Character Generation
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Character Generation
WOOT!!!
Campaign ID 1056
We're in early days, so if any of you have any suggestions to anything below, give me a holler.
Campaign ID 1056
We're in early days, so if any of you have any suggestions to anything below, give me a holler.
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- Tracker
- Posts: 125
- Joined: Tue Feb 13, 2024 11:23 pm
Re: Character Generation
* This page is still under construction and I reserve the right to change/modify the rules as I fit. If it's not listed here, don't make assumptions. Ask questions.*
Character Generation
The first rule of Dragonslayer Player Character Creation is simple: All characters die eventually. Players need to play their characters with guile to ensure survival at first level. Remember, the Maze Controller never kills player characters, players kill their characters through reckless play or fate (the dice).
1. Begin the process with a new Character Sheet. Please use the Dice Roller's fillable character sheet.
2. Read through the Ability Scores, Races, and Classes to get a feel for each and their prerequisites.
3. Roll 3d6 seven times for your Ability Scores and drop the lowest number. Use the appropriate macro using the Dice Roller. Post results when creating your character.
4. Arrange your six Ability Scores to suit your desired race and class. Races consist of two groups: humans and demi-humans (Cyclopsmen,* Dwarves, Elves, Gnomes Halflings, Half-Elves, and Half-Orcs). Demi-human races receive adjustments (bonuses and/or penalties) to their Ability Scores. Classes consist of Clerics (and the Druid and Monk subtypes), Fighters, (including the Barbarian, Paladin, and Ranger subtypes), Magic-Users (and the Illusionist subtype), and the Thief (and Assassin subtype). Note your Ability Scores and modifiers, and any special racial or class abilities, on your Character Sheet. Your rolls may not be high enough to play your first choice of race or class.
*I've decided not to allow the Cyclopsman as a character race. But their language -Suul- may be of some use in-game.
5. Level 1 characters begin play with full hit points (listed under each class entry) plus/minus his or her Constitution Modifier. Hit points after Level 1 are rolled and the Constitution Modifier applied.
6. Roll your starting gold pieces using Dice Roller and select your weapons and equipment or select a Fast Pack. Note your choices on your character sheet. Weapons and armor must correspond to class restrictions.
7. Determine your Armor Class (AC) based on your armor type and Dexterity Modifier.
8. Record your Saving Throws (see each class entry).
9. Under “To Hit Armor Class” your character requires a 20 to hit AC: 0, 19 to hit AC: 1, 18 to hit AC: 2, etc. 10. Name your character, consider a basic description, and think of a one or two sentence backstory.
Once your character is approved, you will then embed the character sheet to the appropriate Character Sheet thread. Please include an image of your character with it.
Ability Scores
Player Characters (PCs) possess six attributes. These include Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Unless otherwise noted no Ability Score may be lower than 3 or higher than 18 (regardless of racial bonuses or penalties).
Strength
Strength (Str) measures a player character’s physical and muscular prowess. The score is particularly important to fighters and their subtypes. A high strength increases the ability to hit and score damage in battle with handheld weapons, as well as opening stuck doors.
*All successful attacks score one hit point of damage (minimum). The modifier applies to all hand-held melee attack and damage rolls.
Intelligence
Intelligence (Int) determines the ability to acquire, process, and apply knowledge. Magic-users and illusionists require high intelligence to comprehend, memorize, and channel magical spells.
Wisdom
Wisdom (Wis) describes metal discipline and the capacity to understand and gather insight into the nature of existence. Clerics, druids, and monks require a high wisdom score.
*Applies to all mind-influencing magical effects.
Dexterity
Dexterity (Dex) reflects fine motor skill, hand-eye coordination, reflexes, and balance. Dexterity allows a player character to dodge attacks and also improves missile, or ranged, attack ability. Thieves require high dexterity to pick pockets and remove traps.
*All successful attacks do a minimum of 1 point of damage. The modifier applies to all missile (also called ranged) attack and damage rolls.
Constitution
Constitution (Con) represents a player character’s physical health and stamina. This ability score modifier increases the PCs base hit points. All classes value a high constitution score.
*All PCs receive one hit point per level (minimum) regardless of a negative modifier.
Charisma
Charisma (CHA) refers to a player character’s physical beauty, allure, persuasiveness, magnetism, along with leadership ability. Charisma influences the number of retainers (henchmen and hirelings) a PC may retain and bolsters their morale. As natural born leaders, paladins require a high charisma score.
