Prior to the selection of character race and class, it is necessary to determine ability scores.
Roll abilities 3d6 in order, than add 3 points among any scores desired (max 18).
In OED the modifiers from your ability scores affect the attributes listed below.
Score | Modifier |
---|---|
0-2 | -3 |
3-5 | -2 |
6-8 | -1 |
9-12 | 0 |
13-15 | +1 |
16-18 | +2 |
19-21 | +3 |
22-24 | +4 |
Every 3 | (+1) |
Experience Points: In OED, ability scores do not affect XP earned.
Known Languages: Characters start with Common and their own racial language (if nonhuman). They may specify other languages, as determeind by Intelligence bonus, at creation or later. The maximum number of extra languages learned is 1 per point of Intelligence above 10. We recommend defining a new one during any downtime between adventures. Note that PCs are assumed to be literate in any known languages.
Common:Common represents the standard Human language of the region.
Alignment Languages Alignment/divisional tongues are not known automatically; they must be learned like any other language. Usually this is only done by agents, officers, or subjugated populations of specific powers.
OED features 3 alignment options:
Movement: In OED all PC races move at a base speed of 12” (60’) per round.
Class Options: Can be a member of any class, and advance to an unlimited level.
Special Abilities: Infravision 60’ (see creatures in darkness), Resist Magic (+4 to Saves), Dodge Giants (+4 to AC), Stone Detection (+1 in 6 to detect Traps, Secret Doors, etc. in stonework).
Class Options: Fighter (max 6th), Thief (unlimited), Wizard (optional, max 4th).
Special Abilities: Infravision 60’ (see creatures in darkness), Hide in Woods (4 in 6), Woodland Detection (+1 in 6 to detect Traps, Secret Doors, etc. in woodlands).
Class Options: Fighter (max 4th), Thief (unlimited), Wizard (max 8th). Elves start as a member of BOTH the Wizard class and one other class.
Special Abilities: Hide in Woods (4 in 6), Resist Magic (+4 to Saves), Ranged Attacks +4, Can use Light melee Weapons or use Medium melee weapons two handed, plus sling, shortbow, and light crossbow.
Class Options: Fighter (max 4th), Thief (unlimited), Wizard (optional, max 4th).
OED features three character classes: Fighter, Thief, and Wizard. There are no Clerics in OED.
Starting Hit Points: When determining HP at first level, reroll 1s and 2s.
Armor: Light (Leather), Medium (Chain), Heavy (Plate), Shields.
Weapons: All (Light, Medium, Heavy).
Level | XP | HP | To Hit | Class Abilities |
---|---|---|---|---|
1 | 0 | 1d8 | +1 | Swim (+2 in 6); Sweep Attacks |
2 | 2,000 | 2d8 | +2 | |
3 | 4,000 | 3d8 | +3 | |
4 | 8,000 | 4d8 | +4 | Choose a Feat |
5 | 16,000 | 5d8 | +5 | |
6 | 32,000 | 6d8 | +6 | |
7 | 64,000 | 7d8 | +7 | |
8 | 120,000 | 8d8 | +8 | Choose a Feat |
9 | 240,000 | 9d8 | +9 | |
9+ | (+240,000) | (+3) | (+1) | Feat at levels 12, 16, etc. |
Swim: Fighters gain a +2 in 6 to Swim.
Sweep Attacks: Fighters can melee attack a number of 1 HD opponents equal to their level in one round.
Feats: Fighters can select one feat at level 4 and every 4th level thereafter from the list below.
Armor: Light (Leather) Armor.
Weapons: Light Weapons plus Sword, Sling, and Light Crossbow.
