Character Creation.   Posted by (all groups).Group: public
(all groups)
Thu 8 Dec 2005
at 17:21
Character Creation
Character Creation
Please read through this thread before starting to make your character.

This message was last edited by the GM at 17:21, Thu 08 Dec 2005.

 GM, 2 posts
 Game Dungeon Mistress
Tue 16 Nov 2004
at 16:02
(1) Generate Your Character's Ability Scores
Each character has six abilities: Strength (STR), Intelligence (INT), Wisdom (WIS), Dexterity (DEX), Constitution (CON), and Charisma (CHA).  The first step in creating a character is to determine these six scores.

These six scores will affect a character's possible profession.  Each character class has minimum scores in a certain category called the Prime Requisite -- for example, Fighters must have a Strength of at least 9, as Strength is their Prime Requisite.

You can determine your character's abilities by choosing one of two methods:
  1. Rolling the dice for random generation.
  2. Using a point-buy system.

    If you choose to roll the dice:
    • You will roll 4d6 seven times, discarding the lowest 1 roll each time.  If you aren't sure how to set this up in the die roller, look at this example.  The three areas you need to set (Select, General, and Reason for roll) are highlighted for you.

    • If you take warm-up rolls be sure to label them, otherwise your first six rolls will count.

    • Discard the lowest score of the seven, and arrange the other six in any order you like.  Send the GM a Private Message listing the six attributes, and the scores you're assigning to them.

    • The scores must be used as-is -- points cannot be taken from one attribute and given to another (there will, however, be a chance to modify them after you have chosen a character class, below).

    If you choose to use the point-buy system:
    • Start with 65 points.

    • All six abilities must be "bought" with these 65 points; the minimum score in any ability is 3, and the maximum is 18.
    • The higher the desired score, the more points it will cost. The costs are charted here:
           Desired      Point
          Attribute      Cost  
              3           3
              4           4
              5           5
              6           6
              7           7
              8           8
              9           9
             10          10
             11          11
             12          12
             13          13
             14          14
             15          16
             16          18
             17          21
             18          24

Explanations of Attributes (as used in this game):
  • "Strength" is a measure of muscle power and the ability to use that power.  Any character with a Strength score of 13 or above should consider one of the following four classes: fighter, dwarf, elf, or halfling. Strength is the prime requisite for the classes of fighter and dwarf, and one of the two prime requisites for the classes of elf and halfling.

  • "Intelligence" is the ability to learn and remember knowledge, and the ability to solve problems. Characters with an intelligence score of 13 or better should consider the classes of magic-user or elf. Intelligence is the prime requisite for magic-users, and one of the prime requisites for elves.

  • The word "Wisdom" refers to inspiration, intuition, common sense, and shrewdness. Wisdom aids in solving problems when Intelligence is not enough. A character with a Wisdom score of 13 or greater should consider the class of cleric, since Wisdom is the prime requisite of that class.

  • "Dexterity" is a measure of speed and agility. A character with a high Dexterity score is "good with their hands" and has a good sense of balance. A character with a Dexterity score of 13 or greater should consider the classes of thief and halfling. Dexterity is the prime requisite of thieves and one of the prime requisites of halflings.

  • "Constitution" is a combination of health and endurance (the ability to hold up under pressure). It directly influences every class, possibly changing the number of hit points a character has. Constitution is never a prime requisite.

  • "Charisma" is a combination of appearance, personal charm, and leadership ability. It helps the DM decide exactly how a monster will react to a player character. It also affects the number of retainers a character can hire and the morale of these hirelings. Charisma is never a prime requisite.

This message was last edited by the GM at 20:07, Sun 26 June 2005.

 GM, 3 posts
 Game Dungeon Mistress
Tue 16 Nov 2004
at 16:03
(2) Choose Your Character's Class

Character Class Descriptions:
Most D&D characters will be humans.  A human may be a cleric, fighter, magic-user, or thief.  Humans are the most wide-spread of all races. The human traits of curiosity, courage, and resourcefulness have helped them to adapt, survive, and prosper everywhere they have gone.

Some players may wish to have demi-human characters (elves, dwarves, or halflings).  Each type of demi-human is a class in itself. The demi-human races are cousin species to humans. Each character class is further explained hereafter.

    Clerics are humans who have dedicated themselves to the service of a god or goddess. They are trained in fighting and casting spells. As a cleric advances in level, they are granted the use of more and more spells. Clerics do not receive any spells until they reach second level, however (and have proven their devotion to their god or goddess). The prime requisite for clerics is Wisdom.  A Wisdom score of 13 or greater will give the cleric a bonus on earned experience points.

    RESTRICTIONS: Clerics use six-sided dice (d6) to determine their hit points. They may wear any armor and may use shields. Clerics are forbidden by their religious codes from using edged weapons, such as swords and arrows. A cleric may only use a weapon without an edge, such as a mace or sling.

