| Character Creation (Cont.) 5. Saving Throws I've replaced the somewhat esoteric wargame-style Saving Throws of the original game to something more akin to 3rd Edition. The four Saving Throws are Dodge, Body, Mind, and Spirit. Saving Throws are determined according to your Class and Level, and modified by your Ability Scores. |
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| Modifiers From Ability Scores Ability Score Modifier 3 -3 4-5 -2 6-8 -1 9-12 0 13-15 +1 16-17 +2 18-19 +3 20+ +4 |
DEX modifies Dodge; WIS modifies Will; CON modifies Body; Spirit is not modified by Ability. A Note on Modifiers: Modifiers can be a wonky thing in D&D. We generally recognize positive modifiers as good things, and negative modifiers as bad things. This gets confusing when dealing with Saving Throws and Armor Class, where the smaller the number, the better it is. In these cases, the modifier is to the die roll, not the "target number". |
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| Saving Throws Class Primary Secondary Others 1-3 13 15 17 4-6 12 14 16 7-9 11 13 15 |
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| Class Primary Secondary Fighter Body Dodge Cleric Will Spirit Rogue Dodge Body Magic-User Spirit Will |
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| 6. Hit Points and Hit Dice Each character will begin the game with the maximum number of Hit Points allowed by their Hit Die, modified by their CON. Fighters - 1d10 Clerics - 1d8 Rogues - 1d6 Magic-Users - 1d4 When your Hit Points are taken down to half their original (full) amount, your character is considered Wounded, and all of his actions will be affected by a -2 modifier, due to blood loss, shock, pain, and so on. When he reaches 1/3 of his original HP, he is considered Critically Wounded, and the negative modifier goes up to -4. When figuring these, always round down. 7. Alignment This is reflective of your character's general philosophy and outlook on the world, as much a summation of his beliefs as a general indication of how he relates to others. I'll try to be brief with the descriptions: Lawful Good, "Crusader". Acts as a good person is expected or required to act. Combines commitment to oppose evil with the discipline to fight relentlessly. Tells the truth, keeps his word, helps those in need, and speaks out against injustice. Hates to see the guilty go unpunished. Combines honor and compassion. Neutral Good, "Benefactor". Does the best a good person can do. Devoted to helping others; works with kings and magistrates but does not feel beholden to them. Does what is good without bias toward or against order. Chaotic Good, "Rebel". Acts as his conscience directs with little regard for what others think of him. Makes his own way, but is kind and benevolent. Believes in goodness and right but has little use for laws and regulations. Hates it when people try to intimidate others and tell them what to do. Combines a good heart with a free spirit. Lawful Neutral, "Judge". Acts as law, tradition, or a personal code directs him. Order and organization are paramount. May believe in a personal code or order for all and favors a strong, organized government. Is reliable and honorable without being a zealot. True Neutral, "Undecided". Does what seems to be a good idea. Doesn't feel strongly one way or another when it comes to good vs. evil or law vs. chaos. Most neutrality is a lack of convictions or bias rather than a philosophical commitment to neutrality. Thinks of good as better than evil, but is not personally committed to upholding it. Acts naturally, without compulsion or prejudice. Chaotic Neutral, "Free Spirit". Follows his whims. An individualist first and last. Values his own liberty but doesn't strive to protect others' freedom. Avoids authority, resents restrictions, and challenges traditions. Represents true freedom from both society's restrictions and from a do-gooder's zeal. Lawful Evil, "Dominator". Methodically takes what he wants within the limits of his code of conduct without regard to whom it hurts. Cares about tradition, loyalty, and order, but not freedom, dignity, or life. Represents methodical, intentional, and frequently successful evil. Neutral Evil, "Malefactor". Does whatever he can get away with. Out for himself, pure and simple. A criminal who robs and murders to get what he wants could be considered Neutral Evil. Represents pure evil without honor and without variation. Chaotic Evil, "Destroyer". Does whatever his greed, hatred, and lust drive him to do. Hot-tempered, vicious, and arbitrary. Represents the destruction of not only beauty and life but of the order upon which beauty and life depend. 8. Languages Every character begins the game with a knowledge of the Common Tongue (also called Aerdin or Trade-talk). Beyond that depends upon your character's INT score... 9. Magic and Prayer For those of you who choose to play a Cleric or a Magic-User, contact me and I'll fill you in. 10. Background Details On the original character sheets I designed (which I would love to put online but I did them by hand and I don't have full Adobe Acrobat), I included some extra things to define: - Goals and Desires - Weaknesses - Allies and Enemies Continue to Equipment and Money... Return to Main Page... |
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