Character Generation
House Rules.
* You are a hero, 3d6 x12 keep 6. Arrange as see fit.
* Max Hit Points at 1st level
* Partial numbers round to nearest whole number .5 = round up.
Additional - Living off mainland:
* You can come from an island off the coast however, you would be more isolated.
* If you wish to come from a distant land, you get 'Sailor' as a bonus proficiency but you lose 'Common' as a Language unless you take a Language Skill to compensate, you also don't know of any details of any monsters beyond 'Dragons were really big and bad', 'Orcs and Goblins are Evil' and 'you need fire to kill a Troll'
Additional - Skill Benefits at start:
* 'Armorer' would allow you to have Leather Armour or Studded Leather for free if make a successful Proficiency Check. If Critical Success is made (You hit your exact score), then your armour is reinforced at +1 non-magical bonus.
* 'Bowyer/Fletcher' as a skill, you can start with arrows at half PHB cost (paying for metal heads). If also Blacksmith, you get them free. Can have arrows for free but these would have -2 to damage and 1/3rd less range.
* 'Woodsman' as a skill, you can start with a Quarterstaff or Staff Sling for free.
* You can't take Land Based Riding or Charioteering unless from a distant land.
* 'Healing' and 'Herbalism', if you have both and you make up to 3 successful proficiency checks, you can have a herbal healing potion of 1d3 for each successful check. Critical Success (You hit your exact score) means that one is 1d3+1.
Additional - Critical Rolls:
* A Critical Attach Hit (natural 20) is max damage (opponent bleeding 1hp/rd):
- Roll again, a 2nd hit = normal damage, 2nd 20 means opponent means crippling injury (opponent bleeding out 2hp/rd) and system shock to stay conscious:
- If 20 was rolled! Roll again and Death Save to stay conscious, 3rd hit = normal damage and system shock to stay conscious, 3rd 20 = No saving Throw, No System Shock roll, DEATH
This message was last edited by the GM at 12:33, Wed 16 Feb 2022.