The above tables were made possible by the awesome dmw71. Long may He reign!
Character Races
Races consist of two groups: Humans and Demi-humans. Demi-humans include Cyclopsmen, Dwarves, Elves, Gnomes Half-Elves, Half-Orcs, and Halflings. The ability scores generated in the previous section must meet or exceed the minimum requirements of each race. Humans have no minimum ability score requirements.
Demi-humans, on the other hand, require at least one ability score minimum to be eligible. Racial bonuses may not lower Ability Scores below 3 or above 18.
I have intentionally left out lore and description of the races. We're all familiar with them and it keeps the pages shorter. If you want to know these details, just ask.
Human
Ability Score Requirements: None
Ability Score Modifiers: None
Class and Level Limitations: No Assassins
Humans are not subject to demi-human level limits. Humans can always play a cleric, fighter, magic-user, or thief, as they have no minimum class ability score requirements.
Human Racial Abilities
Movement: Humans have a speed of 40 feet per round.
Languages: Humans begin play with Common. A human can speak Dwarf, Elf, Gnome, Halfling, or Suul, subject to Intelligence Modifier.
Dwarf
Ability Score Requirements: Strength 8, Constitution 12
Ability Score Modifiers: Constitution +1, Charisma -1
Class and Level Limitations: Assassin 5, Cleric 9, Fighter 9, Thief 12
Dwarf Racial Abilities
Movement: Dwarves have a speed of 20 feet per round.
Darkvision: Dwarves are accustomed to life underground. They can see 60 feet in total darkness.
Stone Sense: Dwarves feel the earth beneath their feet. Dwarves have a 1-2 in d6 chance of detecting: Stonework Traps, False Walls, New Construction, Unstable Stonework, Toxic Gas, Stonework Secret Doors, and Sloped Passages while underground. Dwarves must concentrate and be within 10 feet to use their Stone Sense (as applicable).
Gem Appraisal: Dwarves may appraise gemstones for gold piece value held in-hand (1-2 on d6). Roll failure results in a mis-evaluation (+/- 50% of true value).
Saving Throw Bonuses: Dwarves are sturdy and resilient. They receive the following bonuses: Breath +2, Death +4, Stone +4, Wand +3, Spell +4.
Racial Enmity: Dwarves receive +1 to hit versus orcs, goblins, hobgoblins, norkers, and bugbears.
Weapon Restrictions: Dwarves may not use the halberd, longbow, bastard sword, or the two-handed sword.
Armor Class Size Adjustment: When attacked by larger than medium-sized creatures (7 feet or taller), dwarves receive a +4 armor class bonus.
Thief Skill Bonuses: Dwarven thieves receive bonuses to Pick Pockets +7%, Find Traps +10%, Climb Walls -10%
Languages: Dwarves begin play knowing the Dwarven language. A dwarven character may select Common, Gnome, Goblin, Halfling, or Orc, subject to Intelligence Modifier.
Elf
Ability Score Requirements:Intelligence 8, Dexterity 7, Charisma 8
Ability Score Modifiers: Dexterity +1, Constitution -1
Class and Level Limitations: Assassin 7, Cleric 7, Fighter 7, Magic-User 12, Thief 10
Elf Racial Abilities
Movement: Elves have a speed of 40 feet per round.
Darkvision: Elves are accustomed to life under the stars and can see 60 feet in total darkness.
Detect Secret Doors: When elves pass near a secret door they receive a passive 1 on d6 chance to automatically detect due to their keen eyesight. When
actively searching, elves may detect hidden and secret doors on a roll of 1-2 on 1d6.
Racial Weapon: +1 to hit with the longbow.
Weapon Restrictions: Elves are too lithe to employ two-handed melee weapons.
Paralysis: Elves are immune to ghoul paralysis.
Sleep/Charm Immunity: Elves are 90% immune to Sleep and Charm spells.
Thief Skill Bonuses: Elven thieves receive bonuses to Pick Pockets +5%, Open Locks -5%, Move Silently +7%, Hide in Shadows +10%, Hear Noise +1 on d6.
Languages: Elves begin play knowing Elven and Common. They may select Ancient Common, Dwarf, Gnome, Halfling, Orc, Goblin, Gnoll, as additional
languages if their Intelligence modifier permits.
