Wizard | Wis 14 Con 14 Mag 90 |
34-36 | Geo-Sage | Int 13 Mag 90 Psi 90 |
37-39 | Healer | Str 14 Dex 14 Psi 90 Mag 90 |
40-42 | Historian | Int 13 Dex 12 |
43-45 | Houri | Int 10 Dex 13 Cha 15 Com 12 |
46-48 | Kabbalist | Int 11 Con 11 |
49-51 | Magus | Int 12 |
52-54 | Martial Artist | Str 15 Dex 15 Con 15 Psi 75 |
55-57 | Merchant | Int 11 Cha 11 |
58-60 | Necromancer | Int 15 Dex 14 |
61-63 | Ninja | Dex 15 Str 15 Con 15 Tra 75 |
64-66 | Ronin | Dex 15 Str 15 |
67-69 | Sailor | Dex 12 Tra 90 |
70-72 | Shadow Walker | Dex 12 Str 12 Psi 90 |
73-75 | Shifter | Str 12 Dex 12 Tra 90 Lyc 95 |
76-78 | Smithie | Wis 13 Str 15 Con 15 |
79-81 | Thief | Dex 12 |
82-84 | Tracker | Dex 10 Tra 90 |
85-87 | Trainer | Dex 14 Cha 16 |
88-90 | Translator | Int 13 Cha 16 Mag 90 |
91-93 | Venefic | Int 12 Dex 11 |
94-96 | Warrior | Str 14 Con 14 |
97-99 | White Wanderer | Int 14 Psi 90 |
00 | Hell, I dunno. Roll again or something. |
The non-percentage stats are generated with straight 3d6 rolls, modified only by race selection. At the moment I can't find a rule to tell you what to do if your dice rolls don't qualify your proto-PC for anything. Multiclassing with two or three classes is allowed, but the stat mins for all classes go up. Add 2 to the mins for both classes or a whopping 4 to all mins if you want three classes. So a wicked awesome game-breaking Historian/Merchant/Sailor would require an Intelligence of17, a Dexterity of 16, a Charisma of 15 and a Tracking percentage of 94.
For part 2 of this post I'll use the charts above and some others in the Field Guide to Encounters to outline a random pantheon. Wish me luck!
How 'bout
ReplyDeletedie roll 00: dual class -- roll twice (option: increase stat minimums for having two classes only 1 point.)
Jeff, have you ever played Dwarf Fortress? The world generator included with the game generates random names, pantheons, artifacts, etc. I think you'd get a kick out of it; the name generator makes some goofily atmospheric stuff happen...sometimes I generate worlds without playing a game just to see what comes out.
ReplyDeleteIt's at www.bay12games.com
What the heck were they smoking when they came up with that cover image?
ReplyDeleteMmmmmm... one part Field Guide to Encounters, two parts Rients. Mix well, serve chillin'.
ReplyDeleteYummy!