โœฆ ๐Ÿ›ก๏ธ โœฆ

Forge Your Legend

Character Creation

Follow the steps below to create a first-level Hornerville hero. The rules currently use the D&D 3.5 foundation.

Hornerville Class Names

Only the class names have changed. Every class keeps its original D&D 3.5 Hit Die, skills, saves, proficiencies, spells, abilities, and level progression.

1

Beginning the Journey

Create Your Hero Concept

Start with a simple idea. You do not need to write your heroโ€™s complete history yet.

Think about:

What does your hero want? What do they fear? Why would they risk leaving ordinary life to become an adventurer?

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2

Your Natural Strengths

Ability Scores

Assign these six numbers among the six abilities: 15, 14, 13, 12, 10, and 8. Each number may be used once.

15 14 13 12 10 8

Strength

Physical power, melee attacks, damage, climbing, jumping, swimming, lifting, and carrying.

Dexterity

Agility, initiative, Armor Class, Reflex saves, ranged attacks, balance, stealth, and precise movement.

Constitution

Health, endurance, Fortitude saves, and additional hit points.

Intelligence

Reasoning, knowledge, languages, Mage spellcasting, and the number of skill points received.

Wisdom

Awareness, intuition, Will saves, and spellcasting for Priests, Druids, Paladins, and Scouts.

Charisma

Presence, leadership, social influence, turning undead, and spellcasting for Entertainers and Warlocks.

Ability Modifier

Subtract 10 from the ability score, divide by 2, and round down.

Score Modifier Score Modifier
8โ€“9โˆ’114โ€“15+2
10โ€“11+016โ€“17+3
12โ€“13+118โ€“19+4
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3

Choose Your Ancestry

Races

Human

Size: Medium

Speed: 30 feet

Ability adjustments: None

Level-1 benefits:

  • One extra feat
  • Four extra skill points at first level
  • One extra skill point at every later level
  • Any favored class
Dwarf

Adjustments: +2 Constitution, โˆ’2 Charisma

Size: Medium

Speed: 20 feet

  • Darkvision 60 feet
  • Stonecunning
  • Bonuses against poison and spells
  • Weapon familiarity
  • Bonuses against certain traditional enemies
Elf

Adjustments: +2 Dexterity, โˆ’2 Constitution

Size: Medium

Speed: 30 feet

  • Low-light vision
  • Immune to magical sleep
  • Bonus against enchantment effects
  • Automatic search checks for secret doors
  • Weapon proficiencies
Gnome

Adjustments: +2 Constitution, โˆ’2 Strength

Size: Small

Speed: 20 feet

  • Low-light vision
  • Illusion-related abilities
  • Bonuses against illusions
  • Defensive bonuses against larger creatures
Half-Elf

Adjustments: None

Size: Medium

Speed: 30 feet

  • Low-light vision
  • Immune to magical sleep
  • Bonus against enchantment effects
  • Bonuses to Diplomacy and Gather Information
  • Any favored class
Half-Orc

Adjustments: +2 Strength, โˆ’2 Intelligence, โˆ’2 Charisma

Size: Medium

Speed: 30 feet

  • Darkvision 60 feet
  • Orc blood
  • Favored class: Warrior
Halfling

Adjustments: +2 Dexterity, โˆ’2 Strength

Size: Small

Speed: 20 feet

  • Bonus on saving throws
  • Additional bonus against fear
  • Bonuses to stealth, climbing, jumping, and listening
  • Bonus with thrown weapons and slings
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4

Choose Your Path

Classes

The Hornerville names below replace the original class names. No class mechanics have been changed.

โš”๏ธ

Knight

Uses all Fighter rules

A Knight is a trained weapons expert. Knights can specialize in archery, sword-and-shield combat, heavy weapons, mounted combat, or other fighting styles.

Hit Died10 Skill Points2 + Intelligence Strong SaveFortitude AttackStrong

Weapon and Armor Training

All simple and martial weapons, all armor, and all shields, including tower shields.

Level-1 Ability

One bonus combat feat in addition to the normal first-level feat.

Best Abilities

Strength for melee combat, Dexterity for archery, and Constitution for additional hit points.

New-player friendly: One of the easiest and most flexible classes to learn.