Gnome
Ability Score Requirements: Intelligence 7, Constitution 8
Ability Score Modifiers: Charisma -1, Constitution +1
Class and Level Limitations: Assassin 5, Cleric 7, Fighter 6, Illusionist 12, Thief 12
Gnome Racial Abilities
Movement: Gnomes have a speed of 20 feet per round.
Darkvision: Gnomes can see 60 feet in total darkness.
Weapon Restrictions: Gnomes may not use twohanded melee weapons, longbow, or heavy crossbow.
Racial Enmity: Gnomes receive an attack bonus of +1 against kobolds.
Underground Sense: Gnomes have a 1-2 in d6 chance of detecting hazardous structures (above or below ground), their depth or direction underground, and can detect sloped passages.
Gem Appraisal: Gnomes may appraise gemstones for gold piece value held in-hand (1 on d6). Roll failure results in a mis-evaluation (+/- 50% of true value).
Saving Throws: Gnomes receive the following bonuses: Breath +2, Death +4, Stone +4, Wand +1, Spell +2.
Illusionists: The duration of all illusionist spells cast by gnomes is increased by 3 rounds. Gnome illusionists may use the light crossbow.
Armor Class Size Adjustment: When attacked by larger than medium-sized creatures (7 feet or taller), gnomes receive a +4 armor class bonus.
Thief Skill Bonuses: Gnome thieves receive Open Locks +5%, Find Traps +7%, Move Silently +5%, Climb Walls -15%, Hide in Shadows +5%.
Languages: Gnomes begin play with the Gnomish.
They may select Common, Dwarf, Elf, Halfling, Goblin, or Kobold, if their intelligence modifier allows.
Halfling
Ability Score Requirements: Dexterity 9, Constitution 9
Ability Score Modifiers: Strength -1, Dexterity +1
Class and Level Limitations: Cleric 4, Fighter 6, Thief 14
Halfling Racial Abilities
Movement: Halflings move 20 feet per round.
Darkvision: Halfings can see in total darkness up to 30 feet.
Gem Appraisal: Halflings may appraise gemstones held in-hand (1 on d6). Roll failure results in a mis-evaluation (+/- 50% of true value).
Saving Throw Bonuses: Pecks receive the following bonuses: Breath +2, Death +4, Stone +4, Wand +3, Spell +4.
Thrown Weapons and Restrictions: Halfings are +1 to hit with slings and daggers. Halflings may not use twohanded melee weapons, longbow, or heavy crossbow.
Hiding: Halfings may hide outdoors if motionless and silent (1-5) or in shadows underground (1-2 on d6).
Armor Class Size Adjustment: When attacked by larger than medium-sized monsters (7 feet or taller), halfings receive a +4 armor class bonus.
Thief Skill Bonuses: Halfling thieves receive the following bonuses Pick Pockets +5%, Open Locks +5%, Find Traps +5%, Move Silently +10%, Climb
Walls -15%, Hide in Shadows +10%
Languages: Halflings begin play knowing Halfling and Common. They may speak Dwarf, Elf, Gnome, Orc, or Suul, subject to Intelligence Modifier.
Half-Elf
Ability Score Requirements: Dexterity 6, Constitution 6
Ability Score Modifiers: None
Class and Level Limitations: Assassin 11, Cleric 5, Druid 8, Fighter 10, Magic-User 10, Ranger 8, Thief 12
Half-Elf Racial Abilities
Movement: Half-Elves have a speed of 40 feet per
round.
Darkvision: Half-elves possess partial nighttime vision from their elven ancestors. They can see 30 feet in total darkness.
Detect Secret Doors: When actively searching, halfelves may detect hidden and secret doors on a roll of 1 on d6 due to their elven heritage.
Paralysis: Half-elves, from their elven lineage, are 50% immune to ghoul paralysis.
Languages: Half-elves begin play knowing both Common and Elvish. They may also speak Dwarf, Gnome, Goblin, Hobgoblin, Orc, or Suul, subject to
Intelligence Modifier.
Thief Skill Bonuses: Half-elven thieves receive bonuses to Pick Pockets +10% and Hide in Shadows +5%.
Half-Orc
Ability Score Requirements: Constitution 13
Ability Score Modifiers: Strength +1, Constitution +1, Charisma -2
Class and Level Limitations: Assassin 15, Cleric 4, Fighter 12, Thief 12
Half-Orc Racial Abilities
Movement: Half-orcs move 40 feet per round.
