Character Creation & Rules Info

hedgeknight
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hedgeknight
Rider of Rohan
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Character Creation & Rules Info

#1 Post by hedgeknight »

Character Creation:

> Core Books: Players Handbook, Dungeon Masters Guide, Forgotten Realms Adventures & Unearthed Arcana; may also use some info from Dragon magazine or other 1E sources.
> Core Classes: Barbarian, Cleric, Druid, Illusionist, Fighter, Magic-User, Monk, Paladin, Ranger, Thief - no Assassin or Cavalier characters for now. Multi-class characters are acceptable.
> Core Races: NO LEVEL LIMITS! :SAN:
However, there will be an 10% xp penalty once a race moves beyond the normal (PHB) limits for its class.

Campaign ID: 961

Stats/Rolling the dice:
> 4d6 - drop lowest, make 1's and 2's a "3"; arrange to suit your character choice.
> Hit Points: All characters will receive maximum hit points at 1st level. Thereafter, you may roll, or take average hit points instead:
Hit Die Average Hit Points

d4 3
d6 4
d8 5
d10 6
d12 7
(Don't forget to add in your CON bonuses!)

Level of character:
>Start at 1st level: Barbarian, Fighter, Paladin, Ranger

>Start at 2nd level: All arcane/divine spellcasters, Monk, Thief
(With just enough XP to be at the beginning of the level.)
*I know I said everyone would begin at 2nd level, but I think this dispersion will work out a little better. Of course, I'm open to suggestions on this method. ;)

Edit 3/7/22: Make sure your starting XP is 2251.
(Thanks for reminding me, Dave.)

Starting Equipment/Gold/Magic:
> Use table on page 35 of PHB; half gold for 1st level, then roll on table for levels beyond 1st.
> Each character will have 1-2 magic items. 1st level characters have one magic item; 2nd level characters have two magic items. Roll 1d4 to determine which list, then roll from the lists below:

On a roll of 1 or 2:
Potion (roll d20):

1/ Animal Control
2/ Clairaudience
3/ Clairvoyance
4/ Climbing
5/ Diminution
6/ Fire Resistance
7/ Flying
8/ Gaseous Form
9/ Growth
10/ Healing
11/ Heroism
12/ Invisibility
13/ Invulnerability
14/ Levitation
15/ Oil of Slipperiness
16/ Plant Control
17/ Polymorph Self
18/ Speed
19/ Super-Heroism
20/ Sweet Water

On a roll of 3 or 4:
Minor Magic Weapons/Items: (Roll d100)

01-75 - +1 Ranged Weapon (arrow, bolt, sling bullet, dart; half-dozen)
76-95 - Bracers of Defense AC7, Shield +1, or Melee Weapon +1 (your choice)
96-00 - Ring of Water Walking, Boots of Elvenkind, Javelin of Lightning, or +1 Armor (your choice)

Some additions to Armor/Equipment/Weapons:

Armor:
Leather Coat - Cost 7gp, AC 9, Wt. 10 lbs
Mail Shirt - Cost 100 gp, AC 6, Wt. 25 lbs
Steel Breastplate - Cost 300 gp, AC 5, Wt. 30 lbs

Weapons:
Axe, Two-Handed - Cost 20 gp, Damage 1d12, Wt. 20 lbs
Flail, Heavy - Cost 15 gp, Damage 1d10, Wt. 20 lbs
Katar (punching dagger) - Cost 3 gp, Damage 1d4+1, Wt. 1 lb
Mace, Heavy - Cost 12 gp, Damage 1d8, Wt. 12 lbs
Sword, Rapier - Cost 20 gp, Damage 1d6, Wt. 2 lbs

Missile Weapons:
Arrows (quiver of 20) - 2 gp, Wt. 3 lbs
Arrows (quiver of 12) - 15 sp, Wt. 2 lbs
Arrows (silver) 2 gp each, Wt. 0.2 lbs
Bolts (quiver of 12) - 1 gp, Wt. 1 lb
Hand Crossbow - 100 gp, Damage 1d4, Wt. 3 lbs

Miscellaneous Equipment:
I could list 100 or more items to add to the list from the PHB. Items such as winter blanket, grappling hook, horn, parchment, whistle, etc. It might be simpler just to say that if there is an item you want your character to have that is not on the 1E PHB list, just let me know and we'll work it out. Cool?

