Character Generation
-
- Tracker
- Posts: 147
- Joined: Tue Jun 08, 2021 10:41 pm
Character Generation
Start Here...
Campaign # is 920
Use the character sheet in the Unseen Servant dice roller site and link your character sheet/rolls when posting them below when generating your characters. Yes, I actually audit the logs.
Choose the character’s race
Determine initial ability scores by rolling 4d6, dropping the lowest die
Assign scores in any order
Apply racial modifiers to ability scores
Ensure that the character’s ability scores fall within the acceptable range for his/her race and class (e.g., a dwarf must have a strength of 8-18, dexterity of 3-17, etc.)
Human characters can add a total of 1 point to one of their ability scores. No ability score can be raised above 18 this way
Choose the character’s class and alignment
No evil characters permitted (thus no assassin characters)
Races and Classes (General)
There are no level-limits on non-human characters
Humans, however, enjoy the following benefit: 1 extra point to assign to ability scores at character creation
Racially-determined class restrictions apply, except:
PCs of any race may be clerics
Half-elves and Halflings may be druids (single-class)
Half-elves may be druids and fighters, druids and rangers, or druids and magic-users (multi-class)
The following multi-class options are available to non-human characters:
Dwarves: (a) fighter/thief, and (b) fighter/cleric
Elves: (a) fighter/magic-user, (b) fighter/thief, (c) magic-user/thief, and (d) fighter/magic-user/thief
Gnomes: (a) fighter/illusionist, (b) fighter/thief, (c) illusionist/cleric, (d) illusionist/thief, and (e) cleric/thief
Half-elves: (a) cleric/fighter, (b) cleric/ranger, (c) cleric/magic-user, (d) fighter/magic-user, (e) fighter/thief, (f) magic-user/thief, (g) cleric/fighter/magic-user, (h) fighter/magic-user/thief, (i) fighter/druid, (j) ranger/druid, and (k) magic-user/druid
Halflings: fighter/thief only
Please keep in mind multi-classed character take a longer period to level up.
Hit Points
1st level characters receive maximum hit points.
Monks use HD 1d6 per level starting at 2nd level to offset lack of speed factor, weapon proficiencies and no weapon vs armor bonuses.
Magic-Users and Illusionists
Magic-users and illusionists with an Intelligence of 16+ may prepare and cast one additional first level spell each day
Material Components will be required for those spells that use them. I have a list from Dragon Magazine 81 that shows each component and the their respective prices.
Material components pouch = 20 gold pieces (holds material components for up to 20 spells; weighs 2 pounds when full)
1st level magic-users and illusionists start with one pouch
Spell books are necessary for memorizing spells
1st level magic-users and illusionists start with one ‘standard’ and one ‘travelling’ spell book
Still Under Construction
Campaign # is 920
Use the character sheet in the Unseen Servant dice roller site and link your character sheet/rolls when posting them below when generating your characters. Yes, I actually audit the logs.
Choose the character’s race
Determine initial ability scores by rolling 4d6, dropping the lowest die
Assign scores in any order
Apply racial modifiers to ability scores
Ensure that the character’s ability scores fall within the acceptable range for his/her race and class (e.g., a dwarf must have a strength of 8-18, dexterity of 3-17, etc.)
Human characters can add a total of 1 point to one of their ability scores. No ability score can be raised above 18 this way
Choose the character’s class and alignment
No evil characters permitted (thus no assassin characters)
Races and Classes (General)
There are no level-limits on non-human characters
Humans, however, enjoy the following benefit: 1 extra point to assign to ability scores at character creation
Racially-determined class restrictions apply, except:
PCs of any race may be clerics
Half-elves and Halflings may be druids (single-class)
Half-elves may be druids and fighters, druids and rangers, or druids and magic-users (multi-class)
The following multi-class options are available to non-human characters:
Dwarves: (a) fighter/thief, and (b) fighter/cleric
Elves: (a) fighter/magic-user, (b) fighter/thief, (c) magic-user/thief, and (d) fighter/magic-user/thief
Gnomes: (a) fighter/illusionist, (b) fighter/thief, (c) illusionist/cleric, (d) illusionist/thief, and (e) cleric/thief
Half-elves: (a) cleric/fighter, (b) cleric/ranger, (c) cleric/magic-user, (d) fighter/magic-user, (e) fighter/thief, (f) magic-user/thief, (g) cleric/fighter/magic-user, (h) fighter/magic-user/thief, (i) fighter/druid, (j) ranger/druid, and (k) magic-user/druid
Halflings: fighter/thief only
Please keep in mind multi-classed character take a longer period to level up.
