Zero Level Characters

Whether changing classes from fighter to thief or just starting off a kid from "scratch" there are times when folks might want to play a character from "the beginning". Most characters begin play at first level with an assumed "colorful past". There are, however, at least two more steps along the way -- steps which most real people are still stuck on. Here's all you need to start off with nothing and build to greatness...

Generally

It takes a minimum of one year of training to gain the specific features of any character class. Often, this training takes several years; decade-long apprenticeships are not unheard of. Although choosing a character class is important, it is NOT critical for zero-level characters. The skills and abilities of zero-level characters do not vary greatly by profession.

All zero-level characters have the following in common:

Zero-level character may also possess certain special abilites based on their training, such as cantips for mages, a chance for spells for priests, stealthy skills for thieves, etc. These abilities are detailed, below.

Specifically

Fighters
Fighters are the easiest zero-level characters to understand. In essense, fighters gain no additional abilities at zero-level, but also suffer from no penalties. Fighters are allowed to use any weapon and wear any sort of armor without penalty. Fighters do not gain the benefits of percentile strength or high constitutions until half-level, nor can they use magical items restricted to fighters (potions of giant strength, potions of heroism, etc). The DM may rule that a character does not require more than a month of training to be considered a zero-level fighter. 75% of all zero-level beings are fighters.

Thieves
Thieves are relatively straight-forward at zero-level. To calculate the percentage abilities of zero-level thieves, calculate the additional percentile skill increase from first level to third and subtract this from the first level percentage. In any event, no percentage should drop below 10%.

The percentile abilities for half-level thieves are calculated by adding the percentage skill increase from first level to second level and subtracting this from the first level skill (subject to the same criteria as above).

For example, pick pockets skill is 30% at first level, 35% at second and 40% at third, so a half-level thief has a 25% and a zero-level thief has a 20%.

The one exception to these adjustments is climbing walls which is 40% for untrained individuals, 50% for zero-level thieves, 65% for half-level thieves and 85% for first level thieves.

Zero-level thieves using the new percentile rules do not have ANY discretionary points to spend, but do have all the indicated abilites. At half-level, the thief gains 30pts or 1/2 of his total discretionary points.
Only half-level thieves may backstab.

Mages
Mages-in-training, also known as apprentices, gain a single cantrip at zero-level. They apprentice may have thier minimum number of general cantrips chosen at will but checked against percentage chance to know spell. The apprentice may also roll 1 or 2 cantrips from all but the Legerdemain and Haunting cantrip lists, rolling to understand those indicated. Failures are noted and another cantrip is rolled in its place. Rerolling a previously roll cantrip allows for the character's choice from the list. Success of an apprentice's cantrips is not assured and the character must make an intelligence check each time a given cantrip is cast.

Half-level mages can cast two cantrips per day. They repeat the above proceedures for new cantrips, choosing their minimum number of additional general cantrips and rolling 1 or 2 cantrips on all other lists. In addition, after leaving zero-level, an apprentice may reattempt any cantrip which they previously failed to understand (assuming the apprentice still has access to her master). No mage can have more cantrips from any cantrip list than she has points of intelligence. Half-level mages always cast their cantrips successfully.

Apprentices advance through one additional step between half-level and first level. This 3/4 level is half-way between half-level and first level, experience point wise (938xps for a mage). At 3/4 level, the character gains a third cantrip per day and can select/roll/reroll more cantrips as detailed, above.

First level mages may roll an additional set of cantips (and select off the general list if not already full) as well as roll comprehension for all spells on their master's first level spell list.

Zero-level mages may not use any form of specific magical item until half-level. At half-level, an apprentice may use those general magical items open to all magical spell casters (illusionists, 10th level rangers, etc). At 3/4 level, an apprentice can begin reading scrolls. Only first level mages, however, may use magic-user-only items.

Clerics
Clerics and druids may use any weapon permitted to their class and wear armor. At zero-level clerics and druids may memorize a single spell. To cast this spell, the cleric must save vs wisdom at -4 (at par for druids). The casting time of such spells are triple normal as the cleric/druid really has to say ALOT of prayers to get their answer.

Half-level clerics and druids gain bonus spells for wisdom, although they still must roll a wisdom check to bolster enough faith to cast their spells successfully. Half-level priests may also use scrolls.

Half-level clerics can also turn skeletons on a 16 and zombies on a 19.

Half-level druids gain a second first level spell to cast.

Advancement

To advance from zero-level to first level, there are several steps, some of which are class dependent. As a general rule, zero-level characters advance to half-level and then to first level (mages being an exception to this). The level width from zero-level to first level is half that from first level to second level. For example, fighters need 1,000 xps to move from general nimrod to veteran (first level) and an additional 2,000 xps to move second level.

To achieve half-level, the middle step to first level, a character must earn half of first level, or one quarter of the experience points necessary to move from first to second level. For example, a fighter moving from zero-level to half-level needs 500xps. To move from half-level to first level, the character needs another 500 xps (for a total of 1,000 xps). Any surplus experience can be kept for future advancement toward second level and beyond.

Once a character earns enough experience points to advnace from zero-level to half-level, she must return to her trainer, mentor, etc, for at least another month of intense training (often more). At this point, the character gains all the advantages of half-level, detailed below:

Half-level character also gain additional, more specialized abilites based on their training. These abilities are detailed under the entry for the specific class.

Once a half-level character gains sufficient experience points to reach first level (in most cases, see mages, above), the character must again seek her mentor and train for at least another month. At this point the character becomes a first level character, subject all of those restrictions and gaining any missing abilities, proficiencies, etc. Members of the fighting classes gain an additional d4 for hit points (rangers gain a d8). Specifics are detailed under the entry for the specific class.

Trouble Shooting

Hit Points
The first problem you may run into is how hit points work. "How can all these d4s fairly reflect my thief or fighter's hit points?" They can't. They CAN do better. And this seems fair, since the character has had to scrape their way through the "ranks" usually in bloody combat.

All characters at zero level get a d4 with normal constitution bonuses. At half-level, the character gets another d4, cumulative. If this second d4 gives them too many hit points for their class (mages only at this point), those extra points are saved as a bonus on a future hit point roll (as per Stat Points). Mages, thieves and clerics cannot roll any additional hit point dice until second level. At half-level, fighters now receive their bonus to hit points for 17 or 18 constitution scores. At first level, fighters gain another d4, with the same limitations on "excess" hit points.

Changing Classes
While high level characters MUST go through training and have a set goal when changing classes (if for no other reason than because they have to have a goal as they "unlearn" their former classes' skills), neophyte characters may have little or no training. In addition, such characters may "waffle", deciding to change professions. Prior to half-level this is perfectly acceptable. Any experience gained using the skills of a "foreign" class is subject to a penalty of 50%, at the DM's option. To achieve half-level, however, the character MUST have the requisiste training (one year). In some cases, burning xps might allow time to be minimized, but some training is imperative.

Questions? Comments? Funny stories? Lemme know...

© 1996-2002 buddhabear@geocities.com 1