Darkvision: Half-orcs can see in darkness to 60 feet.
Tracking: Half-orcs can track in the wilderness (60% +2% for each individual after the first). They suffer penalties of -25% for every hour of rain and -10% for
every day since the tracks were made.
Thief Skill Bonuses: Half-orc thieves receive bonuses Pick Pockets -5%, Open Locks +5%, Find Traps +5%, Climb Walls +5%.
Languages: Half-orcs begin play with Common and
Orc. They may also know Dwarf, Elf, Gnome, or Halfling, subject to Intelligence Modifier.
Character Generation
The first rule of Dragonslayer Player Character Creation is simple: All characters die eventually. Players need to play their characters with guile to ensure survival at first level. Remember, the Maze Controller never kills player characters, players kill their characters through reckless play or fate (the dice).
1. Begin the process with a new Character Sheet. Please use the Dice Roller's fillable character sheet.
2. Read through the Ability Scores, Races, and Classes to get a feel for each and their prerequisites.
3. Roll 3d6 seven times for your Ability Scores and drop the lowest number. Use the appropriate macro using the Dice Roller. Post results when creating your character.
4. Arrange your six Ability Scores to suit your desired race and class. Races consist of two groups: humans and demi-humans (Cyclopsmen,* Dwarves, Elves, Gnomes Halflings, Half-Elves, and Half-Orcs). Demi-human races receive adjustments (bonuses and/or penalties) to their Ability Scores. Classes consist of Clerics (and the Druid and Monk subtypes), Fighters, (including the Barbarian, Paladin, and Ranger subtypes), Magic-Users (and the Illusionist subtype), and the Thief (and Assassin subtype). Note your Ability Scores and modifiers, and any special racial or class abilities, on your Character Sheet. Your rolls may not be high enough to play your first choice of race or class.
*I've decided not to allow the Cyclopsman as a character race. But their language -Suul- may be of some use in-game.
5. Level 1 characters begin play with full hit points (listed under each class entry) plus/minus his or her Constitution Modifier. Hit points after Level 1 are rolled and the Constitution Modifier applied.
6. Roll your starting gold pieces using Dice Roller and select your weapons and equipment or select a Fast Pack. Note your choices on your character sheet. Weapons and armor must correspond to class restrictions.
7. Determine your Armor Class (AC) based on your armor type and Dexterity Modifier.
8. Record your Saving Throws (see each class entry).
9. Under “To Hit Armor Class” your character requires a 20 to hit AC: 0, 19 to hit AC: 1, 18 to hit AC: 2, etc. 10. Name your character, consider a basic description, and think of a one or two sentence backstory.
Once your character is approved, you will then embed the character sheet to the appropriate Character Sheet thread. Please include an image of your character with it.
Ability Scores
Player Characters (PCs) possess six attributes. These include Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Unless otherwise noted no Ability Score may be lower than 3 or higher than 18 (regardless of racial bonuses or penalties).
Strength
Strength (Str) measures a player character’s physical and muscular prowess. The score is particularly important to fighters and their subtypes. A high strength increases the ability to hit and score damage in battle with handheld weapons, as well as opening stuck doors.
Strength Score | Melee Attack/Damage and Force Door Modifier* |
---|---|
3 | -3 |
4-5 | -2 |
6-8 | -1 |
9-12 | 0 |
13-15 | +1 |
16-17 | +2 |
18 | +3 |
Intelligence
Intelligence (Int) determines the ability to acquire, process, and apply knowledge. Magic-users and illusionists require high intelligence to comprehend, memorize, and channel magical spells.
Intelligence Score | Languages | Language Ability |
---|---|---|
3 | -3 | Unable to Read/Write/Speech |
4-5 | -2 | Unable to Read/Write |
6-8 | -1 | Read/Write (Partial) |
9-12 | 0 | Read/Write |
13-15 | +1 | Read/Write |
16-17 | +2 | Read/Write |
18 | +3 | Read/Write |
Wisdom
Wisdom (Wis) describes metal discipline and the capacity to understand and gather insight into the nature of existence. Clerics, druids, and monks require a high wisdom score.
Wisdom Score | Magic Saving Throw Modifier* |
---|---|
3 | -3 |
4-5 | -2 |
6-8 | -1 |
9-12 | 0 |
13-15 | +1 |
16-17 | +2 |
18 | +3 |
Dexterity
Dexterity (Dex) reflects fine motor skill, hand-eye coordination, reflexes, and balance. Dexterity allows a player character to dodge attacks and also improves missile, or ranged, attack ability. Thieves require high dexterity to pick pockets and remove traps.
