GeneCortess Character Creation Thread
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Sep 2, 2020 2:30 am
Stats: 3d6x6 for 3 sets.
Stat One: 9, 18, 4, 15, 6, 7 (those are horrible rolls)
Stat Two: 12, 9, 9, 13, 6, 11 (Not great but better)
Stat Three: 6, 12, 11, 13, 8, 8 (Less than great set)
Stat: 0ne - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 - ( 3, 3, 3 ) = 9
3d6 - ( 6, 6, 6 ) = 18
3d6 - ( 2, 1, 1 ) = 4
3d6 - ( 6, 3, 6 ) = 15
3d6 - ( 3, 1, 2 ) = 6
3d6 - ( 4, 1, 2 ) = 7
Stat 2: - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 - ( 2, 6, 4 ) = 12
3d6 - ( 5, 1, 3 ) = 9
3d6 - ( 5, 3, 1 ) = 9
3d6 - ( 3, 6, 4 ) = 13
3d6 - ( 1, 2, 3 ) = 6
3d6 - ( 6, 2, 3 ) = 11
stat 3: - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 - ( 1, 2, 3 ) = 6
3d6 - ( 3, 6, 3 ) = 12
3d6 - ( 1, 6, 4 ) = 11
3d6 - ( 3, 5, 5 ) = 13
3d6 - ( 2, 4, 3 ) = 9
3d6 - ( 1, 3, 4 ) = 8
Stat One: 9, 18, 4, 15, 6, 7 (those are horrible rolls)
Stat Two: 12, 9, 9, 13, 6, 11 (Not great but better)
Stat Three: 6, 12, 11, 13, 8, 8 (Less than great set)
Stat: 0ne - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 - ( 3, 3, 3 ) = 9
3d6 - ( 6, 6, 6 ) = 18
3d6 - ( 2, 1, 1 ) = 4
3d6 - ( 6, 3, 6 ) = 15
3d6 - ( 3, 1, 2 ) = 6
3d6 - ( 4, 1, 2 ) = 7
Stat 2: - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 - ( 2, 6, 4 ) = 12
3d6 - ( 5, 1, 3 ) = 9
3d6 - ( 5, 3, 1 ) = 9
3d6 - ( 3, 6, 4 ) = 13
3d6 - ( 1, 2, 3 ) = 6
3d6 - ( 6, 2, 3 ) = 11
stat 3: - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 - ( 1, 2, 3 ) = 6
3d6 - ( 3, 6, 3 ) = 12
3d6 - ( 1, 6, 4 ) = 11
3d6 - ( 3, 5, 5 ) = 13
3d6 - ( 2, 4, 3 ) = 9
3d6 - ( 1, 3, 4 ) = 8
Last edited September 2, 2020 2:39 am
Rolls
Stat: 0ne - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (333) = 9
3d6 : (666) = 18
3d6 : (211) = 4
3d6 : (636) = 15
3d6 : (312) = 6
3d6 : (412) = 7
Stat 2: - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (264) = 12
3d6 : (513) = 9
3d6 : (531) = 9
3d6 : (364) = 13
3d6 : (123) = 6
3d6 : (623) = 11
stat 3: - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (123) = 6
3d6 : (363) = 12
3d6 : (164) = 11
3d6 : (355) = 13
3d6 : (243) = 9
3d6 : (134) = 8
Sep 2, 2020 3:11 am
So that is:
Character 1: 9 STR (+0), 18 INT (+3 Lang), 4 WIS (-2), 15 DEX (+1), 6 CON (-1), 7 CHA (-1): Fighter, Wizard, Thief, Elf
Character 2: 12 STR (+0), 9 INT (+0), 9 WIS (+0), 13 DEX (+1), 6 CON (-1), 11 CHA (+0): Fighter, Wizard, Thief, Elf
Character 3: 6 STR (-1), 12 INT (+0), 11 WIS (+0), 13 DEX (+1), 8 CON (-1), 8 CHA (-1): Cleric, Wizard, Thief, Elf
Character one would Wizard, Thief, or Elf assuming the 4 WIS, 6 CON, and 7 CHA doesn't hurt.
Character two is really only good thief or possibly an elf and suffers 6 CON
Character three as a thief or elf and suffers 6 STR and min 8 CON and 8 CHA.
