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Character Creation.

Posted by DMFor group 0
DM
GM, 12 posts
Mon 18 Mar 2019
at 17:05
  • msg #1

Character Creation

Your character will be a native to Calandia or the Thousand Island region, and thus one of the four character races:  human, elf, half-elf, or gnome.

Your six stats will have a sum of 80.  Please note that all adjustments for race (if applicable) are considered to be taken already (so no scores of 19 or other manipulations changing the restrictions below).

You are limited to one score of 18.
You may have two scores that are 17 or higher (ie two scores of 17 or one 17 and one 18)
You may have three scores that are 16 or higher.
No scores 5 or lower (may be appealed with solid in-game justification)

You will start with full hit points + CON bonus if applicable.

With respect to multi-classing, I really see it as more of a fusion rather than 2-classes-at-a-time (or 3, even).  So it's more like one bucket of XP, adding together, say for a mage-thief the 1250 for the thief + 2500 for the mage for a total of 3750 to become a 2nd level mage-thief.  HD type would be a d5 (which I know doesn't exist, but it doesn't break the die roller) and for those first levels (second through fourth) would be d2+3 + CON.

New characters will use the PHB starting money and equipment lists, and remaining coin will be converted to in-game currency after starting equipment is purchased.
This message was last edited by the GM at 17:11, Sat 01 Feb 2020.
DM
GM, 13 posts
Mon 18 Mar 2019
at 17:10
  • msg #2

Proficiencies

Both weapon and non-weapon proficiencies will be used.

The weapon and non-weapon proficiencies will be according to the PHB as far as how many/what choices.  I also use the #languages column under INT for bonus NWP.

However:

Languages (including reading/writing) are handled separately from the NWP system.
This message was last edited by the GM at 01:12, Tue 11 June 2019.
DM
GM, 14 posts
Mon 18 Mar 2019
at 17:36
  • msg #3

Languages

Be sure to have an in-game reason for learning any languages other than the native tongue. Depending on your character's background, you may choose from the following languages:

Calandian: This is the common human tongue of the region.

Elven (Neroli dialect)
Elven (Tanasi dialect)

Gnomish

Old Karakulian: Think Latin in medieval times--this is the language of highly educated people

Karakulian: Common language in Karakul

Gnoll
Goblin
Hobgoblin
Kobold
Orcish

To determine if you can learn the language, roll against INT for speech and separately for literacy.

You don't have to roll for speaking your native tongue, and any demi-human whose native tongue is not Calandian will be able to speak Calandian at an "acceptable" level without rolls (rolls may be made, but anything lower is to be raised to "acceptable").   However, you do need to roll for literacy for native tongue and any others known.

Note that of the monster languages listed, only orcish has a written form.

Once you have determined that you know a language (to speak or have literacy in), the next question is "how well?"  To determine this, roll a d100 for each language (separate roll for speaking and for literacy)
You may make the following additions for INT
INTBonus
9+15
10+20
11+23
12+25
13+28
14+30
15+33
16+35
17+38
18+40


What the d100 results mean
Skilld100 resultSpeechLiteracy
Perfect100+Speaks non-native tongue indistinguishable from native speakersReads/writes with no difficulties; can comprehend and communicate complex concepts without error
Excellent90-99Speaks with nearly imperceptible accent, few difficulties with communicating complex mattersReads/writes language without difficulty, may make minor errors in the most complex communications
Acceptable60-89Speaks with a distinct accent; may have difficulty with complex or abstract subjects and idiomsReads/writes language reasonably well.  May have difficulty with text more difficult than modern standard newspapers
Basic30-59Very heavy accent, gaps in vocabularyReads/writes with difficulty when complexity exceeds Dr Seuss levels, may have to read out loud
Rudimentary1-29Knows a few words/phrases; very heavy accentCan recognize a few isolated words


Later, you may choose to try to improve languages by expending a NWP slot for language (spoken may only be improved to "excellent") or read/write.  Some languages are similar enough to gain a bonus for those who know one (for example, the two elven dialects are as close as Spanish and French)
DM
GM, 504 posts
Sat 14 Sep 2019
at 19:39
  • msg #5

