The Workshop · Dice Bench and Character Forge

The Forge

Two honest tools. A bench for rolling any die you like, and a forge that turns four dice into a Warpriest with a sheet you can print.

I. The Dice Bench II. The Character Forge

Workshop the First

The Dice Bench

Pick a die, say how many, add a modifier and roll. Dice tumble, results are written out in words, and the ledger remembers your last twenty rolls on this device.

Choose the die

Whole numbers only. Up to 50 dice. A modifier may be negative, from −9999 to 9999. An empty modifier counts as zero.

Quick rolls

The tray is empty. Choose a die, set the count and roll.

Your result will be written here in plain words, with the arithmetic shown.

The Ledger

No rolls yet. The ledger is clean, which is more than can be said for the party.

How the bench behaves

Every face of every die is equally likely. The bench draws numbers from the browser’s own cryptographic random source when it has one, and rejects values that would bias a face, so a d6 is never kinder to threes. A d10 reads 1 to 10, not 0 to 9, and the d100 is a single die reading 1 to 100.

If you ask for the highest or lowest die only, the others are shown set aside with a dashed border and a label, and are left out of the total. A Difficulty, if you give one, is compared with the final total and the result says plainly whether it was met. A natural 20 or natural 1 is noted whenever the die that counts is a d20.

Limits and bad input

The bench accepts whole numbers only: fifty dice at most, a modifier between −9999 and 9999. Blank, zero, negative, fractional or non-numeric dice counts are refused with a message, and nothing is rolled. The Reset button restores a single d20 with no modifier and leaves the ledger alone.

The ledger keeps your last twenty rolls in this browser only. If your browser blocks storage, the ledger still works until you close the page.

Workshop the Second

The Character Forge

Five steps from empty parchment to printed sheet. Every figure follows the formulas in the Codex, and the arithmetic is shown beside each result so you can check our sums and argue with them.

  1. Name and degree

    Degrees 4 and 8 grant two growth points each, which you will spend in step III.

  2. Cast the bones

    Roll four six-sided dice, discard the lowest, and add the other three. Do that six times. Rerolling the whole set is free here; your GM may disagree.

    The fixed set is 15, 14, 13, 12, 10 and 8, for tables that prefer certainty to drama.

    No bones have been cast. Roll them, or take the fixed set, to begin assigning.

  3. Assign the six virtues

    Choose which rolled score goes to each virtue. A score can be used once, so a score taken elsewhere disappears from the other lists. If you like, let the forge place them: it fills Faith first, then Might, Grit, Reflex, Voice and Lore.

    • Force and the swing of the mace
      0
      —
    • Speed and balance; adds to Guard, to a limit
      0
      —
    • Endurance; sets your Vigor
      0
      —
    • Learning and remembered scripture
      0
      —
    • Devotion; sets Fervor and Dread
      0
      —
    • Presence and command
      0
      —
  4. Take the vow

    Choose one vow
  5. The sheet

    Your sheet fills in as you go. When all six virtues are assigned, it is complete and ready to print. Use your browser’s print dialog to send it to paper or to a PDF.

The Warpriest · Penitent’s Sheet

Unnamed penitent

The bones are still in the bag. Cast them and assign all six virtues, and every number on this sheet will fill itself in.

Degree
1
Vow
The Shield
Oath bonus
+2
Top rank
I

Virtues

    Derived numbers

      Fervor

      Pool spent (mark one for each point used):

      Current Vigor:

      Litanies known (suggested for your vow)

        Class features

          Notes

          An original supplement. Not affiliated with or endorsed by any publisher. Made at warpriest.net.

          How the forge decides

          The forge uses the same formulas as the Codex and does not invent extras. Modifiers come from the rule of subtracting 10, halving, and rounding down. Guard, Vigor, Fervor, Dread and Initiative follow the Codex plate exactly, and each is written on the sheet with its arithmetic.

          Suggested litanies are chosen from the vow’s favourites that fit your top rank, then topped up with the lowest ranks left over. They are a suggestion, nothing more: swap any of them out at the table.

          Assumptions and edge cases

          Scores are assumed to be set before play and your growth points are the only changes after. Selecting a lower degree after spending growth points resets any that no longer apply. Your work is saved in this browser only; clearing your site data, or using a private window, will lose it. Printing prints just the sheet, in plain black on white to spare the ink.