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09:49, 19th April 2024 (GMT+0)

Character Creation.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 2 posts
Sat 8 May 2021
at 22:54
  • msg #1

Character Creation

Character Creation Rules

1.  Roll for ability scores.  Roll 3d6 for each, in order:  STR, INT, WIS, DEX, CON and CHA.

2.  Choose a class; note special abilities and spells.  To choose a specific class the Prime Requisite(s) for that class must be 9+.  Experience bonuses accrue if the Prime Requiste(s) are 13+.

3.  Adjust scores as desired; note bonuses for high scores.  You may lower a score by 2 points to raise another by 1 point following the restrictions below, and no score can be lowered below 9:
   • STR may be lowered by Magic-users to raise INT or by Clerics to Raise WIS.
   • INT may be lowered by Fighters, Dwarves, Halflings, Thieves and Clerics to raise a Prime Requisite.
   • WIS may be lowered by Magic-users, Fighters, Dwarves, Elves, Halflings and Thieves to raise a Prime Requisite.
   • DEX may not be lowered, though it can be raised if it is a Prime Requisite.
   • CON and CHA may not be adjusted in any way.
(p. B6)

4.  Maximum Hit Points at 1st level, roll hit points thereafter with a minimum roll of  2.

5.  Roll for money and equip yourself.  All classes roll 3d6 x 10 gp.

6.  Find Armor Class, Attack and Saving Throw numbers.

7.  Note ability adjustments, name the character, choose alignment.


HOPELESS CHARACTERS:  Sometimes, a player may "roll up" a character who is below average in every ability, or who has more than one very low (3-6) ability score (such as a fighter with very low Dexterity and Constitution).  The DM may declare the character to be not suited for dangerous adventure, and the player may be allowed to roll up a new character in place of the "hopeless" one. (p. B13)

All Characters begin the game at Level 1.  All are young for their class/race and at the beginning of their adventuring career.  There are no grizzled veterans, brooding loners, late bloomers, etc.  Even Chaotic characters are good people at heart and rugged individualists, not psychopaths.

EDIT:

In the Description please describe your character and include some notes on what a companion or friend would know (snores, hates water running into his armor, flicks his sword in a circular arc before the first strike, left a wife and kid behind, etc.)

When choosing a portrait do not choose something Anime, please.  You can include a link to a better picture in the description.
This message was last edited by the GM at 02:17, Thu 17 Mar 2022.
Dungeon Master
GM, 3 posts
Sat 8 May 2021
at 22:56
  • msg #2

Character Creation

Classes

Cleric:  Prime Requisite is Wisdom.  Hit Die is d6.  Clerics are humans who have dedicated themselves to the service of a god or goddess. They are trained in fighting and casting spells.

Dwarf:  Prime Requisite is Strength.  Hit Die is d8.  Dwarves are short, stocky demi-humans about four feet tall.  All dwarves have long beards.  They weigh about 150 pounds.  Their skin is earth-colored, and their hair is dark brown, gray, or black. Stubborn but practical, dwarves love hearty meals and strong drink.  They value good craftsmanship and are very fond of gold.  Dwarves are sturdy fighters and are especially resistant to magic.

Elf:  Prime Requisites are Strength and Intelligence.  Hit Die is d6.  Elves are slender, graceful demi-humans with delicate features and slightly pointed ears.  They are 5 to 5V2 feet tall and weigh about 120 pounds.  They can be dangerous opponents, able to fight with any weapon and use magic spells as well but prefer to spend their time feasting and frolicking in wooded glades.  They rarely visit the cities of men.  Elves are fascinated by magic and never grow tired of collecting spells and magic items, especially if the items are beautifully crafted.

Fighter:  Prime Requisite is Strength.  Hit Die is d8.  Fighters are humans who train for battle.  It is their job to fight monsters and to protect the weaker members of a party.

