GeneCortess Character Creation Thread

Sep 1, 2020 7:41 pm
This thread is for GeneCortess's character creation.
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
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
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... :)
Sep 2, 2020 8:06 am
This is where I'm at.
[ +- ] Character so far.
Sep 3, 2020 3:54 am
Looks alright so far, but give yourself max HP at 1st Level.
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?
[ +- ] currernt character
Last edited September 3, 2020 6:49 am
Sep 3, 2020 4:24 pm
Starting gold is 3d6x10
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...
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.
[ +- ] Current Copy
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.
Sep 5, 2020 12:31 am
I think that is all and looking good.
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 6, 2020 10:08 pm
I will pick up read magic and light.
Sep 7, 2020 3:22 am
Light for a character that can see in the dark?
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:
Quote:
Infravision
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."

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