Character creation.   Posted by Mr. Main.Group: 0
Mr. Main
 GM, 2 posts
Fri 4 Nov 2011
at 21:53
Character creation
Alright so down to business. We are using pathfinder rules, but if pathfinder doesn't have a class from 3.5 you want I can be convinced to allow you to be that. An example is the tome of battle classes. Pathfinder doesn't have them and I am willing to allow those. Although obviously since the concentration skill is gone a few changes will need to be made.

we will be using the fast xp track.

Everyone starts out at level one, but there are optional character development activities you can do to gain bonus xp. If you do all of them you could start as high as level 3.

Stats. you can either roll 4d6 re-rolling ones drop lowest or use a 28 point buy. If you use point buy, no final stat can be lower than 6 and humans can't start with any ability over 18. Once you roll you are stuck with those scores whatever they are.

Table: Ability Score Costs
Score Points
7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17

optional character development activities:

a full back story: 500 xp
the one you send me in the rtj is worth 200 xp, but if you want to go the extra mile and write out a longer one you can earn up to 500xp.

My first adventure: You and two other characters co write a story about a short adventure you guys took part in. You can be in up to three of these and the same three characters can't be in more than one story. They are worth 500 xp each so you can get up to 1500xp this way. It's a good way for the group to get to know each other and their characters and builds some history between you.

Example: maybe you three were part of a caravan that was attacked by bandits. After you drove them off you found out that they had kidnapped someone's wife/daughter. So you tracked the bandits back to their base and rescued her.

Create a rival/adversary: You just make the rp stuff. the rival's personality, how you crossed paths and their basic concept. Examples: thug for hire, arrogant magical prodigy or whatever. this is worth 300 xp

fear/failure/consequence: Something that haunts the character. maybe he's afraid of fire? maybe he's had a few run ins with the law and is wanted, maybe he owes money or favors to people he really shouldn't, or he has some sort of other trouble; like he's a drunk, is a sucker for a pretty face, ect. this is worth 250 xp

make a part of the town. A bad neighborhood with a gang of thugs. a shady merchant guild that owns a section of the harbor that is a front. some sort of organization like a temple, a mercenary band, a corrupted politician and his flunkies, an orphanage, a tradesman guild, ect. An Inn/tavern or something else. This could be connected to your character in some way, usually through his trouble/fear/failure/consequence, but it could also be background or related to his rival/adversary. Basically this is a plot hook that you would be interested in exploring or something that we(the DM's) could use to drag you into an adventure. 250 xp

Nature: Nature is a single word that describes your characters core. Example hot-headed, generous, dedicated, stubborn, virtuous ect. 125 xp

Demeanor: How others perceive you. example friendly, arrogant, greedy, ect. 125 xp

 Pick a Virtue (biggest redemptive quality) and Vice (largest flaw).

Virtues 125 xp
 Charity Gain bonus XP when you help another person at the risk of loss or harm to yourself. It isn't enough to simply share what you have in excess.
 Faith  Gain bonus XP whenever you manage to find meaning and peace of mind amongst tragedy.
 Fortitude  Gain bonus XP whenever you withstand overwhelming or tempting pressure to alter your goal. This doesn't include temporary distractions.
 Hope Gain bonus XP whenever you refuse to let others fall into despair, even though doing so risks your own goals or wellbeing.
 Justice Gain bonus XP whenever you do the right thing at the risk of personal loss or setback. The "right thing" can be defined by the letter or spirit of a particular code of conduct.
 Prudence Gain XP by refusing a tempting course of action by which you could gain significantly. The temptation must be one that, by refusing, might cost you later on.
 Temperance Gain bonus XP when you refuse to indulge in any excess of behavior, whether good or bad, despite any obvious rewards.


 Vice 125 xp
 Envy Gain XP when you gain something important from a rival or has a hand in harming a rival's well-being.
 Gluttony Gain XP by indulging yourself in your addictions or appetites at the expense of another.
 Greed Gain XP when you aquire something at the expense of another. Has to be something that is immediately important to the victim (such as a beggar's last few coppers).
 Lust You are consumed by a passion for something. Gain XP by satisfyng your compulsion at the expense of others.
 Pride Gain XP by exerting his own wants (not needs) over others at some potential risk to himself... or others.
 Sloth Gain XP by successfully avoiding a task but achieving the same goal nonetheless.
 Wrath Gain XP by venting anger or frustration when do

Hero points: everyone gains hero points as normal. In addition you can gain hero points by giving into your vice or upholding your virtue.

I will also introduce other uses for hero points later.

This message was last edited by the GM at 04:34, Tue 24 Apr 2012.

Mr. Main
 GM, 6 posts
Sun 6 Nov 2011
at 01:44
Re: Character creation
Hero points:

We will be using hero points in this game and they will function as they normally do, except for a few little additions I'm trying out.

First I am increasing the maximum number of hero points you can have from 3 to 5.

Second you can spend hero points to awaken your signature item and unleash it's true potential.

Third you can use a hero point to take a wound instead of a critical hit or an attack that would drop you to 0 or fewer hit points. Wounds are basically a physical disadvantage you take instead of losing hp. certain enemies will have wound points and as heroes you can spend your hero points to take them. The disadvantage you get is randomly decided by rolling on a chart. Will explain them more in the house rules section.

Fourth: Whenever you give into your vice you gain a hero point. Whenever you uphold your virtue you gain two hero points.

the normal uses for hero points are:

Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.

Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.

Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.

This message was last edited by the GM at 01:46, Sun 06 Nov 2011.

Aden Bero
 player, 14 posts
Thu 26 Apr 2012
at 23:08
Re: Character creation
FYI to players, on ability scores, I just tested the 4d6, rerolling 1s and dropping lowest.  On four sets of rolls (6 different rolls per set, 3 tests on a different RPOL campaign, and then the real rolls on here) each time my rolls were equal to or better than point-buy results.  Of course, you may not have the same luck I did, but just food for thought.
Aden Bero
 player, 15 posts
Thu 26 Apr 2012
at 23:14
Re: Character creation
How do the DMs want us to handle hit points?
Mr. Main
 GM, 37 posts
Thu 26 Apr 2012
at 23:30
Re: Character creation
Max at first level, roll for the rest. Re-roll ones.
Darien Mistweaver
 player, 10 posts
 With a smile and a song
 Whatever can go wrong?
Thu 26 Apr 2012
at 23:49
Re: Character creation
As a horror story, I had a GM tell me to reroll because my highest stat randomly rolled was a 13, and I had several under 9. But that's really rare.
They set a rule after that so that if your random rolls were lower than point buy you could redo. Which is kind of nice, but also defeats the purpose of the point buy system. :)
Mr. Main
 GM, 38 posts
Thu 26 Apr 2012
at 23:57
Re: Character creation
Well according to the rules in 3.5 if the total of all of the bonuses from your stats are below a certain amount you get to re-roll. though such events are pretty rare, especially with the re-rolling ones option. I don't expect us to have such a problem.