๐Ÿช“

Warrior

Uses all Barbarian rules

A Warrior is a powerful wilderness fighter who relies on strength, endurance, speed, and battle fury.

Hit Died12 Skill Points4 + Intelligence Strong SaveFortitude AttackStrong

Weapon and Armor Training

All simple and martial weapons, light armor, medium armor, and shields other than tower shields.

Level-1 Abilities

  • Fast Movement
  • Rage once per day

Best Abilities

Strength and Constitution, followed by Dexterity.

๐Ÿ—๏ธ

Thief

Uses all Rogue rules

A Thief survives through skill, speed, stealth, cleverness, and precisely timed attacks.

Hit Died6 Skill Points8 + Intelligence Strong SaveReflex AttackModerate

Weapon and Armor Training

All simple weapons, hand crossbow, rapier, sap, shortbow, and shortsword. Light armor only.

Level-1 Abilities

  • Sneak Attack +1d6
  • Trapfinding

Best Abilities

Dexterity and Intelligence.

โ˜€๏ธ

Priest

Uses all Cleric rules

A Priest channels divine power to heal allies, oppose supernatural enemies, protect the faithful, and fight when necessary.

Hit Died8 Skill Points2 + Intelligence Strong SavesFortitude and Will AttackModerate

Weapon and Armor Training

All simple weapons, all armor, and all shields except tower shields. A deity may grant additional weapon training.

Level-1 Abilities

  • Divine spellcasting
  • Two chosen domains
  • Turn or rebuke undead
  • Spontaneous cure or inflict spells

Best Ability

Wisdom, followed by Constitution and Charisma.

๐Ÿ”ฎ

Mage

Uses all Wizard rules

A Mage studies arcane magic and records spells in a spellbook. Mages can learn a broad range of spells but must prepare them.

Hit Died4 Skill Points2 + Intelligence Strong SaveWill AttackWeak

Weapon and Armor Training

Club, dagger, heavy crossbow, light crossbow, and quarterstaff. No armor or shield training.

Level-1 Abilities

  • Arcane spellcasting using Intelligence
  • Spellbook
  • Summon Familiar
  • Scribe Scroll as a bonus feat

Best Ability

Intelligence, followed by Dexterity and Constitution.

โœจ

Warlock

Uses all Sorcerer rules

A Warlock possesses natural arcane power. Warlocks know fewer spells than Mages but can cast them without preparing each spell in advance.

Hit Died4 Skill Points2 + Intelligence Strong SaveWill AttackWeak

Weapon and Armor Training

All simple weapons. No armor or shield training.

Level-1 Abilities

  • Arcane spellcasting using Charisma
  • Limited spells known
  • No spellbook or daily spell preparation
  • Summon Familiar

Best Ability

Charisma, followed by Dexterity and Constitution.

๐Ÿน

Scout

Uses all Ranger rules

A Scout is a wilderness warrior skilled in tracking, survival, hunting, archery, and fighting particular enemies.

Hit Died8 Skill Points6 + Intelligence Strong SavesFortitude and Reflex AttackStrong

Weapon and Armor Training

All simple and martial weapons, light armor, and shields other than tower shields.

Level-1 Abilities

  • Favored Enemy
  • Track as a bonus feat
  • Wild Empathy

Best Abilities

Strength or Dexterity, followed by Constitution and Wisdom.

๐ŸŽญ

Entertainer

Uses all Bard rules

An Entertainer combines performance, knowledge, social skill, magic, and light combat ability.

Hit Died6 Skill Points6 + Intelligence Strong SavesReflex and Will AttackModerate

Weapon and Armor Training

All simple weapons, longsword, rapier, sap, short sword, shortbow, and whip. Light armor and shields except tower shields.

Level-1 Abilities

  • Arcane spellcasting using Charisma
  • Bardic Knowledge
  • Bardic Music
  • Countersong, Fascinate, and Inspire Courage

Best Ability

Charisma, followed by Dexterity and Intelligence.

๐ŸŒฟ

Druid

Original name and rules

A Druid protects the natural world and uses divine magic connected to animals, plants, weather, healing, and the elements.