Dexterity Score | Missile Attack/Damage Modifier* | Armor Class Modifier |
---|---|---|
3 | -3 | +3 |
4-5 | -2 | +2 |
6-8 | -1 | +1 |
9-12 | 0 | 0 |
13-15 | +1 | -1 |
16-17 | +2 | -2 |
18 | +3 | -3 |
Constitution
Constitution (Con) represents a player character’s physical health and stamina. This ability score modifier increases the PCs base hit points. All classes value a high constitution score.
Constitution Score | Hit Point Modifier* |
---|---|
3 | -3 |
4-5 | -2 |
6-8 | -1 |
9-12 | 0 |
13-15 | +1 |
16-17 | +2 |
18 | +3 |
Charisma
Charisma (CHA) refers to a player character’s physical beauty, allure, persuasiveness, magnetism, along with leadership ability. Charisma influences the number of retainers (henchmen and hirelings) a PC may retain and bolsters their morale. As natural born leaders, paladins require a high charisma score.
Charisma Score | Number of Henchmen | Henchmen Morale |
---|---|---|
3 | 0 | 4 |
4-5 | 1 | 5 |
6-8 | 2 | 6 |
9-12 | 3 | 7 |
13-15 | 4 | 8 |
16-17 | 5 | 9 |
18 | 6 | 10 |
Character Races
Races consist of two groups: Humans and Demi-humans. Demi-humans include Cyclopsmen, Dwarves, Elves, Gnomes Half-Elves, Half-Orcs, and Halflings. The ability scores generated in the previous section must meet or exceed the minimum requirements of each race. Humans have no minimum ability score requirements.
Demi-humans, on the other hand, require at least one ability score minimum to be eligible. Racial bonuses may not lower Ability Scores below 3 or above 18.
I have intentionally left out lore and description of the races. We're all familiar with them and it keeps the pages shorter. If you want to know these details, just ask.
Human
Ability Score Requirements: None
Ability Score Modifiers: None
Class and Level Limitations: No Assassins
Humans are not subject to demi-human level limits. Humans can always play a cleric, fighter, magic-user, or thief, as they have no minimum class ability score requirements.
Human Racial Abilities
Movement: Humans have a speed of 40 feet per round.
Languages: Humans begin play with Common. A human can speak Dwarf, Elf, Gnome, Halfling, or Suul, subject to Intelligence Modifier.
Dwarf
Ability Score Requirements: Strength 8, Constitution 12
Ability Score Modifiers: Constitution +1, Charisma -1
Class and Level Limitations: Assassin 5, Cleric 9, Fighter 9, Thief 12
Dwarf Racial Abilities
Movement: Dwarves have a speed of 20 feet per round.
Darkvision: Dwarves are accustomed to life underground. They can see 60 feet in total darkness.
Stone Sense: Dwarves feel the earth beneath their feet. Dwarves have a 1-2 in d6 chance of detecting: Stonework Traps, False Walls, New Construction, Unstable Stonework, Toxic Gas, Stonework Secret Doors, and Sloped Passages while underground. Dwarves must concentrate and be within 10 feet to use their Stone Sense (as applicable).
Gem Appraisal: Dwarves may appraise gemstones for gold piece value held in-hand (1-2 on d6). Roll failure results in a mis-evaluation (+/- 50% of true value).
Saving Throw Bonuses: Dwarves are sturdy and resilient. They receive the following bonuses: Breath +2, Death +4, Stone +4, Wand +3, Spell +4.
Racial Enmity: Dwarves receive +1 to hit versus orcs, goblins, hobgoblins, norkers, and bugbears.
Weapon Restrictions: Dwarves may not use the halberd, longbow, bastard sword, or the two-handed sword.
Armor Class Size Adjustment: When attacked by larger than medium-sized creatures (7 feet or taller), dwarves receive a +4 armor class bonus.
Thief Skill Bonuses: Dwarven thieves receive bonuses to Pick Pockets +7%, Find Traps +10%, Climb Walls -10%
Languages: Dwarves begin play knowing the Dwarven language. A dwarven character may select Common, Gnome, Goblin, Halfling, or Orc, subject to Intelligence Modifier.
