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Character Generation

Posted by Big BossFor group public
Big Boss
GM, 40 posts
I am looking down upon you
Tue 25 Oct 2005
at 04:21
  • msg #1

Character Generation

Before you submit a character, I would like you to create a background story for him/her. In the story, it should include a character description, and a brief background. Nothing big, just something that will let me know about the character and the player. Once submitted, use the character sheet provided and the basic rules below.

This will be a Forgotten Realms 3.5 game

--32 point buy for character attributes, or if you feel lucky 4d6, reroll 1's and take the best 3 six times. (Please use dice roller from this game)

--Starting Level is 9th with Max Gold. (Unless otherwise stated during RTJ)

--Starting Health: Max for levels 1-3, roll for rest. Re-roll 1's.

--Alignment: Any Good

--Racial Limitation--You can submit anything within reason. This will mainly be a human campaign, with some Demi-humans as well. Anything other than the standard Players Handbook races will have to come up with a decent background story as to why he/she would be a Mercenary.

--Sources: I have most of the books either in hardback, or on pdf. Just tell me what you want to use, so I can look it up to refresh my memory.

--Posting rate: I myself post at least 2x/day in most of the games that I play. But I understand that people have real lives and can't do that. I would like at least 1 post everyother day, more if possible.

I would like to stress that I'm looking for characters that will fit into the campaign and will get along with the group and work as a team. None of that Loner crap.

If there is something else that you need, please feel free to Private Message me at any time.

Character sheet:
----------------------------------------------------------------------------
Name  :                    Height:                | Class    :
Race  :                    Weight:                | Level    :
Size  :                    Eyes  :                | XP       :
Gender:                    Hair  :                |  To Next :
Age   :                    Homeland:              | Align    :
                                                  | Diety    :
----------------------------------------------------------------------------
       Ability    |   Temporary   |         Total     Current     Subdual
     Score   Mod  |  Score   Mod  |    HP :        |            |
STR               |               |  ---------------------------------------
DEX               |               |             Total   Dex   Misc
CON               |               |     Init  :       =     +
INT               |               |  ---------------------------------------
WIS               |               |
CHA               |               |   Movement Speed:
----------------------------------------------------------------------------
        Total         Armour   Shield   Dex   Size   Misc
AC    :       =  10 +        +        +     +      +

Touch AC:                         Flat Footed AC:
----------------------------------------------------------------------------
        Total   Base   Str   Size |         Total   Base   Dex   Size
Melee :       =      +     +      | Range :       =      +     +
---------------------------------------------------------------------------
SAVES      Key                  Ability
         Ability   Bonus   Base   Mod   Magic   Misc
Fort  :    Con           =      +     +       +
Ref   :    Dex           =      +     +       +

Will  :    Wis           =      +     +       +
----------------------------------------------------------------------------
RACE ABILITIES
----------------------------------------------------------------------------
CLASS ABILITIES
----------------------------------------------------------------------------
FEATS
----------------------------------------------------------------------------
LANGUAGES
----------------------------------------------------------------------------
SKILLS                                                     Max Ranks (0/0):

                              Key    Skill   Ability              Misc
  Skill Name                Ability   Mod      Mod      Ranks     Mod