    SPECIAL ABILITIES: Clerics are very helpful with undead monsters (such as skeletons, zombies, and ghouls) are encountered. When a cleric encounters an undead monster, the cleric may attempt to "Turn" (scare) the monster instead of fighting it. If a cleric Turns an undead monster, the monster will not touch the cleric, and will flee from the area if it can.

    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.  The prime requisite for a dwarf character is Strength.  A Strength score of 13 or greater will give a dwarf a bonus on earned experience points.

    RESTRICTIONS: Dwarves use eight-sided dice (d8) to determine their hit points. They may advance to a maximum of 12th level of experience. Dwarves may use any type of armor and may use shields. The may use any type of weapon of normal or small size, but may not use long bows nor two-handed swords. A dwarf character must have a minimum Constitution score of 9.

    SPECIAL ABILITIES: Dwarves are very hardy creatures and have better saving throws than most other character classes. Dwarves often live underground, and have infravision (heat-sensing sight) which allows them to see 60 feet in the dark. They are expert miners and are able to find slanting passages, traps, shifting walls, and new construction one-third of the time (a roll of 1 or 2 on a 1d6) when looking for them. All dwarves speak Common, Dwarvish, and the alignment tongue of the character, plus the languages of gnomes, kobolds, and goblins.

    Elves are slender, graceful demi-humans with delicate features and slightly pointed ears. They are 5 to 5½ 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.

    The prime requisites for an elf Strength and Intelligence. If an elf has a score of 13 or greater in both Strength and Intelligence, the character will gain a 5% bonus on earned experience points. If the elf's Strength is 13 or greater and their Intelligence is 16 or greater, that character will earn a 10% bonus on earned experience.

    RESTRICTIONS: Elves use six-sided dice (d6) to determine their hit points. They may advance to a maximum of 10th level of experience. Elves have the advantages of both fighters and magic-users. They may use shields and can wear any type of armor, and may fight with any kind of weapon. They can also cast spells like a magic-user, and use the same spell list. A character must have an Intelligence of 9 or greater to be an elf.

    SPECIAL ABILITIES: Elves have infravision (heat-sensing sight) and can see 60 feet in the dark. When looking for secret or hidden doors, elves are able to find them one-third of the time (a roll of 1 or 2 on 1d6). Elves cannot be paralyzed by the attacks of ghouls. All elves speak Common, Elvish, and the alignment tongue of the character, plus the languages of orcs, hobgoblins, and gnolls.

    Fighters are humans who train for battle. It is their job to fight monsters and to protect the weaker members of a party. Great heroes such as Hercules were fighters.

    The prime requisite for a fighter is Strength. Strong fighters can kill monsters more easily with their powerful blows. A Strength score of 13 or greater will give the fighter a bonus on earned experience points.

    RESTRICTIONS: Fighters use eight-sided dice (d8) to determine their hit points. In addition to this advantage, they may use any weapon, wear any type of armor, and may use shields.

    SPECIAL ABILITIES: Though they have no special abilities like special sight or bonuses, fighters are very powerful characters. Their greater endurance (more hit points), strong armor, many weapons, and great strength make them a necessary part of every adventure.

    Halflings are small, good-natured demi-humans averaging only three 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.

    The prime requisites for a halfling are Strength and Dexterity. A halfling character whose Strength or Dexterity score is a 13 or greater will receive a 5% bonus to earned experience. Halflings whose Strength and Dexterity scores are 13 or greater will receive a bonus of 10% to earned experience.

    RESTRICTIONS: Halflings use six-sided dice (d6) to determine their hit points. They may advance to a maximum of 8th level of experience. Halflings can use any type of weapon and armor which has been "cut down" to their size. Thus, they cannot use a two-handed sword or a long bow, but may use a short sword or short bow. Halflings must have a minimum score of 9 in both Dexterity and Constitution.

    SPECIAL ABILITIES: Halflings have better saving throws than most other character classes. They are very accurate with all missile weapons and gain a bonus of +1, in addition to Dexterity adjustments, on their "to hit" rolls when using them. Due to their small size and skills at dodging, halflings have a bonus of -2 on their Armor Class when being attacked by creatures larger than man-sized. When rolling for individual initiative (an optional rule) halflings add +1, in addition to any Dexterity adjustments. Outdoors, halflings are difficult to spot, having the ability to seemingly vanish into woods or underbrush. Halflings have only a 10% chance of being detected in this type of cover, and even in dungeons there is a one-third chance (a roll of 1 or 2 on 1d6) that a halfling will not be seen in normal light if the character finds some cover (such as heavy shadows), and remains absolutely quiet and still.

    Magic-users are humans who, through study and practice, have learned how to cast magic spells. Merlin the Magician was a famous magic-user.