Hit Died8 Skill Points4 + Intelligence Strong SavesFortitude and Will AttackModerate

Level-1 Abilities

  • Divine spellcasting using Wisdom
  • Animal Companion
  • Nature Sense
  • Wild Empathy
๐Ÿ›ก๏ธ

Paladin

Original name and rules

A Paladin is a disciplined holy warrior dedicated to justice, courage, mercy, and opposition to evil.

Hit Died10 Skill Points2 + Intelligence Strong SaveFortitude AttackStrong

Level-1 Abilities

  • Aura of Good
  • Detect Evil
  • Smite Evil once per day
๐Ÿ‘Š

Monk

Original name and rules

A Monk is a disciplined martial artist who fights without normal armor and develops extraordinary control of body and mind.

Hit Died8 Skill Points4 + Intelligence Strong SavesAll three AttackModerate

Level-1 Abilities

  • Bonus feat
  • Flurry of Blows
  • Improved Unarmed Strike
  • Unarmed damage
  • Wisdom bonus to Armor Class when unarmored
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5

Training and Experience

Skills

First-Level Skill Points

Add the classโ€™s skill-point number to the Intelligence modifier, multiply by four, and add four more points if the character is Human.

A character always gains at least one skill point per level before the first-level multiplication.

Maximum Ranks at Level 1

Class skill: 4 ranks.

Cross-class skill: 2 ranks.

Each cross-class rank costs two skill points.

  • Appraise โ€” Intelligence
  • Balance โ€” Dexterity
  • Bluff โ€” Charisma
  • Climb โ€” Strength
  • Concentration โ€” Constitution
  • Craft โ€” Intelligence
  • Decipher Script โ€” Intelligence
  • Diplomacy โ€” Charisma
  • Disable Device โ€” Intelligence
  • Disguise โ€” Charisma
  • Escape Artist โ€” Dexterity
  • Forgery โ€” Intelligence
  • Gather Information โ€” Charisma
  • Handle Animal โ€” Charisma
  • Heal โ€” Wisdom
  • Hide โ€” Dexterity
  • Intimidate โ€” Charisma
  • Jump โ€” Strength
  • Knowledge โ€” Intelligence
  • Listen โ€” Wisdom
  • Move Silently โ€” Dexterity
  • Open Lock โ€” Dexterity
  • Perform โ€” Charisma
  • Profession โ€” Wisdom
  • Ride โ€” Dexterity
  • Search โ€” Intelligence
  • Sense Motive โ€” Wisdom
  • Sleight of Hand โ€” Dexterity
  • Speak Language โ€” None
  • Spellcraft โ€” Intelligence
  • Spot โ€” Wisdom
  • Survival โ€” Wisdom
  • Swim โ€” Strength
  • Tumble โ€” Dexterity
  • Use Magic Device โ€” Charisma
  • Use Rope โ€” Dexterity
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6

Special Training

Starting Feats

Every first-level character begins with one feat.

Humans receive one additional feat.

Knights receive one additional combat feat.

Mages receive Scribe Scroll automatically.

Alertness

Gain +2 on Listen checks and +2 on Spot checks.

Combat Casting

Gain +4 on Concentration checks made to cast spells defensively or while grappled.

Combat Reflexes

Make additional attacks of opportunity based on Dexterity and make them while flat-footed.

Dodge

Choose one opponent and receive a +1 dodge bonus to Armor Class against that opponent.

Endurance

Gain bonuses on checks involving prolonged physical effort, difficult sleep, forced marches, and similar endurance tests.

Great Fortitude

Gain +2 on all Fortitude saving throws.

Improved Initiative

Gain +4 on initiative checks.

Iron Will

Gain +2 on all Will saving throws.

Lightning Reflexes

Gain +2 on all Reflex saving throws.

Point Blank Shot

Gain +1 on ranged attack and damage rolls against targets within 30 feet.

Power Attack

Trade part of your melee attack bonus for additional melee damage. Requires Strength 13.

Precise Shot

Make ranged attacks against enemies engaged in melee without the normal โˆ’4 penalty. Requires Point Blank Shot.

Skill Focus

Choose one skill and gain +3 on checks using that skill.

Toughness

Gain 3 additional hit points.

Two-Weapon Fighting

Reduce the penalties for fighting with a weapon in each hand. Requires Dexterity 15.

Weapon Finesse

Use Dexterity instead of Strength on attack rolls with eligible light weapons, rapiers, whips, and spiked chains.

