Character Creation
Ability Scores
There is no Comliness score
You may use one of the following methods for your ability scores:
Method One
The ability scores generated by this method will yeild 'heroic' characters. We've all, however, rolled up many characters that had better ability scores than can be achieved through this method, so it won't affect game balance in any significant way.
- All 6 ability scores start at 14.
- You may drop one ability score by 2 to raise another by one. No ability may be dropped lower than 8.
- If you are a warrior class and assign an 18 to STR, your percentile for STR will be 66%
- Apply racial adjustments. Make sure your ability scores fall within the range proscribed for your race on page 20 of the PHB.
Method Two
- Roll 4d6 and drop the lowest dice. Do this 6 times.
- Assign the scores to your abilities as you wish. Do not drop two to raise one.
- Apply racial adjustments. Make sure your ability scores fall within the range proscribed for your race on page 20 of the PHB.
Intelligence
See the house rules section for details on Chance to Know Spell and Max #Spells/Level.
Race
Demi-human level advancement
Demi-humans may continue to advance in level once they reach their level limit for that class, but at triple the experiance cost. This is a more lenient version of the Slow Advancement optional rule on p. 14 of the DMG. See the Optional Rules section for racial level limits or look on p. 15 of the DMG
Class
Cleric
- A cleric is proficient with their dietie's favoured weapon, even if this is a weapon not normally allowed to clerics..
Wizard
Be sure to consult the house rules section for details on acquiring new spells.
Proficiencies
We will be using the proficiencies rules in chapter 5 of the PHB. Choose a secondary skill from the table on p. 53, do not roll.
Starting Equipment
Do not roll for money and buy equipment. Your character has the following equipment:
- Any specialist equipment for your class. Spellbook, thieves tools, holy symbol, etc.
- Two weapons. Longsword, longbow, battleaxe, etc. (We will not be tracking ammunition for missile weapons.) If the weapon is a throwing weapon, such as daggers or hand-axe, you may have up to half a dozen.
- Armor based on class:
- Fighter or Paladin: Chainmail
- Ranger or cleric: Studded Leather
- Thief, Bard, or Druid: Leather
- Wizard: None
- If your class permits the use of a sheild you may have a medium sheild.
- Standard adventurer pack, weighing 55lb, consisting of:
- Backpack
- Food, good for one week
- Waterskin
- 2 Large sacks
- 2 Small belt pouches
- Flint & tinder
- 6 Torches
- Hooded lantern
- 2 Pints lamp oil
- 50' Hemp rope
- Grappling hook
- 4 Pitons
- Small hammer
- Whetstone
- Map case
- Quills, ink, parchment
- Winter blanket
|