Halfling:  Prime Requisites are Strength and Dexterity.  Hit Die is d6.  Halflings are small, good-natured demi-humans averaging only 3 feet in height and weighing about 60 pounds.  They are outgoing but not unusually brave, seeking treasure as a way of gaining the comforts of home which they so dearly love.

Magic-User:  Prime Requisite is Intelligence.  Hit Die is d4.  Magic-users are humans who, through study and practice, have learned how to cast magic spells.

Thief:  Prime Requisite is Dexterity.  Hit Die is d4.  Thieves are humans who are trained in the arts of stealing and sneaking.  They are the only characters who can open locks and find traps without using magic to do so.  As their name indicates, however, they do steal — sometimes from members of their own party.

Alignment

Law (or Lawful) is the belief that everything should follow an order, and that obeying rules is the natural way of life.  Lawful creatures will try to tell the truth, obey laws, and care about all living things.  Lawful characters always try to keep their promises.  They will try to obey laws if such laws are fair and just.

Chaos (or Chaotic) is the opposite of Law.  It is the belief that life is random, and that chance and luck rule the world.  Everything happens by accident, and nothing can be predicted.  Laws are made to be broken if a person can get away with it.  It is not important to keep promises and lying and telling the truth are both useful.  To a Chaotic creature, the individual is the most important of all things.   Selfishness is the normal way of life, and the group is not important.

Neutrality (or Neutral) is the belief that the world is a balance between Law and Chaos.  It is important that neither side get too much power and upset this balance.  The individual is important, but so is the group; the two sides must work together.  A Neutral character is most interested in personal survival. Such characters believe in their own wits and abilities rather than luck.  They tend to return the treatment they receive from others.

Note that playing an alignment does not mean a character must do stupid things. A character should always act as intelligently as the Intelligence score shows, unless there is a reason to act otherwise (such as a magical curse).
Dungeon Master
GM, 5 posts
Sun 9 May 2021
at 15:23
  • msg #3

Character Creation

Courtesy of Thorona:


Name & Title   xx, xx
Class & Level  xx/1
Alignment      xx
XP (+0%)       0/xx
Languages      xx
============================================================================
Ability     Score  Bonus  Affects...
Strength      xx    -x    To-Hit (Melee), damage (melee, thrown), Open Doors
Intelligence  xx     —    Starting languages
Wisdom        xx     —    Saving throws vs. spells
Dexterity     xx     —    AC, To-Hit (Missile/thrown)
Constitution  xx    -x    Hit Points per Hit Die
Charisma      xx    -x    NPC reactions, hiring retainers (Max xx, Morale xx)
============================================================================
COMBAT

Armor Class    xx (armor + shield)
Hit Points     xx/xx (HD)
Movement Rate  xx' per turn • xx'/combat round • xx'/round running
To Hit Roll Needed:
 AC: 9  8  7  6  5  4  3  2  1  0
    xx xx xx xx xx xx xx xx xx xx
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SAVING THROWS
Death Ray or Poison         xx
Magic Wands                 xx
Paralysis or Turn to Stone  xx
Dragon Breath               xx
Rods, Staves, or Spells *   xx
  * Include Wis bonus vs. Spells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ATTACKS
Weapon/Attack  #AT  To-Hit  Damage  Special
xx              xx    xx    xx
xx              xx    xx    xx      Range: Short (+1) xx'
                                           Medium (0) xx'
                                           Long (-1)  xx'
============================================================================
SPECIAL ABILITIES
Vision: Normal
Weapon Use: xx
Armor Use: xx
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
xx
============================================================================
EQUIPMENT
Item               Wt  Notes
----               --- -----


TOTAL ENCUMBRANCE  xx cn
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
VALUABLES
Platinum Pieces (PP): 0
Gold Pieces     (GP): 0
Electrum Pieces (EP): 0
Silver Pieces   (SP): 0
Copper Pieces   (CP): 0

Magic Items: None
This message was last edited by the GM at 21:39, Sun 09 May 2021.
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