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Character Creation.

Posted by DMFor group public
DM
GM, 4 posts
Tue 8 Sep 2009
at 03:06
  • msg #1

Character Creation

1. Generate Ability scores by rolling 4d6 six times and dropping the lowest die for each roll.  You may increase your characters prime requisite ability score by one for each other ability score you reduce by two.

2. Choose a Class: Humans can choose to be one of four different classes: cleric, fighter, magic-user, and thief.  Dwarves, halflings, and elves are their own classes.  Note any special abilities, restrictions, etc.

3. Determine Hit Points: Characters start with hit points equal to a roll on their classes hit die plus their Constitution bonus plus their Constitution.  Whenever a character increases a level they roll the appropriate die for additional hit points.

4. Players start with 3d6 x 10 gold pieces and may purchase items as listed on pages 15 and 16 in the rulebook.

5. Languages: All characters begin with the common tongue, their racial tongue and their alignment language.  Some classes grant further languages, and characters with high intelligence receive additional languages as well.  Players may choose their own additional languages.
DM
GM, 222 posts
Wed 7 Apr 2010
at 14:18
  • msg #2

Blank Character Sheet

Character Name:
Race:
Class:
Alignment:
Level:

Physical Description:

Background:

Prime Requisite:
Experience Points:  [Bonus: ]
Next Level:

Languages:

Abilities       Score   Notes
Strength:               TO HIT, DAMAGE and OPEN DOORS
Dexterity:              AC MODIFIER,  MISSILE ATT. MOD,  OPT. INIT. MOD.
Constitution:           HIT POINT MODIFIER PER HIT DIE
Intelligence:           LANGUAGES
Wisdom:                 SAVING THROW MODIFIER (to all Magic Effects)
Charisma:               REACTION ADJUSTMENT, RETAINERS: , RETAINER MORALE:

Armor Class:
Hit Points:
THAC0:

Saving Throws
Death Ray or Poison:
Magic Wands:
Paralysis or Turn to Stone:
Dragon Breath:
Rod, Staff, or Spell:

Movement Rate
Normal     :
Encounter  :
Running    :


Special Skills and Powers:



Spellbook



Equipment Carried

 Weapons
                          Damage   Range    Cost      Weight




 Armor                    AC                Cost       Weight



 Adventuring Gear                           Cost       Weight





 Treasure


 Magic Items


COINS
pp:
gp:
ep:
sp:
cp:


WEIGHT (coin-weights cn *10 coins weigh 1 lb.)
Armor:
Weapons & Shield:
Gear:
Coins:

TOTAL     =
STR bonus =
NET TOTAL =
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