Character Generation

Paladin
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Paladin
Ranger Lord
Ranger Lord
Posts: 2328
Joined: Sat Oct 05, 2019 4:43 pm
Location: Castle Greyhearth

Character Generation

#1 Post by Paladin »

Feel free to post any questions or comments regarding your character(s) here. I'll come on tonight when I have more time and add some things like the backgrounds and other optional charts.

Fire away!

Use the Unseen Servant dice roller for your stats and include a link to them in your post.

Campaign ID is 834.

As I stated in the recruitment thread, we are using Swords and Wizardry Whitebox, 3rd printing. You may follow the guidelines contained in the book to create your base character or characters. Each player is permitted to run as many characters as they can handle. If you would like a race or class not mentioned in the book, post here or message me and we will hammer out the stats and details.

Death will be your ever-present companion when you venture beyond the black spire, so you would do well to have more than one character rolled up.

We are using 3d6 arranged to taste for stats. Keep up with your own saves and inventory. I trust you all.

Max gold at level 1.

Max HP at level 1.

More to come!
Last edited by Paladin on Tue Apr 28, 2020 1:59 am, edited 2 times in total.

User avatar
Paladin
Ranger Lord
Ranger Lord
Posts: 2328
Joined: Sat Oct 05, 2019 4:43 pm
Location: Castle Greyhearth

Re: Character Generation

#2 Post by Paladin »

Incomplete list...still working on it. The world is harsh and unforgiving. If any of these kits seem overpowered to you, understand that you will all face challenges which render your particular strengths useless. You will need each other. No one can shove through alone.

These are all optional. You don't have to select a kit if you'd rather build your character in-game. They're just a little boost to help you get started. If you decide not to take a kit, we can discuss an experience reward or perhaps a magic item instead.

Also keep in mind that I reward creativity and clever play. So even if you choose no special bonus, you may still succeed through player skill. And by the same token, no high stats or extra help will compensate for poor player skill. Even the mightiest of Mary Sue' s will fall if you play carelessly.

Character Kits

Archer: You are skilled in the use of bows.

Abilities: Rapid-Fire - You may fire twice in one combat round if not moving or within melee range of an enemy.

Bonus Equipment: Longbow, quiver, score of arrows.


Bruiser: You crush your enemies with two-handed weapons.

Abilities: Crushing Blow - When you miss the target AC by 5 or fewer points, you still inflict damage on the enemy by the overwhelming power of your swing. Roll 2d6 and select the lowest result. Strength bonus does not apply to damage in this case.

Bonus Equipment: Two-handed sword, axe, or hammer.

Swashbuckler: You are agile and deadly with a rapier or dagger.

Abilities: Riposte: Once per combat round, you may roll to deflect an enemy's blow. Roll a d20 and obtain a result higher than the enemy's attack roll to dodge the blow. Dex bonus applies.

Bonus Equipment: Rapier, dagger.


Sword and Board Fighter: You are a canny defensive fighter.

Abilities: You may choose to forego your attacks in favor of protecting your friends. Three times per round, you may select an ally within 5' and grant him your shield's AC bonus without incurring a penalty on yourself.

Bonus Equipment: Large Shield

Berserker: You are filled with unbridled fury in combat.

Abilities: Rage - You fly into a rage and gain +2 to attacks and +2 penalty to AC. +1 hp at first level.

Bonus Equipment: None

Silver-Tongued: You are at ease among members of most races and welcomed warmly at social functions.

Abilities: +2 to reaction checks when facing civilized races. You know double the number of languages normally allowed.

Bonus Equipment: Suit of fine clothing, fine ring worth 25gp

Merchant: You are a consummate haggler.

Abilities: Upon making a successful charisma or intelligence check (your choice), prices are 10% lower for you, in most cases, due to your keen understanding of supply and demand and the relative value of goods. You can easily talk down most merchants.

Bonus Equipment: Add 25gp to your starting fund.

Draconic Heritage: It is rumored that a dragon's blood runs through your veins.

Abilities: The innate magical power of your heritage manifests in the ability to cast one first level spell from any list of your choosing, once per day.

Bonus Equipment: -2 bonus to natural AC, when wearing no armor.

Animal Handler: You understand beasts and their needs far better than most.

Abilities: When confronted with wild animals, you have a chance of rendering them less hostile with a successful wisdom check. Outright hostile beasts will become merely cautious. Cautious creatures may become indifferent. Indifferent animals may be befriended. Befriended creatures may be tamed, given time and training, for use as mounts or companions.

Bonus Equipment: Leatherworking tools for making saddles and other riding equipment.

Alchemist: You are steeped in the knowledge of plants, herbs, and other compounds.

Abilities: Once per week, you may craft a small healing potion from ingredients gathered on your travels. Also, you may learn new formulas through experimenting with ingredients and finding/buying/borrowing recipes from other alchemists.

Bonus Equipment: Herbalist's pouch, mortar and pestle, case of small vials.

Survivalist: You are adept at hunting, fishing, and tracking.

Abilities: Surprised only on a roll of 1-in-6. With a successful hunting attempt, a day's food and water may be obtained from the wilderness around you. Tracking chances increased by a factor of 2-in-6.

Bonus Equipment: Snares, 50ft. silken rope

Jack-of-all-trades: You have a wide range of basic skills.

Abilities: +1 to all ability checks, extra 1-in-6 chance when making skill rolls.

Bonus Equipment: None

Hardened Warrior: You are expert in the use and abuse of heavy armor.

Abilities: When wearing plate armor, you shrug off 3 points of damage from one attack per round.

Bonus Equipment: Plate Armor

Investigator: You are an expert at finding things.

Abilities: +3 to all intelligence checks, +2 chance in 6 for search and investigation rolls.

Bonus Equipment: None

Engineer: You understand how to construct, and perhaps undermine, buildings and machines.

Abilities: 5-in-6 chance to detect sloping passages, assess strength of walls and foundations, extra 2-in-6 chance of discovering and disarming traps.

Bonus Equipment: Prybar, hammer, chisel


Two-Weapon Fighter: You are skilled at wielding a weapon in your off-hand.

Abilities: Dual Flurry: You may choose to sacrifice your movement during a combat round and make one extra attack with your offhand weapon. It must be a small weapon, such as a dagger or handaxe, and you must roll 2d6 and take the lowest result for damage.

None of your attribute bonuses apply to attacks or damage with the secondary weapon.

Bonus Equipment: A small weapon of your choice.

Gambler: You are good at games of chance and calculating the odds.

Abilities: Spider's Patience - You know just when to act to take maximum advantage of a situation. When given a full round to observe an enemy or situation unseen, you may grant yourself a +4 bonus to an attack roll or skill/ability check involving that enemy.

Bonus Equipment: Deck of cards

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