Creating a Character
  1. Notes

Creating a Character

🎲 The Game

Welcome to Delvers of the West, a classic D&D campaign using Advanced Old-School Essentials (OSE). While dungeon delving is central to play, the campaign also supports roleplaying, faction intrigue, and character-driven narrative.


9efb4e7a-0aa0-44ff-a8d1-7f9a082a0d2b.pngπŸ§™β€β™‚οΈBooks

Players only need one book for character creation, spells, equipment and rules;

  • πŸ“— Here is the System Reference Document to view some of the rules online. Not everything is open source, so it's limited.

We are playing primarily in Stonehell Dungeon

"Stonehell is a social experiment gone wrong. It was designed to be a prison the prisoners dug for themselves. Eventually the prison became filled with so many people, it took on a life of its own. The prisoners dug deeper to escape the prying eye of guards and rules and set up mini-domains in the dungeon’s depths. Eventually the prison was liberated, but many decided to stay, and many were driven so mad by their time they had no choice but to stay. Time has passed and it is now the gathering place for many a strange group of people and humanoids."


🎲 Character Creation Steps

Grab a character sheet.

Step 1: Roll Ability Scores

Roll 3d6 in order for the following six abilities:

  • Strength

  • Intelligence

  • Wisdom

  • Dexterity

  • Constitution

  • Charisma

πŸ’€ Poor Rolls?
If you roll multiple stats under 8, you may reroll the character.


Step 2: Choose a Class

Choose from the classes listed in the Advanced Player’s Tome.

  • Each class has minimum ability requirements (see table below).

  • Multiclassing is allowed with GM approval.

πŸ§β€β™‚οΈ Race & Class Note:
If you pick a demihuman class (e.g., Elf, Dwarf), your character is that race.

🧬 Race-as-Class Overview 

Race-ClassMinimum Ability ScoresPrime Requisite(s)Max LevelResemblesNotes
DrowINT 9STR, WIS10Cleric + ThiefShadow magic, light-sensitive, divine/arcane blend
DuergarCON 9, INT 9STR10Fighter + ThiefDeep stealth, enlarge/invisibility abilities
DwarfCON 9STR12Fighter + RogueStonecraft, durability, trap detection
Elf (High)INT 9STR, INT10Fighter + Magic-UserMartial caster with full spell access and armor use
Elf (Wood)DEX 9, INT 9DEX, WIS10Ranger + Druid+1 to missile attacks, secret door detection, infravision, ghoul immunity
GnomeCON 9, INT 9DEX, INT8Illusionist + ThiefIllusions, animal speech, innate magic resist
Half-ElfCHA 9, CON 9STR, INT12Fighter + Magic-UserWeapon & armor use, arcane casting from 2nd level
Half-OrcNoneSTR, DEX8Fighter + ThiefBackstab, stealth skills, any weapons & armor
HalflingDEX 9, CON 9DEX8Thief + RangerMissile master, stealth, resistant to magic
SvirfneblinCON 9INT8Illusionist + RangerStone camouflage, magic stealth and detection


βœ… Class Requirements Overview

ClassMinimum Ability ScoresNotes
Assassinβ€”Cannot be Lawful
BarbarianDEX 9
BardDEX 9, INT 9
Clericβ€”
Druidβ€”Must be Neutral
Fighterβ€”
IllusionistDEX 9
KnightCON 9, DEX 9Lawful only
Magic-Userβ€”
NecromancerWIS 9Optional, GM approval
PaladinCHA 9Lawful only
RangerCON 9, WIS 9Lawful/Neutral only
Thiefβ€”Member of the Wheelmarked

Step 3: Choose a Race 

If you're not playing a "race as class," pick a race.  Some races have class level caps.