Weapon Focus

Gain +1 on attack rolls with one selected weapon. Requires proficiency and base attack bonus +1.

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7

Tools of Battle

Weapons

Damage values below are for Medium creatures. Small weapons generally use lower damage values.

Weapon Category Cost Damage Critical Range
ClubSimple, one-handedโ€”1d6ร—210 ft.
DaggerSimple, light2 gp1d419โ€“20/ร—210 ft.
GreatclubSimple, two-handed5 gp1d10ร—2โ€”
Heavy MaceSimple, one-handed12 gp1d8ร—2โ€”
Light MaceSimple, light5 gp1d6ร—2โ€”
MorningstarSimple, one-handed8 gp1d8ร—2โ€”
LongspearSimple, two-handed5 gp1d8ร—3Reach
QuarterstaffSimple, two-handedโ€”1d6/1d6ร—2โ€”
SpearSimple, two-handed2 gp1d8ร—320 ft.
Light CrossbowSimple, ranged35 gp1d819โ€“20/ร—280 ft.
Heavy CrossbowSimple, ranged50 gp1d1019โ€“20/ร—2120 ft.
JavelinSimple, ranged1 gp1d6ร—230 ft.
ShortspearSimple, one-handed1 gp1d6ร—220 ft.
BattleaxeMartial, one-handed10 gp1d8ร—3โ€”
FlailMartial, one-handed8 gp1d8ร—2โ€”
LongswordMartial, one-handed15 gp1d819โ€“20/ร—2โ€”
RapierMartial, one-handed20 gp1d618โ€“20/ร—2โ€”
ScimitarMartial, one-handed15 gp1d618โ€“20/ร—2โ€”
ShortswordMartial, light10 gp1d619โ€“20/ร—2โ€”
GreataxeMartial, two-handed20 gp1d12ร—3โ€”
GreatswordMartial, two-handed50 gp2d619โ€“20/ร—2โ€”
GlaiveMartial, two-handed8 gp1d10ร—3Reach
HalberdMartial, two-handed10 gp1d10ร—3โ€”
LongbowMartial, ranged75 gp1d8ร—3100 ft.
ShortbowMartial, ranged30 gp1d6ร—360 ft.
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8

Protection from Harm

Armor and Shields

Armor Cost AC Bonus Maximum Dexterity Check Penalty Speed
Padded5 gp+1+8030 ft.
Leather10 gp+2+6030 ft.
Studded Leather25 gp+3+5โˆ’130 ft.
Chain Shirt100 gp+4+4โˆ’230 ft.
Hide15 gp+3+4โˆ’320 ft.
Scale Mail50 gp+4+3โˆ’420 ft.
Chainmail150 gp+5+2โˆ’520 ft.
Breastplate200 gp+5+3โˆ’420 ft.
Splint Mail200 gp+6+0โˆ’720 ft.
Banded Mail250 gp+6+1โˆ’620 ft.
Half-Plate600 gp+7+0โˆ’720 ft.
Full Plate1,500 gp+8+1โˆ’620 ft.

Shields

Shield Cost AC Bonus Check Penalty
Buckler15 gp+1โˆ’1
Light Wooden Shield3 gp+1โˆ’1
Light Steel Shield9 gp+1โˆ’1
Heavy Wooden Shield7 gp+2โˆ’2
Heavy Steel Shield20 gp+2โˆ’2
Tower Shield30 gp+4โˆ’10
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9

Prepare for the Road

Adventuring Gear

Item Cost Weight
Backpack2 gp2 lb.
Bedroll1 sp5 lb.
Blanket5 sp3 lb.
Candle1 cpโ€”
Chain, 10 feet30 gp2 lb.
Chalk1 cpโ€”
Chest2 gp25 lb.
Crowbar2 gp5 lb.
Flint and Steel1 gpโ€”
Grappling Hook1 gp4 lb.
Hammer5 sp2 lb.
Healerโ€™s Kit50 gp1 lb.
Hooded Lantern7 gp2 lb.
Oil, one pint1 sp1 lb.
Rations, one day5 sp1 lb.
Rope, hemp, 50 feet1 gp10 lb.
Rope, silk, 50 feet10 gp5 lb.
Sack1 spยฝ lb.
Thievesโ€™ Tools30 gp1 lb.
Torch1 cp1 lb.
Waterskin1 gp4 lb. full
Simple first adventure kit

Backpack, bedroll, flint and steel, five torches, five days of rations, waterskin, 50 feet of rope, and a sack.