  Appraise*                   Int          =         +         +
  Balance*                    Dex*         =         +         +
  Bluff*                      Cha          =         +         +
  Climb*                      Str*         =         +         +
  Concentration*              Con          =         +         +
  Craft*(                )    Int          =         +         +
  Craft*(                )    Int          =         +         +
  Craft*(                )    Int          =         +         +
  Decipher Script             Int          =         +         +
  Diplomacy*                  Cha          =         +         +
  Disable Device              Int          =         +         +
  Disguise*                   Cha          =         +         +
  Escape Artist*              Dex*         =         +         +
  Forgery*                    Int          =         +         +
  Gather Information*         Cha          =         +         +
  Handle Animal               Cha          =         +         +
  Heal*                       Wis          =         +         +
  Hide*                       Dex*         =         +         +
  Intimidate*                 Cha          =         +         +
  Jump*                       Str*         =         +         +
  Knowledge (Arcana)          Int          =         +         +
  Knowledge (Arch. & Eng.)    Int          =         +         +
  Knowledge (Dungeoneering)   Int          =         +         +
  Knowledge (Geograohy)       Int          =         +         +
  Knowledge (History)         Int          =         +         +
  Knowledge (Local)           Int          =         +         +
  Knowledge (Nature)          Int          =         +         +
  Knowledge (Nobility/Royalty)Int          =         +         +
  Knowledge (Religon)         Int          =         +         +
  Knowledge (The Planes)      Int          =         +         +
  Listen*                     Wis          =         +         +
  Move Silently*              Dex*         =         +         +
  Open Lock                   Dex          =         +         +
  Perform*(                )  Cha          =         +         +
  Perform*(                )  Cha          =         +         +
  Perform*(                )  Cha          =         +         +
  Profession (             )  Wis          =         +         +
  Profession (             )  Wis          =         +         +
  Ride*                       Dex          =         +         +
  Search*                     Int          =         +         +
  Sense Motive*               Wis          =         +         +
  Slieght Of Hand             Dex*         =         +         +
  Spellcraft                  Int          =         +         +
  Spot*                       Wis          =         +         +
  Survival*                   Wis          =         +         +
  Swim*                       Str**        =         +         +
  Tumble                      Dex*         =         +         +
  Use Magical Device          Cha          =         +         +
  Use Rope*                   Dex          =         +         +

*    = Skill can be used untrained
Dex* = Skill suffers check penalties from armor.
----------------------------------------------------------------------------
WEAPON             TAB   DMG  Crit.  Range  Weight  Type  Notes

----------------------------------------------------------------------------
                       Armour  Max    Check  Spell
ARMOUR          Type   Bonus   Dex  Penalty  Fail  Speed Weight Notes

----------------------------------------------------------------------------
SPELLS PER DAY  0:    1:    2:    3:    4:    5:    6:    7:    8:    9:
----------------------------------------------------------------------------
SPELLS KNOWN    0:    1:    2:    3:    4:    5:    6:    7:    8:    9:
----------------------------------------------------------------------------
SPELL SAVE
DC MOD:

0:     1:     2:     3:     4:     5:     6:     7:     8:     9:
----------------------------------------------------------------------------
SPELLS KNOWN/IN SPELLBOOK


----------------------------------------------------------------------------
MONEY
PP:               GP:               SP:               CP:
----------------------------------------------------------------------------
GEAR (Weight):

TOTAL WEIGHT:
----------------------------------------------------------------------------
LOAD:      Light   Medium(-3) Heavy(-6) Over Head Lift (x 2) Push/Drag (x 5)
                lb|        lb|       lb|       lb|        lb|             lb
----------------------------------------------------------------------------
MAGIC ITEMS

----------------------------------------------------------------------------
DESCRIPTION

----------------------------------------------------------------------------
BACKGROUND

----------------------------------------------------------------------------
This message was last edited by the GM at 18:37, Sun 14 Jan.
Big Boss
GM, 71 posts
I am looking down upon you
Sat 19 Nov 2005
at 05:10
  • msg #2

Re: House Rules

These are rules that are not in the book, but I made to fit the game. They will benefit you and me the same. Also, there will be rules added to the game as I see fit and if you have any suggestions, please PM me with any. Thanks!

1. To speed up combat, Mischief showed my a website with rules about movement and attacking. So, I've decided to drop the 5' move and attack to a full move and attack. That way, you as a player won't have to wait in RL for the next round, because you could only move. Remember though, I'll be able to do this as well!

2. Priests don't need to make a list of spells that they have to pray for each day. They pray to their diety and if they need to cast something within their ability, they can do it up to their allotment per day.