Lovely sets and The Temple of Elemental Evil is known to be mean I think.
I would say a Thief is best option. And that would be Character 1 with lots of penalties or Character 2 with just a loss on CON but both all three characters have that.
STR Modifiers
6–8 –1 1-in-6
9–12 None 2-in-6
INT Modifiers
9–12 Native Literate
13–15 Native + 1 additional Literate
16–17 Native + 2 additional Literate
18 Native + 3 additional Literate
WIS Modifiers
4–5 –2
6–8 –1
9–12 None
DEX Modifiers
13–15 +1 +1 +1
CON Modifiers
6–8 –1
CHA Modifiers
6–8 –1 3 6
9–12 None 4 7
Character 1: 9 STR (+0), 18 INT (+3 Lang), 4 WIS (-2), 15 DEX (+1), 6 CON (-1), 7 CHA (-1): Fighter, Wizard, Thief, Elf
Character 2: 12 STR (+0), 9 INT (+0), 9 WIS (+0), 13 DEX (+1), 6 CON (-1), 11 CHA (+0): Fighter, Wizard, Thief, Elf
Character 3: 6 STR (-1), 12 INT (+0), 11 WIS (+0), 13 DEX (+1), 8 CON (-1), 8 CHA (-1): Cleric, Wizard, Thief, Elf
Character one would Wizard, Thief, or Elf assuming the 4 WIS, 6 CON, and 7 CHA doesn't hurt.
Character two is really only good thief or possibly an elf and suffers 6 CON
Character three as a thief or elf and suffers 6 STR and min 8 CON and 8 CHA.
Lovely sets and The Temple of Elemental Evil is known to be mean I think.
I would say a Thief is best option. And that would be Character 1 with lots of penalties or Character 2 with just a loss on CON but both all three characters have that.
STR Modifiers
6–8 –1 1-in-6
9–12 None 2-in-6
INT Modifiers
9–12 Native Literate
13–15 Native + 1 additional Literate
16–17 Native + 2 additional Literate
18 Native + 3 additional Literate
WIS Modifiers
4–5 –2
6–8 –1
9–12 None
DEX Modifiers
13–15 +1 +1 +1
CON Modifiers
6–8 –1
CHA Modifiers
6–8 –1 3 6
9–12 None 4 7
Last edited September 2, 2020 3:37 am
Sep 2, 2020 5:03 am
Character One: 18, 15, 9, 7, 6, 4
Character Two: 13, 12, 11, 9, 9, 6
Character Three: 13, 12, 11, 8, 8, 6
Have to think about this now harder... :)
Character Two: 13, 12, 11, 9, 9, 6
Character Three: 13, 12, 11, 8, 8, 6
Have to think about this now harder... :)
Sep 2, 2020 8:06 am
This is where I'm at.
[ +- ] Character so far.
Player: Gene Cortess
Character:
Class: Male Elf (Veteran-Medium)
EXP: 0 (Next Level: 4,000) 10% Bonus (Automatically Levels)
Languages: Common, Alignment, elf, gnoll, hobgoblin, orc
15 STR +1 to Hit, +1 to Damage, +1 to Open Doors
9 DEX None
6 CON -1 HP
18 INT +3 Extra Languages
7 WIS -1 Magic Based Saving Throws
4 CHA -1 Reactions, 2 Max Retainers, 5 Moral for Retainers
12 Death Ray or Poison
13 Magic Wands
13 Paralysis or Turn to Stone
15 Dragon Breath
15 Rods, Staves, or Spells
HP 5
1 Spell
Armor: Any
Shield: Any
Weapons: Any
Vision: I have Infravision in addition to normal sight and can see 60’ in the dark. Infravision is the ability to see heat (and the lack of heat). Normal and magical light makes infravision useless. With infravision, warm things seem red, and cold things seem blue.
Detection: I can find secret and hidden doors better than other characters. If I want to search for hidden doors in an area, tell your Dungeon Master. The DM will roll 1d6, and a result of 1 or 2 will indicate success if there is a door to be found. I may check once for each door. I must tell your DM if I want to look for anything; the detection is never automatic.
Immunity to Ghoul Paralysis: I'm naturally immune to the paralyzing attacks of ghouls.
Character:
Class: Male Elf (Veteran-Medium)
EXP: 0 (Next Level: 4,000) 10% Bonus (Automatically Levels)
Languages: Common, Alignment, elf, gnoll, hobgoblin, orc
15 STR +1 to Hit, +1 to Damage, +1 to Open Doors
9 DEX None
6 CON -1 HP
18 INT +3 Extra Languages
7 WIS -1 Magic Based Saving Throws
4 CHA -1 Reactions, 2 Max Retainers, 5 Moral for Retainers
12 Death Ray or Poison
13 Magic Wands
13 Paralysis or Turn to Stone
15 Dragon Breath
15 Rods, Staves, or Spells
HP 5
1 Spell
Armor: Any
Shield: Any
Weapons: Any
Vision: I have Infravision in addition to normal sight and can see 60’ in the dark. Infravision is the ability to see heat (and the lack of heat). Normal and magical light makes infravision useless. With infravision, warm things seem red, and cold things seem blue.
Detection: I can find secret and hidden doors better than other characters. If I want to search for hidden doors in an area, tell your Dungeon Master. The DM will roll 1d6, and a result of 1 or 2 will indicate success if there is a door to be found. I may check once for each door. I must tell your DM if I want to look for anything; the detection is never automatic.
Immunity to Ghoul Paralysis: I'm naturally immune to the paralyzing attacks of ghouls.
Sep 3, 2020 4:32 am
Game tells me that you need to give me 2 level 1 spells for my spell book?
Need info on my Elven Clan too?
I have 3 additional languages to choose. Currently I have Common, Alignment, Elf, Gnoll, Hobgoblin, Orc. What would be appropriate languages to pick for the additional 3?
How much gold does an Elf receive starting?
Player: Gene Cortess
Character: Selvam
Class: Male Elf (Veteran-Medium)
EXP: 0 (Next Level: 4,000) 10% Bonus (Automatically Levels) Max Level: 10
Alignment:
Languages: Common, Alignment, Elf, Gnoll, Hobgoblin, Orc (3 Additional ? )
15 STR +1 to Hit, +1 to Damage, +1 to Open Doors
9 DEX None
6 CON -1 HP
18 INT +3 Extra Languages
7 WIS -1 Magic Based Saving Throws
4 CHA -1 Reactions, 2 Max Retainers, 5 Moral for Retainers
12 Death Ray or Poison
13 Magic Wands
13 Paralysis or Turn to Stone
15 Dragon Breath
15 Rods, Staves, or Spells
Note: -1 Magic Based Saving Throws
5 HP (5 HP Left) Original HP: 6, (-1 CON)
20 THAC0: +1 to Hit, +1 to Damage
AC:
120 SPEED:
INIT:
COMBAT:
Note: An elf may "set" a spear against charge attacks, and (when mounted) may charge with a lance.
1 Spell Slot:
Armor: Any
Shield: Any
Weapons: Any
Vision: I have Infravision in addition to normal sight and can see 60’ in the dark. Infravision is the ability to see heat (and the lack of heat). Normal and magical light makes infravision useless. With infravision, warm things seem red, and cold things seem blue.
Detection: I can find secret and hidden doors better than other characters. If I want to search for hidden doors in an area, tell your Dungeon Master. The DM will roll 1d6, and a result of 1 or 2 will indicate success if there is a door to be found. I may check once for each door. I must tell your DM if I want to look for anything; the detection is never automatic.
Immunity to Ghoul Paralysis: I'm naturally immune to the paralyzing attacks of ghouls.
GEAR:
Spellbook: 2 spells?
____________________________________________________________________
Elf Description: An elf is slender and graceful, with delicate features and pointed ears. An elf is 5' to 5'2", and weighs about 120#. Elves are fascinated by magic and never grow tired of collecting spells and magic items, especially if the items are beautifully crafted.
Note: Elves only hire elves as mercenaries, although specialists and retainers of any race may be employed.
Clans: The demi-human races of dwarves, elves, and halflings have a different way of life than humans. They usually live longer, have a stricter way of life, and find security
in large family groups called Clans. A Clan may include several hundred demi-humans! The head of the Clan is always the oldest member, male or female. Day-to-day tasks are usually done by those best suited to do them. Unlike many human communities, few demi-humans are lazy; everyone has a job, with clan duties and responsibilities, and "goofing off" is nearly unthinkable! Many other aspects of demi-human family life (such as marriage customs, moiety, industry, clan-to-clan relations, and so forth) may be developed as needed. Your local library should have several books on human clans, which can be used for guidelines. See Followers and Strongholds for additional information. Elves and dwarves don’t usually like each other. This dislike usually surfaces as verbal battles, rather than physical. Both get along fairly well with halflings. All demihumans cooperate with humans; though men can be dangerous, they are also trustworthy and have many good points (as short-lived races go).
Spell Books: The spell book is a large bulky thing, and cannot be easily carried. A spell book is about 2 feet square, 2-6 inches thick, and weighs at least 20 pounds. It will not fit inside a normal sack of any size, but may be carried in a backpack or saddlebag.
They will not affect most games. Different magic-users often have different spells in their books. For example, you might start with the Read Magic and Sleep spells, and find another magic-user who knows Read Magic and Magic Missile. But magic-users never trade spells, nor do they ever allow anyone (except their teachers) to read
their spell books. The risk of losing the book or having it damaged, is too great.
If a magic-user’s book is lost, the character cannot memorize any spells to cast! One magical treasure which may be found during an adventure is a magic scroll. Some scrolls contain magic-user spells. If a new spell is found on a scroll, it may be added to the magic-user’s book - but this can only be done once for each scroll spell, and uses up the scroll in the process. If the spell is of too high a level to be cast, it cannot be put into the book.
A spell on a scroll may be saved, to be put into a book at a future time. It may also be carried during adventures, to be cast as needed. Any magic-user can cast a spell found on a scroll as if it were memorized, regardless of the level of the
spell. If the spell is cast, it disappears from the scroll.
Learning Spells: To learn a spell, the magic-user must be completely rested. A good night’s sleep is enough. The character then gets out the spell book and studies the spells to be used, which takes an hour or less. The character is then ready for adventure, and is able to cast the spell or spells studied.
I must be able to gesture and speak without interruption to cast a spell. While casting a spell, I must concentrate, and may not move. A spell cannot be cast while the character is walking or running. If I'm disturbed while casting a spell, the spell will be ruined, and will still be "erased," just as if it had been cast.
Types of Spells: Most spells have an effect that lasts for a given time. For example, a Magic Missile spell creates a glowing arrow that follows the magic-user around, either until it is shot or until a turn passes (10 minutes).
However, some higher level spells may have "instant" duration. A Fire Ball spell creates an explosion which causes damage. The damage remains until cured, but the spell itself only lasts part of a second, much less than a round.
Saving throws vs. Spells: Many spells only have full effect if the victim fails a Saving Throw (vs. spells). If a Saving Throw is allowed, it is mentioned in the spell description.
Need info on my Elven Clan too?
I have 3 additional languages to choose. Currently I have Common, Alignment, Elf, Gnoll, Hobgoblin, Orc. What would be appropriate languages to pick for the additional 3?
How much gold does an Elf receive starting?
[ +- ] currernt character

Player: Gene Cortess
Character: Selvam
Class: Male Elf (Veteran-Medium)
EXP: 0 (Next Level: 4,000) 10% Bonus (Automatically Levels) Max Level: 10
Alignment:
Languages: Common, Alignment, Elf, Gnoll, Hobgoblin, Orc (3 Additional ? )
15 STR +1 to Hit, +1 to Damage, +1 to Open Doors
9 DEX None
6 CON -1 HP
18 INT +3 Extra Languages
7 WIS -1 Magic Based Saving Throws
4 CHA -1 Reactions, 2 Max Retainers, 5 Moral for Retainers
12 Death Ray or Poison
13 Magic Wands
13 Paralysis or Turn to Stone
15 Dragon Breath
15 Rods, Staves, or Spells
Note: -1 Magic Based Saving Throws
5 HP (5 HP Left) Original HP: 6, (-1 CON)
20 THAC0: +1 to Hit, +1 to Damage
AC:
120 SPEED:
INIT:
COMBAT:
Note: An elf may "set" a spear against charge attacks, and (when mounted) may charge with a lance.
1 Spell Slot:
Armor: Any
Shield: Any
Weapons: Any
Vision: I have Infravision in addition to normal sight and can see 60’ in the dark. Infravision is the ability to see heat (and the lack of heat). Normal and magical light makes infravision useless. With infravision, warm things seem red, and cold things seem blue.
Detection: I can find secret and hidden doors better than other characters. If I want to search for hidden doors in an area, tell your Dungeon Master. The DM will roll 1d6, and a result of 1 or 2 will indicate success if there is a door to be found. I may check once for each door. I must tell your DM if I want to look for anything; the detection is never automatic.
Immunity to Ghoul Paralysis: I'm naturally immune to the paralyzing attacks of ghouls.
GEAR:
Spellbook: 2 spells?
____________________________________________________________________
Elf Description: An elf is slender and graceful, with delicate features and pointed ears. An elf is 5' to 5'2", and weighs about 120#. Elves are fascinated by magic and never grow tired of collecting spells and magic items, especially if the items are beautifully crafted.
Note: Elves only hire elves as mercenaries, although specialists and retainers of any race may be employed.
Clans: The demi-human races of dwarves, elves, and halflings have a different way of life than humans. They usually live longer, have a stricter way of life, and find security
in large family groups called Clans. A Clan may include several hundred demi-humans! The head of the Clan is always the oldest member, male or female. Day-to-day tasks are usually done by those best suited to do them. Unlike many human communities, few demi-humans are lazy; everyone has a job, with clan duties and responsibilities, and "goofing off" is nearly unthinkable! Many other aspects of demi-human family life (such as marriage customs, moiety, industry, clan-to-clan relations, and so forth) may be developed as needed. Your local library should have several books on human clans, which can be used for guidelines. See Followers and Strongholds for additional information. Elves and dwarves don’t usually like each other. This dislike usually surfaces as verbal battles, rather than physical. Both get along fairly well with halflings. All demihumans cooperate with humans; though men can be dangerous, they are also trustworthy and have many good points (as short-lived races go).
Spell Books: The spell book is a large bulky thing, and cannot be easily carried. A spell book is about 2 feet square, 2-6 inches thick, and weighs at least 20 pounds. It will not fit inside a normal sack of any size, but may be carried in a backpack or saddlebag.
They will not affect most games. Different magic-users often have different spells in their books. For example, you might start with the Read Magic and Sleep spells, and find another magic-user who knows Read Magic and Magic Missile. But magic-users never trade spells, nor do they ever allow anyone (except their teachers) to read
their spell books. The risk of losing the book or having it damaged, is too great.
If a magic-user’s book is lost, the character cannot memorize any spells to cast! One magical treasure which may be found during an adventure is a magic scroll. Some scrolls contain magic-user spells. If a new spell is found on a scroll, it may be added to the magic-user’s book - but this can only be done once for each scroll spell, and uses up the scroll in the process. If the spell is of too high a level to be cast, it cannot be put into the book.
A spell on a scroll may be saved, to be put into a book at a future time. It may also be carried during adventures, to be cast as needed. Any magic-user can cast a spell found on a scroll as if it were memorized, regardless of the level of the
spell. If the spell is cast, it disappears from the scroll.
Learning Spells: To learn a spell, the magic-user must be completely rested. A good night’s sleep is enough. The character then gets out the spell book and studies the spells to be used, which takes an hour or less. The character is then ready for adventure, and is able to cast the spell or spells studied.
I must be able to gesture and speak without interruption to cast a spell. While casting a spell, I must concentrate, and may not move. A spell cannot be cast while the character is walking or running. If I'm disturbed while casting a spell, the spell will be ruined, and will still be "erased," just as if it had been cast.
Types of Spells: Most spells have an effect that lasts for a given time. For example, a Magic Missile spell creates a glowing arrow that follows the magic-user around, either until it is shot or until a turn passes (10 minutes).
However, some higher level spells may have "instant" duration. A Fire Ball spell creates an explosion which causes damage. The damage remains until cured, but the spell itself only lasts part of a second, much less than a round.
Saving throws vs. Spells: Many spells only have full effect if the victim fails a Saving Throw (vs. spells). If a Saving Throw is allowed, it is mentioned in the spell description.
Last edited September 3, 2020 6:49 am
Sep 3, 2020 8:25 pm
I added the full list of Magic-User Spells to the Character Creation thread, as well as the description pages for all 1st level spells. Rather than rolling randomly or choosing for the player, I like to let my players pick their own spells. As a level 1 elf though, you should only have 1 spell written in your spellbook, though.
Here's a list of languages you may chose from...
Here's a list of languages you may chose from...
Sep 4, 2020 1:20 am
Starting Gold: 160gp.. Nice.. Woot
Last edited September 4, 2020 1:21 am
Rolls
Starting gold 3d6x10 - (3d6)
(646) = 16
Sep 4, 2020 2:52 am
Nearly completed. Just need to deal with spellbook mostly. Some info about Elven Clans would be good too.
Player: Gene Cortess
Character: Selvam
Class: Male Elf (Veteran-Medium)
EXP: 0 (Next Level: 4,000) 10% Bonus (Automatically Levels) Max Level: 10
Alignment:
Languages: Alignment, Common, Dwarven, Elf, Goblin, Gnoll, Hobgoblin, Kobold, Orc)
15 STR +1 to Hit, +1 to Damage, +1 to Open Doors, +200ec
9 DEX None
6 CON -1 HP
18 INT +3 Extra Languages
7 WIS -1 Magic Based Saving Throws
4 CHA -1 Reactions, 2 Max Retainers, 5 Moral for Retainers
12 Death Ray or Poison
13 Magic Wands
13 Paralysis or Turn to Stone
15 Dragon Breath
15 Rods, Staves, or Spells
Note: -1 Magic Based Saving Throws
5 HP (5 HP Left) Original HP: 6, (-1 CON)
20 THAC0: +1 to Hit, +1 to Damage
2 AC: 3 AC Plate Mail Armor, -1 AC Shield
90' SPEED: 727.1ec
INIT:
COMBAT:
Normal Sword 1d8 Damage
Dagger 1d4 Damage
Longbow 70', 140', 210'
20 Arrow 1d6 Damage
Note: I may "set" a spear against charge attacks, and (when mounted) may charge with a lance.
1 Spell Slot:
Armor: Any
Shield: Any
Weapons: Any
Vision: I have Infravision in addition to normal sight and can see 60’ in the dark. Infravision is the ability to see heat (and the lack of heat). Normal and magical light makes infravision useless. With infravision, warm things seem red, and cold things seem blue.
Detection: I can find secret and hidden doors better than other characters. If I want to search for hidden doors in an area, tell your Dungeon Master. The DM will roll 1d6, and a result of 1 or 2 will indicate success if there is a door to be found. I may check once for each door. I must tell your DM if I want to look for anything; the detection is never automatic.
Immunity to Ghoul Paralysis: I'm naturally immune to the paralyzing attacks of ghouls.
GEAR:
Plate Mail Armor (3 AC, 60gp, 500ec)
Shield (-1 AC, 10gp, 100ec)
Waterskin (1gp, 5ec)
Normal Sword (10gp, 60ec)
Dagger (3gp, 10ec)
Longbow (40gp, 30ec)
20 Arrow & Quiver (5gp, 0ec)
Backpack (5gp,20ec): Large Sack (2gp, 5ec), Tinder Box (3gp, 5ec), Spellbook (0gp, 200ec): 2 spells?
21gp (2.1ec) in pockets
Total Encumbrance: 927.1ec - 200ec = 727.1ec (90' movement)
Encumbrance chart: Range, Normal Speed, Encounter Speed, Running Speed
up to 400ec 120', 40', 120'
401ec to 800ec 90', 30', 90'
801ec to 1200ec 60', 20', 60'
1201ec to 1600ec 30', 10', 30'
1601ec to 2400ec 15', 5', 15'
[b]2401ec and More /b] 0', 0', 0'
[ +- ] Current Copy

Player: Gene Cortess
Character: Selvam
Class: Male Elf (Veteran-Medium)
EXP: 0 (Next Level: 4,000) 10% Bonus (Automatically Levels) Max Level: 10
Alignment:
Languages: Alignment, Common, Dwarven, Elf, Goblin, Gnoll, Hobgoblin, Kobold, Orc)
15 STR +1 to Hit, +1 to Damage, +1 to Open Doors, +200ec
9 DEX None
6 CON -1 HP
18 INT +3 Extra Languages
7 WIS -1 Magic Based Saving Throws
4 CHA -1 Reactions, 2 Max Retainers, 5 Moral for Retainers
12 Death Ray or Poison
13 Magic Wands
13 Paralysis or Turn to Stone
15 Dragon Breath
15 Rods, Staves, or Spells
Note: -1 Magic Based Saving Throws
5 HP (5 HP Left) Original HP: 6, (-1 CON)
20 THAC0: +1 to Hit, +1 to Damage
2 AC: 3 AC Plate Mail Armor, -1 AC Shield
90' SPEED: 727.1ec
INIT:
COMBAT:
Normal Sword 1d8 Damage
Dagger 1d4 Damage
Longbow 70', 140', 210'
20 Arrow 1d6 Damage
Note: I may "set" a spear against charge attacks, and (when mounted) may charge with a lance.