Elf
Ability Score Requirements:Intelligence 8, Dexterity 7, Charisma 8
Ability Score Modifiers: Dexterity +1, Constitution -1
Class and Level Limitations: Assassin 7, Cleric 7, Fighter 7, Magic-User 12, Thief 10
Elf Racial Abilities
Movement: Elves have a speed of 40 feet per round.
Darkvision: Elves are accustomed to life under the stars and can see 60 feet in total darkness.
Detect Secret Doors: When elves pass near a secret door they receive a passive 1 on d6 chance to automatically detect due to their keen eyesight. When
actively searching, elves may detect hidden and secret doors on a roll of 1-2 on 1d6.
Racial Weapon: +1 to hit with the longbow.
Weapon Restrictions: Elves are too lithe to employ two-handed melee weapons.
Paralysis: Elves are immune to ghoul paralysis.
Sleep/Charm Immunity: Elves are 90% immune to Sleep and Charm spells.
Thief Skill Bonuses: Elven thieves receive bonuses to Pick Pockets +5%, Open Locks -5%, Move Silently +7%, Hide in Shadows +10%, Hear Noise +1 on d6.
Languages: Elves begin play knowing Elven and Common. They may select Ancient Common, Dwarf, Gnome, Halfling, Orc, Goblin, Gnoll, as additional
languages if their Intelligence modifier permits.
Gnome
Ability Score Requirements: Intelligence 7, Constitution 8
Ability Score Modifiers: Charisma -1, Constitution +1
Class and Level Limitations: Assassin 5, Cleric 7, Fighter 6, Illusionist 12, Thief 12
Gnome Racial Abilities
Movement: Gnomes have a speed of 20 feet per round.
Darkvision: Gnomes can see 60 feet in total darkness.
Weapon Restrictions: Gnomes may not use twohanded melee weapons, longbow, or heavy crossbow.
Racial Enmity: Gnomes receive an attack bonus of +1 against kobolds.
Underground Sense: Gnomes have a 1-2 in d6 chance of detecting hazardous structures (above or below ground), their depth or direction underground, and can detect sloped passages.
Gem Appraisal: Gnomes may appraise gemstones for gold piece value held in-hand (1 on d6). Roll failure results in a mis-evaluation (+/- 50% of true value).
Saving Throws: Gnomes receive the following bonuses: Breath +2, Death +4, Stone +4, Wand +1, Spell +2.
Illusionists: The duration of all illusionist spells cast by gnomes is increased by 3 rounds. Gnome illusionists may use the light crossbow.
Armor Class Size Adjustment: When attacked by larger than medium-sized creatures (7 feet or taller), gnomes receive a +4 armor class bonus.
Thief Skill Bonuses: Gnome thieves receive Open Locks +5%, Find Traps +7%, Move Silently +5%, Climb Walls -15%, Hide in Shadows +5%.
Languages: Gnomes begin play with the Gnomish.
They may select Common, Dwarf, Elf, Halfling, Goblin, or Kobold, if their intelligence modifier allows.
Halfling
Ability Score Requirements: Dexterity 9, Constitution 9
Ability Score Modifiers: Strength -1, Dexterity +1
Class and Level Limitations: Cleric 4, Fighter 6, Thief 14
Halfling Racial Abilities
Movement: Halflings move 20 feet per round.
Darkvision: Halfings can see in total darkness up to 30 feet.
Gem Appraisal: Halflings may appraise gemstones held in-hand (1 on d6). Roll failure results in a mis-evaluation (+/- 50% of true value).
Saving Throw Bonuses: Pecks receive the following bonuses: Breath +2, Death +4, Stone +4, Wand +3, Spell +4.
Thrown Weapons and Restrictions: Halfings are +1 to hit with slings and daggers. Halflings may not use twohanded melee weapons, longbow, or heavy crossbow.
Hiding: Halfings may hide outdoors if motionless and silent (1-5) or in shadows underground (1-2 on d6).
Armor Class Size Adjustment: When attacked by larger than medium-sized monsters (7 feet or taller), halfings receive a +4 armor class bonus.
Thief Skill Bonuses: Halfling thieves receive the following bonuses Pick Pockets +5%, Open Locks +5%, Find Traps +5%, Move Silently +10%, Climb
Walls -15%, Hide in Shadows +10%
Languages: Halflings begin play knowing Halfling and Common. They may speak Dwarf, Elf, Gnome, Orc, or Suul, subject to Intelligence Modifier.