Hit Points
1st level characters receive maximum hit points.
Monks use HD 1d6 per level starting at 2nd level to offset lack of speed factor, weapon proficiencies and no weapon vs armor bonuses.
Magic-Users and Illusionists
Magic-users and illusionists with an Intelligence of 16+ may prepare and cast one additional first level spell each day
Material Components will be required for those spells that use them. I have a list from Dragon Magazine 81 that shows each component and the their respective prices.
Material components pouch = 20 gold pieces (holds material components for up to 20 spells; weighs 2 pounds when full)
1st level magic-users and illusionists start with one pouch
Spell books are necessary for memorizing spells
1st level magic-users and illusionists start with one ‘standard’ and one ‘travelling’ spell book
Still Under Construction
- Trantor_Trollbane
- Strider
- Posts: 34
- Joined: Sun Jul 11, 2021 1:23 pm
Re: Character Generation
Character Name: TBD
Stat rolls:
[4d6c1]=11
[4d6c1]=16
[4d6c1]=7
[4d6c1]=10
[4d6c1]=11
[4d6c1]=7
Since I really only have one good stat, I'm kind of thinking I'll go for a magic user, since anything else I assume I want at least decent constitution. I suppose i could do a ranged character also...
Stat rolls:
[4d6c1]=11
[4d6c1]=16
[4d6c1]=7
[4d6c1]=10
[4d6c1]=11
[4d6c1]=7
Since I really only have one good stat, I'm kind of thinking I'll go for a magic user, since anything else I assume I want at least decent constitution. I suppose i could do a ranged character also...
Last edited by Trantor_Trollbane on Thu Jul 15, 2021 2:42 pm, edited 1 time in total.
"Tell me many tales, but let them be of things that are past the lore of legend and of which there are no myths in our world or any world adjoining."
Re: Character Generation
ability scores [4d6c1]=6 [4d6c1]=14 [4d6c1]=18 [4d6c1]=12 [4d6c1]=13 [4d6c1]=12
An excellent set! Thinking Dwarf Fighter
An excellent set! Thinking Dwarf Fighter
Re: Character Generation
What Gods are we using?
- Trantor_Trollbane
- Strider
- Posts: 34
- Joined: Sun Jul 11, 2021 1:23 pm
Re: Character Generation
I anticipate hiding behind you whenever we get in a scrap!Rex wrote: ↑Thu Jul 15, 2021 1:50 pm ability scores [4d6c1]=6 [4d6c1]=14 [4d6c1]=18 [4d6c1]=12 [4d6c1]=13 [4d6c1]=12
An excellent set! Thinking Dwarf Fighter
"Tell me many tales, but let them be of things that are past the lore of legend and of which there are no myths in our world or any world adjoining."
Re: Character Generation
starting gold [5d4]=10 [3d6]=4
70gp
I will hold off on wrapping him up until I know his Deity. Does he get a starting Holy Symbol/clothing for free? With his poor starting GP rolls I need all the help I can get.
70gp
I will hold off on wrapping him up until I know his Deity. Does he get a starting Holy Symbol/clothing for free? With his poor starting GP rolls I need all the help I can get.
-
- Rider of Rohan
- Posts: 8053
- Joined: Fri May 25, 2012 10:06 am
- Location: Pennsylvania
Re: Character Generation
Ability Scores [4d6c1]=7 / [4d6c1]=9 / [4d6c1]=15
Ability Scores [4d6c1]=13 / [4d6c1]=16 / [4d6c1]=15
I'm leaning half-orc fighter (would add +1 to above in str and con and -2 to charisma).
Ability Scores [4d6c1]=13 / [4d6c1]=16 / [4d6c1]=15
I'm leaning half-orc fighter (would add +1 to above in str and con and -2 to charisma).
Re: Character Generation
Nice rolls, could be a Ranger too.
- Quonundrum
- Rider of Rohan
- Posts: 3636
- Joined: Sat Jul 27, 2019 11:57 pm
Re: Character Generation
Not sure if I have time for another game, but might be illegal in some jurisdictions not to use this roll.
-
- Tracker
- Posts: 147
- Joined: Tue Jun 08, 2021 10:41 pm
Re: Character Generation
Quonundrum wrote: ↑Thu Jul 15, 2021 6:23 pm Not sure if I have time for another game, but might be illegal in some jurisdictions not to use this roll.