More to come...
Last edited by hedgeknight on Wed Mar 30, 2022 3:14 pm, edited 2 times in total.
Winter is coming...

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hedgeknight
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Re: Character Creation & Rules Info

#2 Post by hedgeknight »

House Rules

Many of these are by Ken-do-nim (from when I first met him on the Dragonsfoot.org Forums), edited by jaseclimb7, tweaked by me. Some are my own and some I stole...er...borrowed from other sources, namely the Castles & Crusades Players Handbook. And...these are up for discussion, change, addition, etc. Remember: this is OUR game!

Races and Class Options:

> Dwarf: Dwarves hail from the depths of the earth, and have lived there for ages beyond count. Much like the stone they resemble, dwarves possess great fortitude and an indomitable will of granite. Dwarves feel bound by codes of honor that obligate them to kin and kingdom. Dwarves are meticulous and patient. All possess an expert's attention to detail, and granite determination, regardless of the undertaking at hand. Their expertise in the crafting of metal is without equal in the world, and their steadfastness in battle is as certain as a mountain is strong; they are also adept in crafting stone. The dwarven personality stems from a sense of duty, loyalty and just compensation enforced by centuries of tradition.
Racial Traits: Deepvision 120' - can see in total darkness with no light source at all.
Class Options: Cleric, Fighter, Thief


> Elf: An ancient and timeless race, Elves embody the grace and beauty of the natural world. A long life gives them a deep degree of patience and the opportunity to acquire a vast knowledge of the world and its history. Elves relish beauty, both natural and crafted, and are masters at gardening, animal husbandry, metalworking, and arcane studies. Their love for beauty and the desire to shape the world brings elves their greatest joy and greatest sorrow. Their timeless vision allows them to see both the beauty and the tragedy in all things. This gives their personality a fatalistic tone, being uneasy with death and what it entails.
Racial Traits: Twilight Vision - Even under starlight, moonlight or torchlight, Elves have exceedingly good vision. They can distinguish color and detail for up to one mile when they are outdoors.
Class Options: Cleric, Fighter, Magic-User, Thief

> Gnome: Closely bonded to nature and its essence, Gnomes are partial to forests and mountains, but can be found living just about anywhere. Often associated with pranks and mischief, Gnomes tend to be more interested in relaxation and mirth, being famous for their songs, dances, drinks, speeches, and various forms of entertainment. Very curious by nature, Gnomes are forever tinkering or traveling to learn new things, meticulously crafting items from wood or stone or cloth.
Racial Traits: Enhanced Hearing > Gnomes have keen ears, often likened to those of a fox. As such, Gnomes have a 25% chance to detect noises.
Spell Use > Gnomes have the innate ability to cast three (3) Cantrips each day. (See page 30 of UA for the list.)
Class Options: Cleric, Fighter, Illusionist, Thief

> Half-Elf: Intelligent, perceptive, and quick witted, Half-Elves blend into most societies quite well. Due to their mixed lineage, they exhibit an almost supernatural degree of empathy, giving them an uncanny understanding of people. Their lineage determines their personality and their life span is long, often leading them to have the same fatalistic view of the world like Elves have. Half-Elves tend to wander but harbor few prejudices for other races. They make steadfast adventuring companions.
Class Options: Cleric, Druid, Fighter, Magic-User, Ranger, Thief

> Halfling: Generally an agrarian people, Halflings prefer open pastures and lush farmlands to cities and other places crowded with tall folk. Meticulous and prosperous, Halflings enjoy good food, relaxation, and a quiet life. They are jovial, friendly and hospitable, yet preferring their own culture over others. Halflings work diligently on their farms, houses, and gardens, and are adept at baking and brewing. Few are adventurers, but those few are stout companions who show little fear in the face of danger.
Racial Traits: Duskvision - with their large, piercing eyes, Halflings can see in starlight and moonlight just as a human can at dusk.
Class Options: Druid, Fighter, Thief