Half-Elf
Ability Score Requirements: Dexterity 6, Constitution 6
Ability Score Modifiers: None
Class and Level Limitations: Assassin 11, Cleric 5, Druid 8, Fighter 10, Magic-User 10, Ranger 8, Thief 12
Half-Elf Racial Abilities
Movement: Half-Elves have a speed of 40 feet per
round.
Darkvision: Half-elves possess partial nighttime vision from their elven ancestors. They can see 30 feet in total darkness.
Detect Secret Doors: When actively searching, halfelves may detect hidden and secret doors on a roll of 1 on d6 due to their elven heritage.
Paralysis: Half-elves, from their elven lineage, are 50% immune to ghoul paralysis.
Languages: Half-elves begin play knowing both Common and Elvish. They may also speak Dwarf, Gnome, Goblin, Hobgoblin, Orc, or Suul, subject to
Intelligence Modifier.
Thief Skill Bonuses: Half-elven thieves receive bonuses to Pick Pockets +10% and Hide in Shadows +5%.
Half-Orc
Ability Score Requirements: Constitution 13
Ability Score Modifiers: Strength +1, Constitution +1, Charisma -2
Class and Level Limitations: Assassin 15, Cleric 4, Fighter 12, Thief 12
Half-Orc Racial Abilities
Movement: Half-orcs move 40 feet per round.
Darkvision: Half-orcs can see in darkness to 60 feet.
Tracking: Half-orcs can track in the wilderness (60% +2% for each individual after the first). They suffer penalties of -25% for every hour of rain and -10% for
every day since the tracks were made.
Thief Skill Bonuses: Half-orc thieves receive bonuses Pick Pockets -5%, Open Locks +5%, Find Traps +5%, Climb Walls +5%.
Languages: Half-orcs begin play with Common and
Orc. They may also know Dwarf, Elf, Gnome, or Halfling, subject to Intelligence Modifier.
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Dragonslayer RPG Tables
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Re: Character Generation
Abilities [3d6]=14 [3d6]=16 [3d6]=10 [3d6]=13 [3d6]=10 [3d6]=7 [3d6]=12
I rolled well.
16, 14, 13, 12, 10, 10
I can't see the classes in the free preview but based on what I saw under races the base 4 +Paladin and Assassin at least. What are my options? Is there a Monk and if so can I pull it off with these scores?
I rolled well.
16, 14, 13, 12, 10, 10
I can't see the classes in the free preview but based on what I saw under races the base 4 +Paladin and Assassin at least. What are my options? Is there a Monk and if so can I pull it off with these scores?
Re: Character Generation
I rolled decently.
8, 12, 12, 14, 14, 15
8, 12, 12, 14, 14, 15
Re: Character Generation
I will play a dwarven fighter, Joznaic "Joe" Mountainbelt
13, 9, 8, 11, 12(+1)=13, 11(-1)=10
[_3d6]=(3+2+6)=11[_3d6]=(4+2+2)=8[_3d6]=(6+2+3)=11[_3d6]=(6+3+4)=13[_3d6]=(3+5+1)=9[_3d6]=(2+1+3)=6[_3d6]=(4+3+5)=12
13, 9, 8, 11, 12(+1)=13, 11(-1)=10
[_3d6]=(3+2+6)=11[_3d6]=(4+2+2)=8[_3d6]=(6+2+3)=11[_3d6]=(6+3+4)=13[_3d6]=(3+5+1)=9[_3d6]=(2+1+3)=6[_3d6]=(4+3+5)=12
Re: Character Generation
I found the list of classes on page 10 of the free version under section 4. But no descriptions. I will wait until I know more about the Monk and Ranger. These rolls wouldn't qualify for a 1e Monk or Ranger but he seems to have lowered some of the other minimums so maybe with these too.Rex wrote: ↑Tue Feb 20, 2024 6:00 am Abilities [3d6]=14 [3d6]=16 [3d6]=10 [3d6]=13 [3d6]=10 [3d6]=7 [3d6]=12
I rolled well.
16, 14, 13, 12, 10, 10
I can't see the classes in the free preview but based on what I saw under races the base 4 +Paladin and Assassin at least. What are my options? Is there a Monk and if so can I pull it off with these scores?
