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, welcome to Triplefang

19:06, 30th April 2024 (GMT+0)

Character creation.

Posted by FritzholmFor group 0
Fritzholm
GM, 1 post
Wed 17 Jun 2009
at 05:38
  • msg #1

Character creation

Stats
-----
You will have a total of 30 points to buy stats

Stat Cost
 08  Free
 09   01
 10   02
 11   03
 12   04
 13   05
 14   06
 15   08
 16   10
 17   13
 18   16

Everyone must designate one stat as "legendary".  No two characters can have the same legendary stat, so you may need to work this out with another player if you both want the same legendary stat.  At the beginning of the game this designation will have no effect, but will become important later.  I strongly suggest making your legendary stat high and even (14, 16, or 18).


Race
----
All PCs are human.  You're all members of the same clan and blood relatives.


Classes
-------
Required - Druid
There MUST be at least one druid in the party.

Preferred - Barbarian, Ranger, Bard, Sorcerer
These classes best fit the tone of the adventure and makeup of the clan.

Accepted - Fighter, Cleric, Rogue
The options for clerics will be limited.  I'd rather guide players towards druid instead.

Discouraged - Monk, Paladin
These classes run actively contrary to the makeup of the clan.  If you have your heart set on one of these be prepared for considerable DM resistance.

Forbidden - Wizard
The guilds and tradition of written arcane knowledge required for wizards simply do not exist within the Triplefang.  Play a sorcerer or bard instead.


Hit Points
----------
In the spirit of not dying so easily, characters will have maximum hit points at first level.  At second level and higher, players have their choice of rolling HP or taking the average roll rounded up.


Religion
--------
The Triplefang and other clans of this land worship 4 gods - Pelor, Elhona, Harix, and Obad-Hai.  Please refer to the Handouts item for more information.


Languages
--------
The human clans all speak the same basic clan tongue.  All player characters starts with Clan Tongue instead of Common.  Many non-humans learn clan tongue if they interact with the clans regularly.  Here is a list of languages spoken in and around the game world in the vague order of how likely you are to have been able to learn it - Goblin, Dwarvish, Giant, Draconic, Druidic, Sylvan AKA Faye, Celestial, Infernal...  Beyond that it's a real longshot that you'll ever get to use a language.


Literacy
--------
Most of the Triplefang clan is illiterate.  However, you are the best and brightest of your generation and therefore have likely mastered reading and writing.  There are exceptions.  If you take the Barbarian class you are assumed to be illiterate.  Also, if your INT is below 10 you are assumed to be illiterate.  All others may chose to begin the game illiterate if they'd like.  These players will receive 2 extra skill points.  You may alternately chose to start out partially literate and receive 1 extra skill point.  You can buy one skill point of literacy per level during play.
This message was last edited by the GM at 21:31, Wed 29 June 2011.
Fritzholm
GM, 11 posts
Dungeon Mastering
without a net
Thu 18 Jun 2009
at 00:36
  • msg #2

Starting equipment

Each character is provided with an adventurer's pack

backpack
bedroll
flint and steel
1 week trail rations
empty sack
waterskin
mess kit
potion of cure light wounds

weight 20 lbs.


Your party will be presented with

2 tents - 40lbs
2 iron pots - 20lbs
2 100 foot ropes - 40lbs


You also have 30 gold each to purchase weapons and armor as well as other mundane equipment.


Armor choices include:

Lt Armor  Cost Armor MxDex Check AF%  Wt
-----------------------------------------
Padded      5   +1    +8     0    5%  10
Furs       20   +1   +8/-1   0   10%  10
Leather    10   +2    +6    -1   10%  15
Studded    25   +3    +5    -2   15%  20

Md Armor  Cost Armor MxDex Check AF%  Wt Save
---------------------------------------------
Hide       15   +3    +4    -3   20%  25  +1


Furs can also be worn over other armor in wintery cold conditions.  They increase the armor bonus of the armor they are worn over by 1 and decrease the Maximum Dex bonus by 1 when worn over armor.  Furs cannot be worn over furs.
Medium armor provides a +1 to certain saving throws.  Heavy Armor provides a +2 to such saving throws.  Certain types of heavy armor also provide 1 DR.


Weapons
-------
Axes, spears,  various clubs and hammers, knives, and basic swords (short, long, broad, bastard, and two-handed) are common in Triplefang lands.  Ranged combat is handled with thrown weapons and bows, with occasional use of a sling or atlatl.  Warfare makes no use of polearms.  There are no "far eastern" weapons (this includes scimitars) , crossbows, lances or fencing weapons.
This message was last edited by the GM at 19:14, Thu 14 Sept 2017.
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