Character Creation
Posted: Wed Aug 23, 2023 2:29 pm
Campaign ID: 1034
Before anyone goes all crazy getting the first character in, please take a moment to really think about what you want to play. If this campaign goes through as many modules as I hope it does, you will likely be playing this same character for a very long time. So make sure you create something that will hold your interest long term. Thanks.
Ability score options: (chose one option once)
You can create a macro for six rolls of 4d6, dropping the lowest, and placing them in any order. (this must be in a macro and show up as a roll in your log)
Or
You can use 72 points, split up however you like, with no scores lower than an 8, and no scores higher than a 17.
Or
You can choose from one of the following stat blocks: (arranged in any order)
17
16
14
11
9
7
18
15
14
12
8
6
17
16
14
9
8
7
+3 hit points
18
16
15
11
8
4
+1,000xp
(that should give you min/maxers enough fits)
Racial adjustments will apply, but no scores can be modified below a 3 or above an 18.
Standard 1E Classes
All Clerics can advance to Unlimited levels. (like the thief class) Including elves, dwarves, and halflings.
A simple Background will do.
(include a reason for coming to or passing by the Keep)
Place of Origin: West Central Greyhawk. Anywhere close to the vicinity of the Yeomanry is fine.
Choose an appropriate Secondary Skill.
Max Hit Points at First Level.
Max Starting gold to purchase Equipment.
Watch your Encumbrance, but no need to track every ounce.
Any out-of-the-ordinary equipment items must be approved. (no Greek fire etc.)
No starting with mounts, pets or animal companions. (except in the case of Druids AF and MU’s FF) These may be obtained in-game however, whenever possible.
Like Clerics, arcane casters will choose daily spells as needed from all spells known to them. (instead of memorizing each specific slot daily)
They will also use the Spell Bonus chart as Clerics, though using their Intelligence score instead of Wisdom.
I will add to this as I remember stuff.
Before anyone goes all crazy getting the first character in, please take a moment to really think about what you want to play. If this campaign goes through as many modules as I hope it does, you will likely be playing this same character for a very long time. So make sure you create something that will hold your interest long term. Thanks.
Ability score options: (chose one option once)
You can create a macro for six rolls of 4d6, dropping the lowest, and placing them in any order. (this must be in a macro and show up as a roll in your log)
Or
You can use 72 points, split up however you like, with no scores lower than an 8, and no scores higher than a 17.
Or
You can choose from one of the following stat blocks: (arranged in any order)
17
16
14
11
9
7
18
15
14
12
8
6
17
16
14
9
8
7
+3 hit points
18
16
15
11
8
4
+1,000xp
(that should give you min/maxers enough fits)
Racial adjustments will apply, but no scores can be modified below a 3 or above an 18.
Standard 1E Classes
All Clerics can advance to Unlimited levels. (like the thief class) Including elves, dwarves, and halflings.
A simple Background will do.
(include a reason for coming to or passing by the Keep)
Place of Origin: West Central Greyhawk. Anywhere close to the vicinity of the Yeomanry is fine.
Choose an appropriate Secondary Skill.
Max Hit Points at First Level.
Max Starting gold to purchase Equipment.
Watch your Encumbrance, but no need to track every ounce.
Any out-of-the-ordinary equipment items must be approved. (no Greek fire etc.)
No starting with mounts, pets or animal companions. (except in the case of Druids AF and MU’s FF) These may be obtained in-game however, whenever possible.
Like Clerics, arcane casters will choose daily spells as needed from all spells known to them. (instead of memorizing each specific slot daily)
They will also use the Spell Bonus chart as Clerics, though using their Intelligence score instead of Wisdom.
I will add to this as I remember stuff.