Them’s some good rolls
Re: Character Generation
"I drained the soul of a monk once....... It tasted like Chocolate."
- Trantor_Trollbane
- Strider
- Posts: 34
- Joined: Sun Jul 11, 2021 1:23 pm
Re: Character Generation
You can hide behind me, I got two 7's!
"Tell me many tales, but let them be of things that are past the lore of legend and of which there are no myths in our world or any world adjoining."
Re: Character Generation
Characteristics: [4d6c1]=10, [4d6c1]=14, [4d6c1]=11, [4d6c1]=16, [4d6c1]=9, [4d6c1]=14
Coming in as a Human Magic-User
How are the spells in the spell book selected?
Coming in as a Human Magic-User
How are the spells in the spell book selected?
-
- Tracker
- Posts: 147
- Joined: Tue Jun 08, 2021 10:41 pm
Re: Character Generation
Intelligence Table II, Page 10 PHBgurusql wrote: ↑Fri Jul 16, 2021 3:41 am Characteristics: [4d6c1]=10, [4d6c1]=14, [4d6c1]=11, [4d6c1]=16, [4d6c1]=9, [4d6c1]=14
Coming in as a Human Magic-User
How are the spells in the spell book selected?
If you don't have one, let me know.
- Trantor_Trollbane
- Strider
- Posts: 34
- Joined: Sun Jul 11, 2021 1:23 pm
Re: Character Generation
I think I'll go with a thief, I'll try and get the sheet togethor today.
"Tell me many tales, but let them be of things that are past the lore of legend and of which there are no myths in our world or any world adjoining."
Re: Character Generation
Just to clarify the mechanics that I understand you are suggesting:Gomezthebarbarian wrote: ↑Fri Jul 16, 2021 5:04 amIntelligence Table II, Page 10 PHBgurusql wrote: ↑Fri Jul 16, 2021 3:41 am Characteristics: [4d6c1]=10, [4d6c1]=14, [4d6c1]=11, [4d6c1]=16, [4d6c1]=9, [4d6c1]=14
Coming in as a Human Magic-User
How are the spells in the spell book selected?
If you don't have one, let me know.
Roll a d30 (since there are 30 magic user spells at first level),
Roll to Chance to Know each spell %, if succeed then add to the spellbook and continue if fail mark that as a spell not known,
Repeat this until I hit the max spells allowed by my Int or I have run through all 30 spells. If make it through all 30 spells if I have hit the min number then stop else retry spells until I get the Min number
Please confirm since this seems like a lot of spells to start with.
- OGRE MAGE
- First Gentleman
- Posts: 37676
- Joined: Tue Mar 04, 2014 3:16 pm
- Location: The Birthplace of RPG's
Re: Character Generation
I am probably going to have to play in this game too with an awesome stat roll like this:
Since I can see multiple options here, and lots of classes being taken already, are there any specific needs in the party yet?
Since I can see multiple options here, and lots of classes being taken already, are there any specific needs in the party yet?
-
- Tracker
- Posts: 147
- Joined: Tue Jun 08, 2021 10:41 pm
Re: Character Generation
You roll your percentage to learn the spell up to the maximum number allowed by your intelligence. You go through the list of 1st level spells in any order. You make your roll, list the spell and so on. Once you’ve gone through the list, you start over and keep selecting spells until you have reached your minimum amount of spells set by your intelligence.gurusql wrote: ↑Fri Jul 16, 2021 1:28 pmJust to clarify the mechanics that I understand you are suggesting:Gomezthebarbarian wrote: ↑Fri Jul 16, 2021 5:04 amIntelligence Table II, Page 10 PHBgurusql wrote: ↑Fri Jul 16, 2021 3:41 am Characteristics: [4d6c1]=10, [4d6c1]=14, [4d6c1]=11, [4d6c1]=16, [4d6c1]=9, [4d6c1]=14
Coming in as a Human Magic-User
How are the spells in the spell book selected?
If you don't have one, let me know.
Roll a d30 (since there are 30 magic user spells at first level),
Roll to Chance to Know each spell %, if succeed then add to the spellbook and continue if fail mark that as a spell not known,
Repeat this until I hit the max spells allowed by my Int or I have run through all 30 spells. If make it through all 30 spells if I have hit the min number then stop else retry spells until I get the Min number
Please confirm since this seems like a lot of spells to start with.
I hope that makes sense.