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๐ŸฐSelect your race and archetype, then generate a character
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About

Symbaroum operates on an 8-attribute system where 80 points are distributed across Accurate, Cunning, Discreet, Persuasive, Quick, Resolute, Strong, and Vigilant. Each attribute ranges from 5 to 15. Miscalculating attribute allocation cascades into incorrect Defense (Quick โˆ’ Armor Impeding), Toughness (Strong ร— 2), and Corruption Threshold (Resolute2 rounded up). A character with wrong derived stats breaks encounter balance. This generator enforces the core rulebook constraints: point totals, race-locked traits, archetype ability prerequisites, and corruption shadow assignments.

The tool covers all core races (Ambrian, Barbarian, Changeling, Ogre, Goblin, Elf, Undead, Troll) and archetypes (Warrior, Mystic, Rogue). Equipment loadouts follow starting gear tables. Name generation uses culture-appropriate phoneme patterns. Note: this approximates the core rulebook. Advanced Player's Guide options and homebrew content are not included. Pro Tip: Mystic archetypes should prioritize Resolute at 15 to maximize corruption resistance before entering Davokar.

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Formulas

Symbaroum uses a player-facing d20 system. All rolls are made by the player against target numbers derived from attributes. The core derived statistics are calculated as follows:

Toughness = Strong ร— 2
Pain Threshold = โŒˆStrong2โŒ‰
Defense = Quick โˆ’ Armor Impeding
Corruption Threshold = โŒˆResolute2โŒ‰

where Strong = the Strong attribute value (5 - 15), Quick = the Quick attribute value, Resolute = the Resolute attribute value, and Armor Impeding = the impeding value of worn armor (0 - 4). The ceiling function โŒˆ โŒ‰ indicates rounding up to the nearest integer.

Attribute point allocation follows the constraint:

8โˆ‘i=1 Attri = 80

where each Attri โˆˆ {5, 7, 9, 10, 10, 11, 13, 15} for the standard array, or any integer in [5, 15] for point-buy summing to exactly 80.

Reference Data

RaceMandatory TraitShadowCorruption Threshold ModifierAttribute TendencyLifespan
AmbrianContacts / PrivilegeBright, gold-tinged auraNonePersuasive, Cunning~70 years
BarbarianBushcraft / Nature's EmbraceGreen-brown, earthy glowNoneStrong, Vigilant~60 years
ChangelingShapeshifterShifting, unstable colorsNoneDiscreet, QuickUnknown
OgrePariah / Long-livedDark copper streaked with greenโˆ’1 (more vulnerable)Strong, Resolute~200 years
GoblinSurvival InstinctPale, flickering grey-greenNoneQuick, Discreet~30 years
ElfLong-lived / Contacts (Elves)Bright silver or pale gold+1 (more resistant)Accurate, VigilantImmortal
UndeadUndead TraitDark, flickering shadowโˆ’2Resolute, StrongIndefinite
TrollRegeneration / RobustDeep green-black with amber veinsNoneStrong, Vigilant~300 years
Derived Statistics
StatisticFormulaTypical RangeNotesArchetype ImpactCritical At
ToughnessStrong ร— 210 - 30Base HP equivalentWarrior: highestโ‰ค 0 = dying
Pain ThresholdโŒˆStrong2โŒ‰3 - 8Single-hit stun checkAll archetypesSingle hit โ‰ฅ threshold
DefenseQuick โˆ’ Impeding5 - 15Target number for attackersRogue: prioritizeHeavy armor penalty
Corruption ThresholdโŒˆResolute2โŒ‰3 - 8Permanent corruption limitMystic: criticalExceeded = Abomination
InitiativeQuick value5 - 15Higher goes firstRogue > Warrior -
MovementQuick ร— 5 ft25 - 75 ftPer combat roundAll archetypes -

Frequently Asked Questions

The Symbaroum core rulebook establishes 80 as the fixed attribute budget. This ensures balanced characters across all races and archetypes. The standard array (15, 13, 11, 10, 10, 9, 7, 5) sums to 80. Any deviation produces a mechanically advantaged or disadvantaged character that breaks encounter design assumptions. This generator enforces the constraint algorithmically.
Corruption Threshold equals Resolute divided by 2, rounded up. Elves gain +1 to this threshold (more resistant), Ogres suffer โˆ’1 (more vulnerable), and Undead suffer โˆ’2. For a Mystic with Resolute 15, an Elf has threshold 9, an Ambrian has 8, an Ogre has 7, and an Undead has 6. Since Mystics accumulate temporary corruption with every spell cast, race choice directly determines how many spells can be safely cast before risking permanent corruption marks.
When permanent corruption marks equal or exceed the Corruption Threshold, the character becomes a fully corrupted Abomination - effectively an NPC monster under Game Master control. The character is lost. This is why Resolute is the most critical attribute for Mystic archetypes. The generator flags characters with low corruption thresholds (โ‰ค 4) as high-risk builds.
Defense equals Quick minus the armor's Impeding value. A character with Quick 13 wearing Full Plate (Impeding 4) has Defense 9. However, the Impeding value also subtracts from all Quick-based and Discreet-based tests. The Man-at-Arms ability (Adept tier) reduces effective Impeding by 2. The generator accounts for this when calculating derived stats, showing both raw and modified values.
In strict standard array mode, no - there is only one 15. In point-buy mode, yes, but it requires severe sacrifices elsewhere. Two attributes at 15 consume 30 of the 80-point budget, leaving 50 for 6 remaining attributes (average 8.3 each). The generator allows this but warns that multiple dump stats at 5 create critical vulnerabilities in those areas.
Warriors receive combat-oriented abilities (Iron Fist, Shield Fighter, Man-at-Arms). Mystics receive tradition-specific powers (Wizardry, Theurgy, Witchcraft, Sorcery) plus two starting spells. Rogues receive stealth and utility abilities (Backstab, Sixth Sense, Poisoner). Each ability has Novice, Adept, and Master tiers. Starting characters typically begin with 2-3 abilities at Novice level, consuming their initial 50 experience points.