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10

Arcane and Divine Power

First-Level Spellcasting

Priest Spells

Priests prepare divine spells. Wisdom determines the highest spell level available and bonus spells.

Useful 0-level spells:

  • Create Water
  • Cure Minor Wounds
  • Detect Magic
  • Guidance
  • Light
  • Read Magic
  • Resistance

Useful 1st-level spells:

  • Bane
  • Bless
  • Command
  • Cure Light Wounds
  • Detect Evil
  • Divine Favor
  • Protection from Evil
  • Sanctuary
  • Shield of Faith
Mage Spells

Mages record spells in a spellbook and prepare their daily spells. Intelligence controls their spellcasting.

Useful 0-level spells:

  • Acid Splash
  • Dancing Lights
  • Daze
  • Detect Magic
  • Light
  • Mage Hand
  • Prestidigitation
  • Ray of Frost
  • Read Magic

Useful 1st-level spells:

  • Burning Hands
  • Charm Person
  • Color Spray
  • Grease
  • Mage Armor
  • Magic Missile
  • Shield
  • Sleep
  • Summon Monster I
Warlock Spells

Warlocks use the same spell list as Mages but choose a limited number of known spells. Charisma controls their spellcasting.

A first-level Warlock normally knows four 0-level spells and two 1st-level spells.

Strong beginning choices:

  • Detect Magic
  • Light
  • Mage Hand
  • Ray of Frost
  • Mage Armor
  • Magic Missile
  • Shield
  • Sleep
Entertainer Spells

Entertainers know a limited number of arcane spells and cast them using Charisma.

Useful 0-level spells:

  • Dancing Lights
  • Daze
  • Detect Magic
  • Light
  • Lullaby
  • Mage Hand
  • Message
  • Prestidigitation

Useful 1st-level spells:

  • Charm Person
  • Cure Light Wounds
  • Disguise Self
  • Hideous Laughter
  • Silent Image
  • Sleep
Druid Spells

Druids prepare divine spells using Wisdom.

Useful 0-level spells:

  • Create Water
  • Cure Minor Wounds
  • Detect Magic
  • Flare
  • Guidance
  • Light
  • Resistance

Useful 1st-level spells:

  • Calm Animals
  • Charm Animal
  • Cure Light Wounds
  • Entangle
  • Faerie Fire
  • Goodberry
  • Magic Fang
  • Produce Flame
  • Summon Natureโ€™s Ally I
Paladins and Scouts

Paladins and Scouts do not begin casting spells at level 1. Their spellcasting begins at later levels.

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11

Prepare for Danger

Combat Statistics

Starting Hit Points

Maximum class Hit Die at level 1 + Constitution modifier. The minimum result is 1 hit point.

Armor Class

10 + armor bonus + shield bonus + Dexterity modifier + size modifier + other bonuses.

Initiative

Dexterity modifier + other bonuses, such as Improved Initiative.

Melee Attack

Base attack bonus + Strength modifier + size modifier + other bonuses.

Ranged Attack

Base attack bonus + Dexterity modifier + size modifier + other bonuses.

Melee Damage

Weapon damage + Strength modifier. Two-handed weapons normally add one-and-one-half times the Strength bonus.

Fortitude Save

Class base save + Constitution modifier + other bonuses.

Reflex Save

Class base save + Dexterity modifier + other bonuses.

Will Save

Class base save + Wisdom modifier + other bonuses.

Skill Check

Roll d20 + skill ranks + the skillโ€™s ability modifier + other bonuses.

Attack Roll

Roll d20 and add the attack bonus. The attack hits when the result meets or exceeds the targetโ€™s Armor Class.

Saving Throw

Roll d20 and add the relevant saving-throw bonus. Success normally requires meeting or exceeding the effectโ€™s Difficulty Class.

Level-1 Base Attack Bonuses

Class Base Attack
Knight, Warrior, Paladin, Scout+1
Priest, Druid, Monk, Thief, Entertainer+0
Mage, Warlock+0
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12

Complete the Record

Finish Your Hero