    The prime requisite for magic-users is Intelligence. A magic-user with an Intelligence score of 13 or better will gain a bonus on earned experience.

    RESTRICTIONS: Magic-users use four-sided dice (d4) to determine their hit points. They may not wear armor nor use shields and may only carry a dagger for a weapon.

    SPECIAL ABILITIES: Magic-users use many powerful spells. As they gain levels of experience, they also gain the ability to cast more and more spells.  Though they are weak at first, magic-users can eventually become very powerful.

    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. Due to these abilities, a thief is often found in a normal group of adventurers. As their name indicates, however, thieves do steal -- sometimes from members of their own party.

    The prime requisite of a thief is Dexterity. A thief with a Dexterity score of 13 or greater will gain a bonus on earned experience points.

    RESTRICTIONS: Thieves use four-sided dice (d4) to determine their hit points. They may wear nothing more protective than leather armor, and may not use a shield. They may, however, use any type of weapon.

    SPECIAL ABILITIES: When striking unnoticed from behind, a thief gains a bonus of +4 on "to hit" rolls and inflicts twice the normal amount of damage. A thief's training includes learning how to pick pockets, move silently, climb steep surfaces, hide in shadows, open locks (with a set of lockpicks or burglar's tools), remove small traps (such as poisoned needles), and how to hear noises better than other humans. As a thief progresses in level, they become more proficient in these "thiefly" skills.

* At this point, send a PM to the DM noting your character's ability scores as determined and the class you have chosen. *

This message was last edited by the GM at 01:19, Mon 04 July 2005.

 GM, 4 posts
 Game Dungeon Mistress
Tue 16 Nov 2004
at 16:04
(3) Adjust Your Character's Ability Scores
Note that this step is only available to those who rolled their scores; if you used the Point-Buy system, skip to step (4).

It is possible to raise one's score in a Prime Requisite by lowering the scores of some of the other abilities.  This adjustment shows that a character may practice hard and learn how to fight or reason well, but at the cost of not developing another ability.

When adjusting abilities, no score may be lowered below 9. When an adjustment is made, a prime requisite ability will be raised 1 point for every 2 points that the adjusted ability is lowered.
  • Strength may be lowered by magic-users in order to raise Intelligence, and by clerics in order to raise Wisdom.

  • Intelligence may be lowered by fighters, dwarves, halflings, thieves, and clerics in order to raise a prime requisite of their class.

  • Wisdom may be lowered by magic-users, fighters, dwarves, elves, halflings, and thieves in order to raise a prime requisite for their class.

  • Constitution and Charisma may not be raised or lowered.

For example, a magic-user might lower a Strength score of 15 to 9 (a drop of 6) in order to raise an Intelligence score of 15 to 18 (a raise of 6/2 = 3).

* If you have made any adjustments, send them in a PM to the DM. *
 GM, 5 posts
 Game Dungeon Mistress
Tue 16 Nov 2004
at 16:04
(4) Roll for Your Character's Hit Points
Hit points represent the number of "points" of damage a character can take during battle before dying.  Any creature reduced to 0 hit points (or less) is dead.  The more hit points a character has, then, the better the chance they have to survive a battle.  On average, fighters and dwarves will have the most hit points; clerics, halflings, and elves will have an average number of hit points; and magic-users and thieves will have the least hit points.

Rolling Hit Points: Each time a character earns enough experience points to gain a new level, the character gets to roll for more hit points. When starting out, each character rolls one hit die, using the type of die given for the character class:
        Class       Roll  
        Cleric      1d6
        Dwarf       1d8
        Elf         1d6
        Fighter     1d8
        Halfling    1d6
        Magic-user  1d4
        Thief       1d4
Since first level characters are easy to kill, if you roll a 1 or a 2, roll again until you get something better.  Be sure to label your rolls, especially if you take "warm up" rolls.

* Again, PM your result to the DM. *

This message was last updated by the GM at 16:05, Tue 16 Nov 2004.

 GM, 6 posts
 Game Dungeon Mistress
Tue 16 Nov 2004
at 16:06
(5) Choose Your Character's Alignment
These basic ways of life guide the acts of both player characters and monsters. Each way of life is called an alignment.  The three alignments are named Law, Chaos, and Neutrality.

Players may choose the alignments they feel will best fit their characters. A player does not have to tell other players what alignment they have picked, but must tell the DM.  (Most Lawful characters will reveal their alignment if asked, though.)  When picking alignments, the characters should know that Chaotics cannot be trusted, even by other player characters.

The alignments give guidelines for characters to live by.  The characters will try to follow these guidelines, but may not always be successful. If a DM feels that a player is not keeping to a character's chosen alignment, the DM may suggest a change of alignment or give the character a punishment or penalty.