🧬 Demihuman & Human Race Overview

RaceAbility RequirementsModifiersLevel Caps
DrowINT 9++1 Dexterity, βˆ’1 ConstitutionMax Levels: Acrobat 10, Assassin 10, Cleric 11*, Fighter 7, Knight 9, Magic-User 9, Ranger 9, Thief 11
DuergarCON 9, INT 9+1 Constitution, βˆ’1 CharismaMax Levels: Assassin 9, Cleric 8*, Fighter 9, Thief 9
DwarfCON 9+1 Constitution, βˆ’1 CharismaMax Levels: Assassin 9, Cleric 8*, Fighter 10, Thief 9
Elf (High)INT 9+1 Dexterity, βˆ’1 ConstitutionMax Levels: Acrobat 10, Assassin 10, Cleric 7*, Druid 8*, Fighter 7, Knight 11, Magic-User 11, Ranger 11, Thief 10
Elf (Wood) 🌲DEX 9, INT 9+1 Wisdom, βˆ’1 CharismaMax Levels: Assassin 9, Cleric 7*, Druid 8*, Fighter 7, Knight 10, Magic-User 9, Ranger 10, Thief 9
GnomeCON 9+1 Intelligence, βˆ’1 WisdomMax Levels: Assassin 6, Cleric 7*, Fighter 6, Illusionist 7, Thief 8
Half-ElfCON 9, CHA 9+1 Charisma, βˆ’1 StrengthMax Levels: Acrobat 12, Assassin 11, Bard 12, Cleric 5, Druid 12, Fighter 8, Knight 12, Magic-User 8, Paladin 12, Ranger 8, Thief 12
Half-Orcβ€”+1 Strength, +1 Constitution, βˆ’2 CharismaMax Levels: Acrobat 8, Assassin 8, Cleric 4, Fighter 10, Thief 8
HalflingCON 9, DEX 9+1 Dexterity, βˆ’1 StrengthMax Levels: Druid 6*, Fighter 6, Thief 8
Humanβ€”NoneNo level limits in any class
SvirfneblinCON 9+1 Dexterity, βˆ’1 CharismaMax Levels: Assassin 8, Cleric 7*, Fighter 6, Illusionist 7, Thief 8

Step 4: Adjust Scores

You may improve your prime requisite by lowering another stat.

  • Only STR, INT, or WIS may be lowered.

  • No ability may be lowered below 9.

  • Every 2 points lowered = +1 to prime requisite.


Step 5: Attack Bonus & Saving Throws

  • All 1st-level characters begin with +0 to hit (ascending AC system).

  • Record your class-based saving throws from the class chart.


Step 6: Hit Points

πŸŽ‰ Begin with maximum HP for your class at level 1.
On level up, reroll 1s and 2s for HP.


Step 7: Alignment

Choose one:

  • Lawful – Order, duty, tradition

  • Neutral – Balance, pragmatism

  • Chaotic – Ambition, destruction, madness (often evil)


Step 8: Languages

  • Start with Common and your alignment language

  • High INT (13+) grants additional languages (choose from the regional list)

  • Thieves, Assassins, and Acrobats know Thieves’ Cant, the Wheelmarked's secret code.


Step 9: Starting Gold & Equipment

  • Roll 3d6 Γ— 10 gp

  • Buy equipment using the lists in the rulebook

  • Check class restrictions on weapons and armor

    Consider one of four discounted 90gp Delvers Packs from Salma’s Sundries & Supply


Step 10: Armor & AC

  • Base AC is 10 (unarmored)

  • Apply your armor and DEX modifier

  • We use ascending AC (higher = better)


Step 11: Final Touches

  • πŸ“ˆ Start at Level 1 with 0 XP

  • πŸ“œ Pick a name (see sample names below)

  • 🧭 After Session 1, develop your background:

    • Where are you from?

    • Who trained you?

    • Do you owe anyone favors?

    • What mark of distinction do you carry?


