Character Creation
Posted: Fri Jun 06, 2014 11:16 pm
Roller Game ID:182
As briefly covered in the character submission topic. Don't use the stat roller in the USS roller for your characters instead use the macro [4d6c1] for all stats take max HP for your first level. Arrange stats as you'd like. Re-roll anything this is below a 9. Characters will start at level 3. Characters will also start with the following money to purchase items 200gp each. All players start with basic clothing, belt, backpack, small belt pouch, tools of the class trade such as thief tools, or spell book, or holy symbol, as well as spell ingredients.
Mages: if anyone makes one pick 5 spells you want in your book and roll to learn them if you fail the roll then you cannot learn that spell. You may have a max of 5 spells for each level you can cast known in your spellbook. I will give you and bonus spells you get based upon your stats.
Clerics: you get the spells as indicated for your level. If you have a proficiency to cast additional spells then I will grant that. Gods that are available if you wish to openly state the god to which you prey can be found here under 2e deities: http://dungeons.wikia.com/wiki/DnDWiki:List_of_deities
Fighter Classes: can specialize in one weapon no more.
Alignments: Based upon race and class I'd prefer no evil alignments but if say an assassin has to be of evil alignment then so be it but not CE.
Everyone will get one magical item once characters are approved I am going to take out my deck of magical items and randomly give out one item to each character.
As briefly covered in the character submission topic. Don't use the stat roller in the USS roller for your characters instead use the macro [4d6c1] for all stats take max HP for your first level. Arrange stats as you'd like. Re-roll anything this is below a 9. Characters will start at level 3. Characters will also start with the following money to purchase items 200gp each. All players start with basic clothing, belt, backpack, small belt pouch, tools of the class trade such as thief tools, or spell book, or holy symbol, as well as spell ingredients.
Mages: if anyone makes one pick 5 spells you want in your book and roll to learn them if you fail the roll then you cannot learn that spell. You may have a max of 5 spells for each level you can cast known in your spellbook. I will give you and bonus spells you get based upon your stats.
Clerics: you get the spells as indicated for your level. If you have a proficiency to cast additional spells then I will grant that. Gods that are available if you wish to openly state the god to which you prey can be found here under 2e deities: http://dungeons.wikia.com/wiki/DnDWiki:List_of_deities
Fighter Classes: can specialize in one weapon no more.
Alignments: Based upon race and class I'd prefer no evil alignments but if say an assassin has to be of evil alignment then so be it but not CE.
Everyone will get one magical item once characters are approved I am going to take out my deck of magical items and randomly give out one item to each character.