Re: Character Generation
If the classes are the same as LL-AEC, then you are a 15 short.Rex wrote: ↑Tue Feb 20, 2024 4:34 pmI found the list of classes on page 10 of the free version under section 4. But no descriptions. I will wait until I know more about the Monk and Ranger. These rolls wouldn't qualify for a 1e Monk or Ranger but he seems to have lowered some of the other minimums so maybe with these too.Rex wrote: ↑Tue Feb 20, 2024 6:00 am Abilities [3d6]=14 [3d6]=16 [3d6]=10 [3d6]=13 [3d6]=10 [3d6]=7 [3d6]=12
I rolled well.
16, 14, 13, 12, 10, 10
I can't see the classes in the free preview but based on what I saw under races the base 4 +Paladin and Assassin at least. What are my options? Is there a Monk and if so can I pull it off with these scores?
Re: Character Generation
Monk
Ability Requirement: Str 12, Int 12, Wis 15, Dex 15
Race & Level Limit: Human U
Prime Requisite: Intelligence and Wisdom
Hit Dice: d8
Starting Gold Pieces: 5-20 (5d4)
Ranger
Ability Requirement: Int 12, Wis 12, Con 15
Race & Level Limit: Human U, Half-Elf 8
Prime Requisite: Strength, Intelligence, Wisdom
Hit Dice: d12
Starting Gold Pieces: 50-200 (5d4x10)
Re: Character Generation
Thanks Dave. Looks like Monk is out since I don't have 2 15+. I do qualify for Ranger. Now I can think on it some and decide if I want to go Ranger or maybe Cleric. I will ponder and wait to see what others are making.
Re: Character Generation
Not as bad as I was hoping for: 9, 13, 17, 8, 14, 10.
[_3d6]=(3+3+3)=9, [_3d6]=(5+2+6)=13, [_3d6]=(5+1+1)=7, [_3d6]=(5+6+6)=17, [_3d6]=(1+1+6)=8, [_3d6]=(6+5+3)=14, [_3d6]=(3+2+5)=10
I can probably play just about anything.
[_3d6]=(3+3+3)=9, [_3d6]=(5+2+6)=13, [_3d6]=(5+1+1)=7, [_3d6]=(5+6+6)=17, [_3d6]=(1+1+6)=8, [_3d6]=(6+5+3)=14, [_3d6]=(3+2+5)=10
I can probably play just about anything.
Re: Character Generation
Very nice! Not Monk though, LOL. Using 3d6 a Monk is going to be very difficult to pull off.dmw71 wrote: ↑Tue Feb 20, 2024 5:37 pm Not as bad as I was hoping for: 9, 13, 17, 8, 14, 10.
[_3d6]=(3+3+3)=9, [_3d6]=(5+2+6)=13, [_3d6]=(5+1+1)=7, [_3d6]=(5+6+6)=17, [_3d6]=(1+1+6)=8, [_3d6]=(6+5+3)=14, [_3d6]=(3+2+5)=10
I can probably play just about anything.
Re: Character Generation
I rolled as usual: 9,10,8,10,16,10,8
So I guess I am playing a Human Fighter, also as usual. Maybe a Cleric? Looking over requirements now.
Re: Character Generation
Looks like one of my rolls. Maybe a half orc fighter?
Re: Character Generation
I like the way you think, but not sure I can meet the pre-reqs hahaha. Let's see...
Half-Orcs
Requirements: CON 9
Ability Modifiers: STR +1, CON +1, CHA -2
Ability Min/Max: STR 6/18, DEX 3/17, CON 13/19
INT 3/17, WIS 3/14, CHA 3/12
So I would have to put the 16 in CON, which is good but means my STR will suck
Think I need to look into a Thief option.
Hmmmmm, Halflings don't have Infravision.
Re: Character Generation
I think I will keep it simple, and play an Elven Cleric of St. Ygg (Veridicus), and be the guardian of my companion's immortal souls
Eldrohir
Str 10
DEX 9+1=10
CON 10-1=9
INT 8
WIS 16
Cha 10
HP: 6/6
160 gold
I am not finding any Fast Packs for equipment - I may be looking at the wrong ruleset... Is this Labyrinth Lord or Dragonslayer?
Eldrohir
Str 10
DEX 9+1=10
CON 10-1=9
INT 8
WIS 16
Cha 10
HP: 6/6
160 gold
I am not finding any Fast Packs for equipment - I may be looking at the wrong ruleset... Is this Labyrinth Lord or Dragonslayer?