Level | XP | HP | To Hit | Class Abilities |
---|---|---|---|---|
1 | 0 | 1d6 | +0 | Swim (+2 in 6); Backstab x2; Detect Noise (+1 in 6); Climb (+1 in 6); Thief Skills |
2 | 1,200 | 2d6 | +1 | |
3 | 2,400 | 3d6 | +2 | |
4 | 4,800 | 4d6 | +2 | Backstab x3; Detect Noise (+1 in 6); Climb (+1 in 6) |
5 | 9,600 | 5d6 | +3 | |
6 | 20,000 | 6d6 | +4 | |
7 | 40,000 | 7d6 | +4 | |
8 | 60,000 | 8d6 | +5 | Backstab x4; Detect Noise (+1 in 6); Climb (+1 in 6) |
9 | 85,000 | 9d6 | +6 | |
10 | 115,000 | 10d6 | +6 | |
10+ | (+125,000) | (+2) | (+2/3) | Backstab, Detect Noise, and Climb increment at 12th, 16th, etc. |
Swim: Thieves gain a +2 in 6 to Swim.
Backstab: Inflicts x2 damage, must be in hiding/unnoticed for 1 round prior to strike. Multiplier increases at levels 4, 8, 12, 16, etc.
Climb and Detect Noise: Thieves gain a +1 in 6 to Detect Noise and Climb. This bonus increases at level 4, 8, 12, 16, etc.
Thief Skills: d20 + Thief Level + Dex Modifier ≥ 20. Three tries per target (when applicable).
Armor: None.
Weapons: Dagger and Staff only.
Level | XP | HP | To Hit | Class Abilities |
---|---|---|---|---|
1 | 0 | 1d4 | +0 | Spells: 1; Spell Research |
2 | 2,500 | 2d4 | +1 | Spells: 2 |
3 | 5,000 | 3d4 | +1 | Spells: 3 1 |
4 | 10,000 | 4d4 | +2 | Spells: 4 2; Potion and Scroll Creation |
5 | 20,000 | 5d4 | +2 | Spells: 4 2 1 |
6 | 35,000 | 6d4 | +3 | Spells: 4 2 2 |
7 | 50,000 | 7d4 | +3 | Spells: 4 3 2 1 |
8 | 75,000 | 8d4 | +4 | Spells: 4 3 3 2; Magic Wands/Staves & Weapon Creation |
9 | 100,000 | 9d4 | +4 | Spells: 4 3 3 2 1 |
10 | 200,000 | 10d4 | +5 | Spells: 4 4 3 3 2 |
11 | 300,000 | 11d4 | +5 | Spells: 4 4 4 3 3 |
12 | 600,000 | 11d4+1 | +6 | Spells: 4 4 4 4 4 1; All Other Magic Item Creation |
13 | 900,000 | 11d4+2 | +6 | Spells: 5 5 5 4 4 2 |
14 | 1,200,000 | 11d4+3 | +7 | Spells: 5 5 5 4 4 3 |
15 | 1,500,000 | 11d4+4 | +7 | Spells: 5 5 5 4 4 4 |
16 | 1,800,000 | 11d4+5 | +8 | Spells: 5 5 5 5 5 5 |
16+ | (+300,000) | (+1) | (+1/2) | Spells: Alternate +1 spells of levels 1-3, then +1 spells of levels 4-6 |
Spell Casting: Standard “Vancian” magic; Only 1 instance of a spell can be memorized at a time.
Spellbook: Wizards start with a spellbook containing all 1st level spells. Each level of spells requires its own book. Replacement or duplicate spellbooks require time and expense the same as learning spells.
Learning Spells: Adding a new spell from a book or scroll requires a roll of d20 + Wizard Level + Int modifier ≥ 20. Requires 1 day per spell level (3 tries per spell).
Spell Research: Requires 1 week per spell level and a roll of d20 + Wizard Level + Int Modifier ≥ 20. Access to a library or other resources grant a +4 to the roll.
Magic Item Creation: Takes 1 day and 100SP per spell level/charge/use and the ability to cast the relevant spell(s).
The DM will secretly roll a 1 in 20 chance for a mishap/cursed item.
Note: Treat potions of healing as a 1st level spell, and Mithridate as 4th level spell.
Adding Classes: A character must have a 16 or greater in the Prime Requisite of the new class (Strength for Fighter, Dexterity for Thieves, Intelligence for Wizards), and must pay 1000xp to add the new class.
Note: Elves begin play as a member of the Wizard class and one other without needing to meet the above requirements.
Experience Points: After each adventure, the character applies all earned XP to a single class of their choice.
Benefits of Multiclassing: