Character Generation Thread
That comes out as 12, 9, 14, 13, 13, 6 Not real good but I'll try to make something of it.
Rolls
Ability scores (subtract lowest number from total - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (4344) = 15
4d6 : (1431) = 9
4d6 : (1554) = 15
4d6 : (2615) = 14
4d6 : (6243) = 15
4d6 : (2122) = 7
Rolls
gold for gear x10,hit points - (3d6+2, 1d10)
3d6+2 : (513) + 2 = 11
1d10 : (4) = 4
Thank's for letting me see if I want to join the game. Here goes nothing.
So that is 17, 10, 7, 12, 12, 14, A male Halfling Thief using the Osric 2.2 rules it is. With the name of Griffo Goodelock!
Rolls
Ability scores (subtract lowest number from total - - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (6526) = 19
4d6 : (2442) = 12
4d6 : (1331) = 8
4d6 : (3435) = 15
4d6 : (2426) = 14
4d6 : (4553) = 17
DM, does my PC's Halfling sized Leather Armor only cost and weigh half as much as normal sized Leather Armor?
Rolls
Starting gold roll x 10 - (2d6)
(42) = 6
Name: Gender:
Race: Class:
Alignment: Level:
Experience Points: Needed for next level:
Hit Point: Armor Class:
Age: Height:
Weight:
Abilities:
Str: To Hit: Damage: Encumbrance: Minor Test: Major Test:
Dex: Surprise: Missile To Hit: AC:
Con: HP: Major Test: Minor Test:
Int: Add. Languages:
Wis: Mental Save:
Cha: Max. Henchmen: Loyalty: Reaction:
Save vs Aimed Magic Items: Breath Weapons: Death, Paralysis and Poison: Petrifaction & Polymorph: Spells:
Racial Abilities:
Class Abilities
Spells:
Roll required to hit Armour Class
-10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
Weapons & Armour:
Weapons Damage vs S-M Damage vs L Rate of Fire Range (-2 to hit per)
Armour /Protection AC
Equipment Cost Wght. Notes
This is the first time I have attempted to generate a character by PbP. I deleted my last post because I forgot to add in the subtract the lowest number. Hope this is OK.
Rolls
Ability scores (subtract lowest number from total - - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6) - (4d6)
(5615) = 17
Ability scores (subtract lowest number from total - - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6) - (4d6)
(3114) = 9
Ability scores (subtract lowest number from total - - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6) - (4d6)
(5615) = 17
Ability scores (subtract lowest number from total - - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6) - (4d6)
(5666) = 23
Ability scores (subtract lowest number from total - - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6) - (4d6)
(3116) = 11
Ability scores (subtract lowest number from total - - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6) - (4d6)
(6252) = 15
I have decided to choose a paladin.
Name: Venemar
Str 16
Int 13
Wis 16
Con 10
Dex 8
Cha 18
On page 31 of OSRIC rules fighters get 50 - 200 gp starting money (3d6+2)
Here goes for the roll
Rolls
Starting money - (3d6+2)
(262) + 2 = 12
Roll1 - 12
Roll2 - 12
Roll3 - 14
Roll4 - 12
Roll5 - 13
Roll6 - 15
I could just do the same Ftr/Clr with better stats, or I could play (among the more difficult to qualify classes): an assassin (not if there is a paladin in the group, of course) or a druid.
Are multi-class demi-humans allowed as per PHB?
female half-elf
Fighter / Cleric of Istus
Lawful Neutral
STR 13 [weight allowance +100, Open door 1-2/6, 4% bend bars]
INT 12
WIS 15 [+1 on mind-affecting spell/effect saves, bonus spells 2 (lvl1) / 1 (lvl2)]
DEX 10
CON 10 [70% shock survival, 75% resurrection survival]
CHA 13 [5 mx henchmen, +5% reaction]
Current XP (needed): 0 (1500) / 0 (2000)
Combat Stats
Armor class 4 (chain and shield)
Maximum movement 90' (chainmail)
Saving throws
HP 5 [F/C: 9/1, ]
Languages: Common, LN, elvish, gnome, halfling, goblin, hobgoblin, orc, gnoll
Racial and class features
- not limited by cleric weapon limitations
- 30% resistance to sleep and charm spells
- infravision 60'
- 1 in 6 chance of autodetecting secret doors
- 2 in 6 chance of detecting secret doors (3 in 6 for concealed doors)
- turn undead
Weapon proficiencies
(Fighter 4 / Cleric 2)
Ftr: Longsword, Spear, Morning star, Short bow
Clr: Staff, sling
Equipment
Starting gold: 130 (spent 129gp, 8sp, 5cp)
Current currency: 1sp, 5cp
(Weight Allowance: 450 / 800/ 1150/
Chain mail (75gp, 300cn)
Small shield (10gp, 100cn)
Longsword & scabbard (15gp, 60cn) [SF 5, 1-8/1-12]
Spear (1gp, 50cn) [10', SF 7; 1-6/1-8, can be set against charge]
Short bow (15gp, 50cn) [RoF 2; Range 5/10/15]
24 arrows (2gp, 48cn) [Dmg 1d6/1d6]
Quiver (12sp, 30cn)
Belt (3sp, 3cn)
High, soft boots (1gp, 30cn)
Clerical robes (6sp, )
Cloak (5sp, )
Leather backpack (2gp, 20cn) [contains 3 cu. ft.; 300cn]
Large beltpouch (1gp,10cn) [contains 1/2 cu. ft.; 50cn ]
Large sack (16sp,20cn) [contains 4 cu. ft.; 400cn]
Waterskin (15sp, 5-50cn)
Tinderbox (1gp, 2cn)
Rope, 50' (4sp, 75cn)
5 torches (5cp, 100cn)
Spindle shaped wooden holy symbol (7sp, )
Spell-casting
Can cast 3 1st-level spells per day
Bless, CLW, CLW
Background
Illegitimate daughter of a bakluni mother, and of a (now-deceased) elven sell-sword, Cynara has been on the road for a number of years. Her mother was the scion of a wealthy family of traders from the caliphate of Ekbir, who during her early years accompanied and later led trade expeditions from the Dramidj Ocean to Ket and beyond. Soraya fell in love with an elven sell-sword who had been charged with her protection during one such very long trade expedition, and the fruit of their unlawful tryst was the child Cynara. The father fled soon after the pregnancy was discovered, as much out of fear of retribution as out of indifference towards his offspring. Shunned by her maternal family, and deprived of any rights by the caliphate's laws, Cynara was nonetheless protected for many years by her mother. She bears no family name, and was not admitted into the household as a relative, but was tolerated by the disappointed and spiteful grandparents whose considerable wealth bought her as fine an education as could be hoped. Soraya's later marriage to an Ekbirian notable, around Cynara's teen years created a wedge between them; hoping both to protect her daughter, but also to distance her from the new family, Soraya dispatched her illegitamate daughter to a nunnery of the Ladies of Fate, where Cynara began the lengthy training in the priestly devotions of Istus. Wanderlust, curiosity about her origins and about the wider world eventually led the newly minted acolyte to seek adventure abroad. She served as a caravan guard and trained as a fighter on the two-year long pilgrimage to the Central flaeness. At the borders of the Gnarley forest, she discovered that her father had never returned to his village in the woods, and was reputed dead as a wealth-seeking mercenary in skirmishes along the Wild Coast, a meaningless end to a valueless life (or so it seemed to Cynara). Finding herself alone, and in need of a purpose, Cynara spent weeks in feverish prayer. At one point she heard of troubles brewing in the Village of Homlett, and considered this a call to action from her goddess. Would need to change the last sentence, to have her heading to Saltmarsh rather than Homlett
Rolls
Roll 1 - (4d6)
(5234) = 14
Roll2 - (4d6)
(4262) = 14
Roll3 - (4d6)
(6532) = 16
Roll4 - (4d6)
(5612) = 14
Roll5 - (4d6)
(5144) = 14
Roll6 - (4d6)
(1645) = 16
14,13,13,10,16,12
I had an idea for a character, but my rolls don't really support it, so I'm going to have to think of something else. I may just fill in what we need after everyone else has something solid.
Update: I think I'm going to go MONK.
Edit: swapping to elf, rerolling age
Rolls
. - (4d6)
(3561) = 15
. - (4d6)
(6343) = 16
. - (4d6)
(6341) = 14
. - (4d6)
(2441) = 11
. - (4d6)
(5456) = 20
. - (4d6)
(1462) = 13
Age - (3d4+22)
(333) + 22 = 31
starting gold - (2d6)
(41) = 5
age reroll - (5d6+100)
(35441) + 100 = 117
- what multiclassing is allowed for demi-humans
- whether assassins are allowed in general and, if so, whetherthe same party can contain a paladin and an assassin
Multiclassing for demi-humans is, of course, permitted per the OSRIC 2.2 rules.
Can a single party contain both a paladin and an assassin? Wow! I never thought that I would find myself answering that question. Hmm. Ordinarily, I would say no, as the two are diametrically opposed. However... the idea intrigues me. I'm going to dictate that the paladin's deity has ruled that the paladin MUST adventure with this group. He doesn't have to like it, and he doesn't have to approve of the group's methods, but he is stuck as their moral compass. He is expected to lead by example in the hopes of turning them to the path of righteousness.
Also, I am going to allow thieves the use of the short bow because I'm nice that way. However, backstabbing is still melee only!
Greyhawk Deities
Greyhawk Timeline
Races of Greyhawk
Languages of Greyhawk
Map of Greyhawk - 576 CY
The campaign begins in Keoland, in the little village of Saltmarsh. You have been drawn to Saltmarsh by the rumor that the town council there is looking for hardy souls to investigate a haunting...