1 Spell Slot:
Armor: Any
Shield: Any
Weapons: Any
Vision: I have Infravision in addition to normal sight and can see 60’ in the dark. Infravision is the ability to see heat (and the lack of heat). Normal and magical light makes infravision useless. With infravision, warm things seem red, and cold things seem blue.
Detection: I can find secret and hidden doors better than other characters. If I want to search for hidden doors in an area, tell your Dungeon Master. The DM will roll 1d6, and a result of 1 or 2 will indicate success if there is a door to be found. I may check once for each door. I must tell your DM if I want to look for anything; the detection is never automatic.
Immunity to Ghoul Paralysis: I'm naturally immune to the paralyzing attacks of ghouls.
GEAR:
Plate Mail Armor (3 AC, 60gp, 500ec)
Shield (-1 AC, 10gp, 100ec)
Waterskin (1gp, 5ec)
Normal Sword (10gp, 60ec)
Dagger (3gp, 10ec)
Longbow (40gp, 30ec)
20 Arrow & Quiver (5gp, 0ec)
Backpack (5gp,20ec): Large Sack (2gp, 5ec), Tinder Box (3gp, 5ec), Spellbook (0gp, 200ec): 2 spells?
21gp (2.1ec) in pockets
Total Encumbrance: 927.1ec - 200ec = 727.1ec (90' movement)
Encumbrance chart: Range, Normal Speed, Encounter Speed, Running Speed
up to 400ec 120', 40', 120'
401ec to 800ec 90', 30', 90'
801ec to 1200ec 60', 20', 60'
1201ec to 1600ec 30', 10', 30'
1601ec to 2400ec 15', 5', 15'
[b]2401ec and More /b] 0', 0', 0'
Sep 4, 2020 4:17 pm
I don't have a ton of info on Elven Clans, as they don't really get too much into that in the B/X rules:
I did find this online regarding the clans of the Gnarley Forrest (https://post-greyhawk-wars-585-cy.obsidianportal.com/wikis/races-of-the-gnarley-forest).
In the Gnarley as a whole, there are some 7,500 sylvan elves. They live in small, secluded communities, usually in tree houses 30-50 feet above the forest floor. They are divided predominantly into four clans, and clan allegiances are a source of pride and a badge of honor.
Clan Sherendyl: This clan has a reputation for producing the finest Elven warriors. Sherendyl elves are blunt, pragmatic, and to-the-point in dealing with outsiders. They respect the rangers of the Gnarley, and Ranger Knights meet with the clan elders once a year or so to exchange information and greetings.
Clan Meldarin: Meldarin elves are renowned for their bowmanship, and in many ways are the most completely adapted to their life and home. A Meldarin elf is said to be able to predict the weather a week ahead simply by inspecting moss on an ipp tree. This clan has the highest proportion of half-elves, and is the friendliest toward humans and gnomes. Many of this clan reveres Ehlonna in addition to the Elven Powers.
Clan Fealefel: This clan is ruled by a Council of Wizards five strong, and has always produced more wizards than the other clans. Fealefel elves are quiet folk, studious and graver than most of their kind, but make utterly implacable enemies. They have some social customs that are unusual among elves, such as arranged marriages and ritualized rites-of-passage ceremonies.
Clan Enlanefel: This small clan comprises no more than 7% of the total Elven numbers, yet is always deferred to. Enlanefel elves are seers, mystics and loremasters. They do not seek temporal power or authority, but are the major guardians of Elven secrets.
