(?)
Ability Generation: Roll 5d6, drop lowest 2 (min 13) for your 1st priority attribute. Roll 4d6, drop lowest 1 (min 9) for your 2nd and 3rd priority. Roll 3d6 for the remaining three.
[p. 14]
2. Class & Template
(?)
Classes: Your class determines combat capability, HD, saves, and prime requisites.
Prime Requisite XP: If key attribute 9-12 = +0%, 13-15 = +5%, 16-18 = +10% XP adjustment.
[p. 14]
3. Hit Points
(?)
Hit Points: Roll your class's Hit Die (HD). Rolls of 1-4 are treated as 4. Add your Constitution modifier.
[p. 16]
Custom Gear
(?)
Stone Encumbrance: 1 stone = ~10 lbs. Typical weapons/items = 1/6 st. 1000 coins = 1 st. Speeds adapt dynamically.
[p. 17-18, 161]
st
Name is required.
The JSON Vault
Adventurer Conqueror King II
Imperial Imprint Generator
Class:-
Template:-
Level:1
XP Mod (?)
Prime Requisite XP: Lowest Key Attribute Score: 9-12 = +0% 13-15 = +5% 16-18 = +10%
[p. 14]0%
Alignment:
Homeland:
Sex:
Age:
Languages:
Attributes
STR
-
-
INT
-
-
WIL
-
-
DEX
-
-
CON
-
-
CHA
-
-
HP
-
HD: -
AC
0
Base + Armor + Shield + DEX
Movement
Load (Stones)
-
Explore / Combat
-
Run / Exped.
-
Attack Throws
Base Attack (d20)
-
Melee (+STR mod)
-
Missile (+DEX mod)
-
Saving Throws
Paralysis
-
Death
-
Blast
-
Implements
-
Spells
-
Combat Actions & Weapons
Weapon
Attack
Damage
Mortal Wounds Modifiers
Base Modifier (CON + HD):+0
At exactly 0 HP:+5
HP at -1/4 to -1/2 max:-2
HP at -1/2 to max:-5
HP beyond -max:-10 or worse
Heavy Helm:+2
Treatment within 1 round:+2
Proficiencies & Powers
Daily Spell Slots:
Equipment
PP
GP
EP
SP
CP
Custom Additions:
Character Name
Adventurer Conqueror King II
Imperial Imprint Generator
Class:-
Template:-
Level:
XP Mod:0%
Alignment:
Homeland:
Sex:
Age:
Languages:
Attributes
STR
-
-
INT
-
-
WIL
-
-
DEX
-
-
CON
-
-
CHA
-
-
Hit Points
Max:-
Current:
HD: -
AC
0
Base + Armor + Shield + DEX
Movement
Load (Stones)
-
Explore / Combat
-
Run / Exped.
-
Attack Throws
Base Attack (d20)
-
Melee (+STR mod)
-
Missile (+DEX mod)
-
Saving Throws
Paralysis
-
Death
-
Blast
-
Implements
-
Spells
-
Combat Actions & Weapons
Weapon
Attack
Damage
Mortal Wounds Modifiers
Base Modifier (CON + HD):+0
At exactly 0 HP:+5
HP at -1/4 to -1/2 max:-2
HP at -1/2 to max:-5
HP beyond -max:-10 or worse
Heavy Helm:+2
Treatment within 1 round:+2
Proficiencies & Powers
Daily Spell Slots:
Equipment & Wealth
Custom Additions:
PP
GP
EP
SP
CP
Current XP:
Quick Reference Guide
Activities (p. 21, 333)
Dedicated Activities (8 hours)
A character can undertake one dedicated activity per day. Examples include: Magic research, travel at expedition speed, construct goods, administer domain, or hunt for food.
Ancillary Activities (1 hour)
A character can undertake up to 4 ancillary activities per day alongside a dedicated activity, or 12 per day otherwise. Examples include: Buy equipment, delve 6 turns, forage for food, forage for firewood, or forage for water (1/day for the whole party).
Combat Sequence (p. 291)
Pre-Initiative: Declare spells and defensive movement.
Initiative Rolls: Roll 1d6 + DEX mod + other modifiers.
Initiative Count: Count down from 10 to -10. Resolve actions when your number is called.
Morale: Check morale for combatants who have suffered enough damage/lost allies.