> Half-Orc: Existing on the edge of society is the norm for Half-Orcs. Most have an unpleasant demeanor, and some are repulsive and even hideous to behold. Unsavory and contentious individuals, Half-Orcs have few friends or allies. However, this social stigma combined with the militant aggressiveness of their Orc heritage produces a nearly fearless warrior and relentless foe. Half-Orcs are unswerving loyal to those they trust and in whom they place their faith. On the other hand, to those who break that faith, Half-Orcs have an undying enmity and no effort will be spared in righting a wrong and taking revenge upon their enemies. Half-Orcs can be both a friend and companion of immense value or a foe of terrible power.
Racial Traits: Enhanced Sense of Smell - This ability allows Half-Orcs to detect the presence, but not the specific location, of creatures within 30 feet or within 60 feet if the creature is upwind. Strong scents can be detected at twice those ranges. If a Half-Orc becomes familiar with an individual, he can learn the individual's scent and recognize it.
Class Options: Barbarian, Cleric, Fighter, Thief


Classes:


Barbarian: (work in progress)

> Armor allowed: Leather, Leather Coat, Padded. May also use a Buckler Shield w/o penalty.

Cleric:

> Healing spells add 1 hit point per level of the cleric.
> May use the favored weapon of their deity regardless of class restrictions.
> Turn undead - max range 60 feet.

Druid:

> Druids may be Neutral Good, Neutral, or (in the case of NPC's) Neutral Evil.
> Healing spells add 1 hit point per level of the druid.
> Druids may use the favored weapon of their deity regardless of class restrictions.
> Armor allowed: Leather, Leather Coat, Hide; may also use a small wooden shield w/o penalty.
> When a druid changes form (into a bird, reptile, or mammal), he/she retains the ability to speak; however, he/she cannot cast spells while in animal form.
> Spell casting option: Since druids are elemental in nature, I believe they are "in touch" with the primal forces of their deity. Thus, they may gain bonus spells for high wisdom like clerics do OR they may forgo the bonus spells for being allowed to cast ANY spell from the druid spell list as needed. This means they would not have to prepare for spells ahead of time and may cast spells from the druid list per their class limitations.

Fighter

> Weapon Specialization as per Unearthed Arcana. May only specialize in one weapon and they are not allowed to double specialize.

Illusionist

> Minimum requirements: Intelligence 13, Dexterity 13
> Read Magic is a class ability and usable at will.
> May cast Cantrips per rules in Unearthed Arcana.
> Weapons allowed: club, dagger, dart, knife, staff; although many illusionists view most weapons as vulgar and may refuse to use them at all!
> +1 on saves to illusion spells and effects.
> Very adept at detecting illusions/deceptions/concealed items (including doors). This ability increases in levels:
1st Level: 10% chance of spotting a concealed door or illusion effect.
4th Level: 15% chance of spotting a concealed door or illusion effect.
8th Level: 25% chance of spotting a concealed door or illusion effect.
12th Level: 50% chance of spotting a concealed door or illusion effect.
> Bonus spells: With a high intelligence score, an illusionist gains bonus spells per this chart:
- Intelligence 13-15 = 1 extra 1st level spell.
- Intelligence 16-17 = 1 extra 2nd level spell.
- Intelligence 18+ = 1 extra 3rd level spell.

Magic-users

> Read Magic is a class ability and usable at will.
> May cast Cantrips per rules in Unearthed Arcana.
> Weapons allowed: club, dagger, dart, knife, staff.
> Elven magic-users may wear elven chainmail (if available) with no penalty to spellcasting.
> Bonus spells: With a high intelligence score, a magic-user gains bonus spells per this chart:
- Intelligence 13-15 = 1 extra 1st level spell.
- Intelligence 16-17 = 1 extra 2nd level spell.
- Intelligence 18+ = 1 extra 3rd level spell.