Definitions of Alignments (as used in this game):
    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 as long as such laws are fair and just.  If a choice must be made between the benefit of a group or an individual, a Lawful character will usually choose the group. Sometimes individual freedoms must be given up for the good of the group. Lawful characters and monsters often act in predictable ways. Lawful behavior is usually the same as behavior that could be called "good".

    Chaos (or Chaotic) is the opposite of Law. 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, as long as 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. Chaotics often act on sudden desires and whims. They cannot be trusted, and their behavior is hard to predict. They have a strong belief in the power of luck. Chaotic behavior is usually the same as behavior that could be called "evil".

    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 the 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. Neutral characters will join a party if they think it is in their own interest, but will not be overly helpful unless there is some sort of profit in it. Neutral behavior may be considered "good" or "evil" (or neither!), depending on the situation.

* PM your alignment choice to the DM. *

This message was last edited by the GM at 20:10, Sun 26 June 2005.

 GM, 7 posts
 Game Dungeon Mistress
Tue 16 Nov 2004
at 16:08
(6) Go Shopping.
To determine how much money your character has, roll 3d6 and multiply it by ten (if you take a warm-up roll, be sure to label it as such).  This is how many gold pieces your character has to spend, and it represents the total resources of their life to this point.  That is, if the gold is used to buy a sword and armor, that sword and armor doesn't have to be "new" -- their background can say it was given to them by their uncle or whathaveyou.  (Note that clerics must have a holy symbol in order to cast spells or turn the undead; thieves must have thieves tools in order to pick locks or remove traps.)

Purchase equipment from the lists below; all costs are listed in gold (GP).
Weapon                       Cost      Armor                  AC  Cost
arrows, 20, with quiver ......  5      chain mail armor ...... 5 .. 40
arrow, silver-tipped .........  5      leather armor ......... 7 .. 20
battle axe (two-handed) ......  7      plate mail armor ...... 3 .. 60
club* ........................  3      shield ................-1*.. 10
crossbow (fires quarrels) .... 30
dagger .......................  3      * Deduct 1 from AC if shield is
dagger, silver ............... 30        used.
hand axe .....................  4
long bow ..................... 40
mace* ........................  5
quarrels, 30 (with case) ..... 10
pole arm (two-handed) ........  7
short bow .................... 25
sling and 30 stones* .........  2
spear ........................  3
sword ........................ 10
sword, short .................  7
sword, two-handed ............ 15
war hammer* ..................  5

* These weapons may be used by a cleric.

Equipment                   Cost      Equipment                   Cost
backpack ....................  5      rope (per 50' length) .......  5
flask of oil ................  2      sack, large .................  2
hammer, small ...............  2      sack, small .................  1
holy symbol ................. 25      thieves' tools .............. 25
holy water, 1 vial .......... 25      tinder box (flint & steel) ..  3
iron spikes, 12 .............  1      torches, 6 ..................  1
lantern ..................... 10      water/wineskin ..............  1
mirror, steel (hand-sized) ..  5      wine, 1 quart ...............  1
rations, iron, 1 week ....... 15      wolfsbane, 1 bunch .......... 10
rations, standard, 1 week* ..  5      wooden pole, 10' long  ......  1

* Standard rations will spoil after one week as they are not preserved.

Just a few notes on selecting equipment:
  • We will be using encumbrance rules, meaning that a character can only carry so much before they cannot move anymore.  Basic encumbrance rules are fairly lenient though -- most weight will come from armor, weapons, and treasure.

  • A small sack will hold 200 coins (or about 20 pounds); a large sack will hold 600 coins (or about 60 pounds), and a backpack will hold 400 coins (about 40 pounds).  A water/wineskin carries a quart of liquid at a time.

  • A lot of items players might want are not on this list.  For weapons and armor, choose only what is here.  For other items, it can be assumed that any character has basic role-playing props: oil and rags to clean their armor and weapons, a sewing kit to mend clothes, a shaving kit, and so on.  These items  cannot, however, be used to affect game situations outside of RP.  If there's something your character needs to purchase not on the Equipment list for game purposes, note the DM.

* PM your equipment choices to the DM. *

This message was last edited by the GM at 01:36, Mon 04 July 2005.

 GM, 8 posts
 Game Dungeon Mistress
Tue 16 Nov 2004
at 16:09
(7) Name Your Character and Decide on a Basic Background.
This is the final step, but it can also be the most time consuming one: it's time to name your character, and account for their life to this point in time.

Backgrounds do not have to be extensive, but should be more than just the old cliche of "a wandering mercenary whose parents are both dead".  You don't have to decide it all right now, but all important information should be pre-approved by the DM before it comes into play.

* Be sure to tell the DM the name you've chosen. *

This message was last edited by the GM at 01:40, Mon 04 July 2005.