Clans do not usually live separately, preferring mixed communities. All the Gnarley elves have a preference for Celene over Greyhawk, and those who live beyond Celene’s borders pass on information about events in the forest (and beyond) to Celene’s rulers. Thus, humans in general (and the militia in particular) are somewhat distrustful of elves, or at least keep their lips pursed in the presence of a wood elf. Elves to not often share their communities with humans, and guard the borders of their territories.
I don't think there is any difference, mechanically speaking, and you're free to choose something else or make something up as well.
I did find this online regarding the clans of the Gnarley Forrest (https://post-greyhawk-wars-585-cy.obsidianportal.com/wikis/races-of-the-gnarley-forest).
In the Gnarley as a whole, there are some 7,500 sylvan elves. They live in small, secluded communities, usually in tree houses 30-50 feet above the forest floor. They are divided predominantly into four clans, and clan allegiances are a source of pride and a badge of honor.
Clan Sherendyl: This clan has a reputation for producing the finest Elven warriors. Sherendyl elves are blunt, pragmatic, and to-the-point in dealing with outsiders. They respect the rangers of the Gnarley, and Ranger Knights meet with the clan elders once a year or so to exchange information and greetings.
Clan Meldarin: Meldarin elves are renowned for their bowmanship, and in many ways are the most completely adapted to their life and home. A Meldarin elf is said to be able to predict the weather a week ahead simply by inspecting moss on an ipp tree. This clan has the highest proportion of half-elves, and is the friendliest toward humans and gnomes. Many of this clan reveres Ehlonna in addition to the Elven Powers.
Clan Fealefel: This clan is ruled by a Council of Wizards five strong, and has always produced more wizards than the other clans. Fealefel elves are quiet folk, studious and graver than most of their kind, but make utterly implacable enemies. They have some social customs that are unusual among elves, such as arranged marriages and ritualized rites-of-passage ceremonies.
Clan Enlanefel: This small clan comprises no more than 7% of the total Elven numbers, yet is always deferred to. Enlanefel elves are seers, mystics and loremasters. They do not seek temporal power or authority, but are the major guardians of Elven secrets.
Clans do not usually live separately, preferring mixed communities. All the Gnarley elves have a preference for Celene over Greyhawk, and those who live beyond Celene’s borders pass on information about events in the forest (and beyond) to Celene’s rulers. Thus, humans in general (and the militia in particular) are somewhat distrustful of elves, or at least keep their lips pursed in the presence of a wood elf. Elves to not often share their communities with humans, and guard the borders of their territories.
I don't think there is any difference, mechanically speaking, and you're free to choose something else or make something up as well.
Sep 5, 2020 5:37 pm
I posted something today on the OOC thread about allowing Magic-Users/Elves to have two 1st Level spells at startup. Let me know what you think.
Sep 7, 2020 4:57 am
Yes. Isn't necessary for me. I'm well aware that I have infravision and that light alone does mess it up.
Sep 7, 2020 7:24 am
You can always blind an enemy with it, although reversing it is more effective since dark has a radius effect.
Last edited September 7, 2020 7:25 am
Sep 7, 2020 4:25 pm
Smiles. It has it's uses as a weapon as well as a utility.
OOC:
Question for GM: Does the sudden appears of light blind those uses infravision at the moment? Or do they adjust immediately?Sep 8, 2020 4:00 am
From B/X Essentials:
All non-human monsters and many demi-human races have infravision. Characters who have infravision can see the heat energy that radiates off of living things. Generally, living things will be visible as bright tones, while cool items are grey and very cold objects are black. It is not possible to read in the dark with infravision, because fine detail cannot be perceived.
Infravision works within a limited range (60’ for monsters) and only functions in darkness. Visible light (normal or magical) and large heat sources will disrupt it."
Quote:
InfravisionAll non-human monsters and many demi-human races have infravision. Characters who have infravision can see the heat energy that radiates off of living things. Generally, living things will be visible as bright tones, while cool items are grey and very cold objects are black. It is not possible to read in the dark with infravision, because fine detail cannot be perceived.
Infravision works within a limited range (60’ for monsters) and only functions in darkness. Visible light (normal or magical) and large heat sources will disrupt it."