3. All healing spells done out of combat due full effects..example 2d8+3 does 19 healing. In Combat, you roll. Same with potions. Full effect outside of combat, roll while combat is happening.

4. When leveling up and rolling for Hit Points, if you roll a 1 or a 2, you have an option of rolling over again and taking that final roll, or automatically taking half of your hit die. Example: PC Fighter 1 goes up a level. He rolls a 2 on his d10 for health, but doesn't feel lucky today, so he opts for taking 5 instead of re-rolling.
This message was last edited by the GM at 22:43, Sat 20 Feb 2016.
Big Boss
GM, 78 posts
I am looking down upon you
Wed 23 Nov 2005
at 00:25
  • msg #3

Re: House Rules

5. If the enemy has an Initiative higher than the PC's and causes something that needs a saving throw to the PC, I will roll for the PC to save time on the fight and to clear the thread of needless posts.
Big Boss
GM, 135 posts
I am looking down upon you
Tue 24 Jan 2006
at 14:47
  • msg #4

Re: House Rules

6. You as a player can post your action anytime during the round and also change your actions up until I update the round. I think this will speed up the rounds a tad, so we don't have to wait on someone so you can post.
This message was last updated by the GM at 14:47, Tue 24 Jan 2006.
Big Boss
GM, 455 posts
I am looking down upon you
Sun 30 Jul 2006
at 03:06
  • msg #5

Re: House Rules

7. Arrows and Crossbow bolts. In the book, it says that arrows and bolts break after impact. I disagree with this. Indians and other natives have been recovering arrows since the bow was invented. To recover an arrow, DC 13 check.
Big Boss
GM, 697 posts
I am looking down upon you
Fri 19 Jan 2007
at 23:11
  • msg #6

Re: House Rules

Rolling a Natural 20 with a weapon. Lets use the Longsword as an example. It has a critical modifier of x2. My new house rule will go like this. If you confirm the critical, take MAX weapon damage, then times it by the X2 or whatever the critical modifier of the weapon is, then add in strength and other modifiers.

If you don't confirm it, then a natural 20 will have max damage with that weapon. I'm doing this, because it's pretty hard to get a Natural 20 with this damn dice roller! I have done it only a handfull of times and then rolled shitty damage! Not anymore! Hope this helps you guys!
This message was last edited by the GM at 19:43, Sun 12 Mar 2017.
Big Boss
GM, 1148 posts
I am looking down upon you
Mon 17 Dec 2007
at 06:06
  • msg #7

Re: House Rules

Unless I can find something different, this is how traveling in miles will take place in days:

Walking (30 foot move)= 20 miles per day
Heavy Horse (50 foot move) = 28 miles per day (With max loads of 308-460)
Lady Maria's Ambrosia = 96 miles per day with good weather conditions. (Rowed and Sailed)
Wagon with 2 Heavy Horses = 28 miles per day (With max loads of 4600 lbs)
This message was last edited by the GM at 21:47, Thu 10 Sept 2009.
Big Boss
GM, 1650 posts
I am looking down upon you
Thu 10 Sep 2009
at 05:01
  • msg #8

Re: House Rules

Rolling a natural 1 in combat. When you roll a 20, you back up the roll to see if it's a critical. With a 1, you roll to see if you fumble. You have to roll again, and if you hit the targets AC, it's not a fumble...it's just a flat out miss. But, if you don't hit the targets AC, you weapon flies from your grasp and lands out of your reach (Unless you have locked gauntlets). If you roll another 1, you hit your ally instead and lose your weapon(Unless you have locked gauntlets). Either way, if you fumble, you forfeit any other action you may have until your next turn.
Big Boss
GM, 1780 posts
I am looking down upon you
Wed 6 Jan 2010
at 21:00
  • msg #9

Re: House Rules

Big Boss
GM, 3128 posts
I'll be prepared when
you're lonely and scared
Sun 3 Feb 2019
at 02:42
  • msg #10

Re: House Rules

Any other suggestions are welcomed and considered.
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