Achieving Character Class

General

Proficiency# of Slots
Required
Relevant
Ability
Check
Modifier
Agriculture1Intelligence0
Animal Handling1Wisdom-1
Animal Training1Wisdom0
Artistic Ability1Wisdom0
Blacksmithing1Strength0
Brewing1Intelligence0
Carpentry1Strength0
Cobbling1Dexterity0
Cooking1Intelligence0
Dancing1Dexterity0
Direction Sense1Wisdom+1
Etiquette1Charisma0
Fire-building1Wisdom-1
Fishing1Wisdom-1
Heraldry1Intelligence0
Languages, Modern *1Intelligence0
Leatherworking1Intelligence0
Mining2Wisdom-3
Pottery1Dexterity-2
Riding, Airborne2Wisdom-2
Riding, Land-based1Wisdom+3
Rope Use1Dexterity0
Seamanship1Dexterity+1
Seamstress/Tailor1Dexterity-1
Sign Language1Intelligence0
Singing1Charisma0
Stonemasonry1Strength-2
Swimming1Strength0
Weather Sense1Wisdom-1
Weaving1Intelligence-1

* Slot may be used to improve an existing skill with language by one category, up to "excellent"; if adding a new spoken language, ability with that language will need to be rolled.
This message was last edited by the GM at 19:39, Sat 14 Sept 2019.
DM
GM, 181 posts
Sat 27 Apr 2019
at 01:09
  • msg #6

Achieving Character Class

Priest

Proficiency# of Slots
Required
Relevant
Ability
Check
Modifier
Ancient History1Intelligence-1
Astrology2Intelligence0
Engineering2Intelligence-3
Healing2Wisdom-2
Herbalism2Intelligence-2
Ancient Language*1Intelligence0
Local History1Charisma0
Musical Instrument1Dexterity-1
Navigation1Intelligence+1
Reading/Writing*1Dexterity0
Religion1Wisdom0
Spellcraft1Intelligence-2

*Ancient Language and Reading/Writing may be used to gain ability with the language (and then roll for ability) or to improve an existing language skill by one category
DM
GM, 182 posts
Sat 27 Apr 2019
at 01:19
  • msg #7

Achieving Character Class

Rogue

Proficiency# of Slots
Required
Relevant
Ability
Check
Modifier
Ancient History1Intelligence-1
Appraising1Intelligence0
Blind-fighting2NANA
Disguise1Charisma-1
Forgery1Dexterity-1
Gaming1Charisma0
Gem Cutting2Dexterity-2
Juggling1Dexterity-1
Jumping1Strength0
Local History1Charisma0
Musical Instrument1Dexterity-1
Reading Lips2Intelligence-2
Set Snares1Dexterity-1
Tightrope Walking1Dexterity0
Tumbling1Dexterity0
Ventriloquism1Intelligence-2

DM
GM, 183 posts
Sat 27 Apr 2019
at 01:29
  • msg #8

Achieving Character Class

Warrior

Proficiency# of Slots
Required
Relevant
Ability
Check
Modifier
Animal Lore1Intelligence0
Armorer2Intelligence-2
Blind-fighting2NANA
Bowyer/Fletcher1Dexterity-1
Charioteering1Dexterity+2
Endurance2Constitution0
Gaming1Charisma0
Hunting1Wisdom-1
Mountaineering1NANA
Navigation1Intelligence-2
Running1Constitution-6
Set Snares1Intelligence-1
Survival2Intelligence0
Tracking2Wisdom0
Weaponsmithing3Intelligence-3

DM
GM, 184 posts
Sat 27 Apr 2019
at 01:31
  • msg #9

Achieving Character Class

Wizard

Proficiency# of Slots
Required
Relevant
Ability
Check
Modifier
Ancient History1Intelligence-1
Astrology2Intelligence0
Engineering2Intelligence-3
Gem Cutting2Dexterity-2
Herbalism2Intelligence-2
Ancient Language*1Intelligence0
Navigation1Intelligence+1
Reading/Writing*1Dexterity0
Religion1Wisdom0
Spellcraft1Intelligence-2

*Ancient Language and Reading/Writing may be used to gain ability with the language (and then roll for ability) or to improve an existing language skill by one category
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