Monk

> Monks gain their Dexterity bonus to AC.
> Magic Items: The 5 magic item limit does not pertain to one use items such as potions and scrolls or magical arrows, bolts, darts, etc.
> Combat:
1/Monks attack on the Cleric table and save on the Thief table. (Typo that was never fixed in any of the printings of the PHB.)
2/ Ranged weapons benefit from the monk's weapon damage bonus.
3/ May replace any open hand attack with a kick. Kicking is less accurate but more powerful than striking, incurring a -1 penalty to hit for a +1 bonus to damage. Kicking otherwise conforms to open hand attacking in all respects. A monk may use a kick as an off-hand attack even when both hands are full, such as when using a pole-arm. Note that when a monk has 3 attacks in a round, at least one of those must be a kick. A monk with 4 attacks uses both hands and both feet. Hands must be kept free to deliver open hand attacks.
4/ A monk is free to use an open hand attack as an off-hand weapon when the primary attack is an actual weapon.

Paladin

> Paladins may begin play with a Charisma of 15 or higher.
> Paladins are not entitled to bonus spells due to high wisdom.
> Paladins cannot dual-class. If a paladin character wants to start over with a new class, the paladin class abilities are lost. Likewise the paladin class cannot be chosen as a second career.
> Paladin casting level starts at 1 at the level at which they acquire spells (9), and increments by 1 for each level thereafter to a maximum of 9 (at 17th).

Ranger

> Armor allowed: Chain Shirt, Leather, Leather Coat, Padded, Studded Leather.
> Rangers may only cast druid spells; they are not in tune with the arcane. They also benefit from the druid option of casting spells w/o preparation (see above).
> Rangers have limited healing abilities regulated to wounds and certain natural poisons. Under their care, the victim heals faster and has a greater chance of recovering from being poisoned. Note the following chart:

Levels Healing Poison
1-4 Doubled 20% to identify and treat
5-8 Tripled 30% to identify and treat
9+ Quadrupled 50% to identify and treat

Thoughts about Animal Companions and Favored Enemies?

Thief

> Armor allowed: Leather, Leather Coat, Padded. May also use a Buckler Shield w/o penalty to their thieving abilities.
> Thieves may not use two-handed weapons.

Still more to come...
Winter is coming...

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hedgeknight
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Posts: 8316
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Re: Character Creation & Rules Info

#3 Post by hedgeknight »

Miscellaneous Stuff

Psionics

Not an option for a player character.

Training

When you gain enough experience to gain a new level, you are granted what is called an “untrained level.” Until you are back in a safe area and are able to spend some time with a higher level character of the same class, you will only gain the hit-points for that level. However, training costs and times will be very minimal, as most of the training is done on-the-job.

Multi-classing

> A multi-classed character always uses the best THAC0.
> A multi-classed character always uses the best non-proficiency penalty, unless a weapon not permitted for any of his classes is used, in which case the worst is used instead.
> A multi-classed character begins play with the greatest number of proficiencies permitted by any one of his classes.
> All the permitted weapons and armors for all the character's classes are pooled together for the character to choose from.
> A multi-classed character gains new proficiencies when the character gains a level in the class that has the fastest rate. However, in the case of someone like a halfling fighter/thief, where one class level greatly exceeds the other, when the number of proficiencies that would have accrued to the slower class exceeds those earned by the faster class, new proficiencies can be added at the slower rate.
For example, a PHB Hairfoot fighter/thief (4/U) would start with four weapon proficiencies. He would gain a fifth at fighter 4, but would not gain his sixth proficiency until thief 17. He would use his fighter THAC0 until it was surpassed at thief 9. He would be entitled to use the fighter non-proficiency penalty of -2 even while attacking with the thief THAC0. The sixth proficiency slot gained at thief 17 could be used to learn any weapon, not just thief ones.

Treasure

I like to give it out and I want you to use it. "Use it or lose it" has always been my motto as a DM when it comes to magic treasure. ;)
Should XP be awarded for treasure gained and magic items used? Let's talk about this.
Winter is coming...

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