🏷️ Sample Names of Ashkarin


🧾 Ashkarin Male Names

#Given Name
1Baran
2Emre
3Kadir
4Talha
5Murat
6Okan
7Levent
8Tufan
9Cemil
10Yigit
11Eren
12Serhat
13Taner
14Ayaz
15Iskender
16Burak
17Selim
18Harun
19Koray
20Enes

🧾 Ashkarin Female Names

#Given Name
1Elif
2Yelda
3Sevda
4Zeynep
5Nazli
6Aylin
7Melike
8Derya
9Nisan
10Gozde
11Sibel
12Hande
13Berrin
14Pinar
15Nurgul
16Yasemin
17Ceyda
18Hulya
19Arzu
20Esra

🧾 Ashkarin Surnames

#Surname
1Hollowmere
2Thornbrook
3Blackwall
4Fenwick
5Greystone
6Emberleigh
7Ashglen
8Valecrest
9Ravenholt
10Moorstrand
11Shalespire
12Flintbarrow
13Duskhollow
14Stormmere
15Coldmere
16Nightvale
17Bramblewatch
18Dreadmere
19Thornheath
20Brightwater

🎲 How to Use:

  • Roll 1d20 for given name (male or female)

  • Roll 1d20 again for surname

  • Result: Sevda Ravenholt or Talha Shalespire

Ashkarin names typically mix Turkish-style first names with Western surnames, reflecting its colonial, hybrid heritage.


Character Creation Walkthrough

βš”οΈ Murat Blackwall, Half-Orc Fighter (Level 1)

β€œSome men swing swords for kings. I swing mine for those who remember.”


πŸ“„ Step 1: Roll Ability Scores

Rolled in order (3d6):

  • Strength: 15

  • Intelligence: 9

  • Wisdom: 10

  • Dexterity: 11

  • Constitution: 16

  • Charisma: 7

βœ… No reroll needed. STR and CON are excellent.


πŸ›‘οΈ Step 2: Choose a Class

Class: Fighter

  • No minimums required

  • Prime Requisite: STR 15 β†’ +10% XP bonus

  • CON 16 grants bonus HP and sturdiness


🧬 Step 3: Choose a Race

Race: Half-Orc
Racial Modifiers:

  • +1 Strength β†’ STR 16

  • +1 Constitution β†’ CON 17

  • βˆ’2 Charisma β†’ CHA 5

Final Scores:

  • STR: 16 (+2 melee attack & damage)

  • INT: 9

  • WIS: 10

  • DEX: 11

  • CON: 17 (+2 HP per level)

  • CHA: 5 (βˆ’2 reaction rolls)

Half-Orc Perks:

  • Fighter level cap: 10

  • Infravision (60')


πŸ”§ Step 4: Adjust Scores

No adjustment neededβ€”prime requisite already excellent.


βš”οΈ Step 5: Attack Bonus & Saving Throws

  • Base Attack Bonus: +0

  • STR Mod: +2

  • Total Melee Bonus: +2

  • Ranged Bonus: +0 (DEX 11)

Saving Throws (Fighter Level 1):

Save TypeTarget Number
Death / Poison12
Wands13
Paralysis / Petrify14
Breath Attacks15
Spells / Rods / Staves16

❀️ Step 6: Hit Points

  • Max d8 = 8

  • +2 CON Bonus
    ➑️ HP: 10


βš–οΈ Step 7: Alignment

Neutral – Practical, independent, and willing to do what works.


πŸ—£οΈ Step 8: Languages

  • Common

  • Neutral alignment tongue (he mostly grunts and nods)

  • No bonus languages (INT 9)


πŸ’° Step 9: Starting Gold & Equipment

3d6 Γ— 10 = 130 gp

Purchased:

  • Plate Mail – 60 gp

  • Shield – 10 gp

  • Battleaxe – 7 gp

  • Javelins (x3) – 9 gp

  • Backpack – 5 gp

  • Rations (1 week) – 5 gp

  • 50’ Rope – 1 gp

  • Flint & Steel – 1 gp

  • Waterskin – 1 gp

➑️ Remaining Gold: 31 gp


πŸ›‘οΈ Step 10: Armor & AC

  • Plate Mail: AC 17

  • Shield: +1
    ➑️ Final AC: 18


✨ Step 11: Final Touches

  • XP: 0

  • Level: 1

  • Class: Fighter

  • Race: Half-Orc

  • Name: Murat Blackwall

  • Alignment: Neutral

  • Max Fighter Level: 10


πŸ“œ Background

Born in the shadow of Ashkarin’s gatehouse, Murat grew up on scraps and soldier stories. At fifteen, he lied about his age and followed Pale Lodge scouts into the swampsβ€”mostly to carry gear and keep the campfire lit.

