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Campaign ID: 1081
You can chose to use the dice roller sheet or the BBCode sheet provided below, at your preference. Please let me know if you have any issues, I am more then happy to help.
Rolling: We are using 4d6 drop lowest for stat distribution. You can assign them to whichever stat you wish. You can chose to reduce one stat by 2 to increase another stat by 1. Please add the modifiers to your sheet after rolling. e.g. 14(+1).
Unlucky Stats: If your stat distribution is absolutely abhorrent to you, you can roll up again. Just be aware that bad stated characters inevitably survive until the end of the world typically, if you do decide to play them :p
Prime Requisite: We will not be using XP bonus for prime requisite. You can play a class without meeting it's minimum requirements.
HP: You can take max HP at first level, affected by your con mod, or roll for it if you feel feisty.
Classes
We are using race as class, I recommend: Additional Classes:
- Barbarian
- Illusionist
- Mage
- Knight
Armor Class
We will be using Ascending Armor Class.
Alignment
Pick: Law, Neutral or Chaos, lawful or neutral is advised. Picking a chaotic alignment does not mean your character is a serial killer or will work against the party. I've had successful campaigns with multiple chaotic characters, but it takes a level of maturity in order to pull off well, which can be harder to convey in a PBP setting.
Saving Throws: Check your level 1 saving throws for your class and add them to your sheet. You can find them on the SRD under the Level Progression table.
Skills: Add your class skills to your sheet, including setting your x-in-6 for adventuring skills such as finding secret doors. Thieves and Mages may choose to add their percentage skills into the Adventuring skills section, if using the BBCode sheet. If using the Unseen Servant sheet, I recommend putting it under Description on the first tab, or notes at your preference.
All characters start with a backpack, a bedroll, a tinderbox, 1d6 torches, a waterskin, 1d6 iron rations and 3d6 gp. Everyone rolls 1d12 twice for adventuring gear, in addition to the below:
- Fighter: Roll 1d6 for Armor, 1d12 twice for weapons.
- Thief: Leather Armour, 12 twice for weapons, thieves tools.
- Cleric, 1d6 roll for Armour, 1d4 twice for weapons, Holy Symbol of Halcyon
- Magic-User: No Armour, Dagger, Spellbook
- Dwarf: 1d6 for armour, 1d12 twice for weapons, small hammer
- Halfling: 1d6 for armour, 1d12 twice for weapons, Smoking Pipe
- Paladin, 1d6 for armour, 1d12 twice for weapons, holy symbol of Halcyon
- Druid: Leather, 1d4 twice for weapons, sprig of mistletoe
- Ranger: 1d4 armour, 1d12 twice for weapons, 10ft pole
- Barbarian: 1d4 for armor, 1d12 twice for weapons, Animal skin cloak
- Illusionist: No armour, Dagger, Spellbook
- Mage: No armour, Dagger, Smoking Pipe
- Knight: 1d4+2 for armour, 1d4 twice for weapons
Please post your results below along with your stats, to find out what you got. Once received, please remember to add all your wordly belongings to your sheet. If it's not on your sheet, it doesn't exist, it will be forgotten. Throughout the game, please keep your inventory up to date.