He’s fought maybe one real skirmish. It didn’t go well.

He left, or was let goβ€”it’s unclear. But now he’s armored, armed, and answering the call to adventure. He doesn’t know what he’s fighting for yet. But he knows how to swing an axe, and he knows how to keep standing when others don’t.

He wants more. He just hasn’t earned it yet.


βœ… Final Stat Block

TraitValue
HP10
AC18
Melee Bonus+2
WeaponsBattleaxe (1d8 +2), Javelins (1d6, melee +2)
XP Bonus+10% (STR 16)
Reaction Modβˆ’2 (CHA 5)
LanguagesCommon, Neutral
Race PerksInfravision 60', Fighter level cap 10

Character Creation #2 (Multi-Class)

πŸ§™β€β™‚οΈ Character Creation 

Thamion Ashglen, Elf (High) Fighter/Magic-User

🎲 Step 1: Rolled Stats (3d6 in order)

AbilityRolled
Strength13
Intelligence13
Wisdom9
Dexterity12
Constitution11
Charisma9

🧬 Step 2: Apply Elf (High) Racial Modifiers

  • +1 Intelligence β†’ 14

  • βˆ’1 Constitution β†’ 10


πŸ”§ Step 3: Adjust Stats (only once)

  • Lower Wisdom 9 β†’ 7

  • Raise Intelligence 14 β†’ 15
    βœ… Legal stat swap under OSE rules (done once, prime requisite only)


πŸ“Š Final Ability Scores

StatFinalModifierNotes
Strength13+1Melee bonus
Intelligence15β€”βœ… +10% XP (Magic-User)
Wisdom7βˆ’1Weak saves vs magic
Dexterity12β€”Balanced
Constitution10β€”Average HP
Charisma9β€”Plainspoken

❀️ Step 4: Hit Points

  • Fighter base HD = d8

  • CON 10 = no modifier
    ➑️ HP = 8


πŸ›‘οΈ Step 5: AC & Weapons

  • Chainmail = 15

  • Shield = +1
    ➑️ AC = 16

  • Longsword = +1 to hit, 1d8 +1 damage

  • Dagger (backup) = +1 to hit, 1d4 +1


πŸ§™ Step 6: Spellcasting

  • Level 1 spells/day: 1

  • Spellbook:

    • Magic Missile

    • Shield

    • Read Magic


πŸ—£οΈ Step 7: Languages

INT 15 = 2 bonus languages

Elves know:

  • Common

  • Elvish

  • Neutral

  • Bonus: Draconic, Sylvan


πŸ’° Step 8: Equipment (120 gp rolled)

  • Chainmail – 40 gp

  • Shield – 10 gp

  • Longsword – 15 gp

  • Dagger – 3 gp

  • Spellbook – 15 gp

  • Backpack, scroll case – 7 gp

  • Ink, parchment, rope, rations – 10 gp

  • Lantern & oil – 5 gp
    ➑️ Remaining: 15 gp


βš–οΈ Step 9: Alignment – Neutral

Balanced, pragmatic, and scholarly. Thamion sees sword and spell as tools of order against entropy.


πŸŽ–οΈ Step 10: Final Touches

Name: Thamion Ashglen
Race: Elf (High)
Class: Fighter/Magic-User
Level: 1 / 1
Alignment: Neutral
XP: 0
XP Bonus: βœ… +10% (Magic-User only)


βœ… Final Summary – Thamion Ashglen

TraitValueNotes
HP8Fighter base
AC16Chainmail + Shield
STR13+1 to hit/damage
INT15βœ… +10% XP, 2 extra languages
WIS7βˆ’1 vs magic saves
CON10No HP mod
CHA9Plain
LanguagesCommon, Elvish, Neutral, Draconic, Sylvan
WeaponsLongsword (1d8+1), Dagger (1d4+1)
SpellbookMagic Missile, Shield, Read Magic

🧿 Mark of Distinction

Thamion wears a ring of woven silver ivy, its origin unknown even to him. It vibrates faintly in the presence of spellbooks or ley lines.

Notes