Character Generation Thread
It's a WITCH!
In any case, I should have a sheet ready by tonight :D
Brash Temperament (Child)
You are defiant and brazen when facing even the largest opponents.
Prerequisite: Intimidate 1 rank.
Benefit: You gain a +2 bonus on Intimidate skill checks and are considered one size category larger when determining size-based bonuses and penalties to Intimidate checks. In addition, the DC to demoralize you increases by +2.
Maturation:You may learn Skill Focus with any Charisma-based skill in place of this feat.
Maturation comes into play when you have aged out of the child category (at young adult status). At that time, you may swap this feat for Skill Focus with any Charisma-based skill.
Edit: Whoops! I see I didn't roll for L2 HP yet. Here goes...
Rolls
Trig's level 2 HP - (1d6+4)
(3) + 4 = 7
Rolls
Hit Points 1d8 - 1(CON) - (1d8-1)
(5) - 1 = 4
Basically, I only let her roll for the skills she had proficiency in and I rolled her at the base level they would have been rolled at without proficiency. Anything I didn’t chose proficiency in, I wasn’t considering it a skill she could even do. I so dumb. -__-
I only realize this because setting up an external sheet was giving me access to values in other skills that I have not been using.
You may play an aasimar, human, dwarf, elf, gnome, goblin, half-elf, half-orc, halfling, orc, or tiefling. Other races simply do not fit the theme of this campaign. For purposes of this campaign, you may alter any of these races as desired with optional racial traits for the race in question.
CLASSES
You may play alchemists, arcanists, barbarians (unchained), bards, bloodragers, brawlers, cavaliers, clerics, druids, fighters, gunslingers, hunters, inquisitors, investigators, kineticists, magi, mediums, mesmerists, monks (unchained), ninja, occultists, oracles, paladins, psychics, rangers, rogues (unchained), samurai, shamans, skalds, slayers, sorcerers, spiritualists, summoners (unchained), swashbucklers, vigilanties, warpriests, witches, or wizards. Age does not prohibit choice of class. All characters begin at 1st level with maximum hit points for their class and Constitution scores.
ABILITY GENERATION
Ability scores are generated by rolling 4d6 six times and arranging them as desired. Once your scores are placed, apply the stat modifications given below for your chosen race. All characters then receive +2 Dexterity, -2 Strength, -2 Constitution, and -2 Wisdom age modifiers.
LANGUAGES
As this is the Forgotten Realms, consider additional human languages appropriate to your character's origins. For example, those from Calimshan often speak Alzehdo, Thorass (Auld common), and Auran, where characters hailing from Waterdeep might be fluent in Illuskan, Chonadathan, and/or Thorass.
NOBILITY
If you desire to play the child of a human noble family of Waterdeep, you have plenty of choices: https://forgottenrealms.fandom.com/wiki/Nobility_of_Waterdeep and this may affect your choice of skills.
TIMEFRAME
Play begins in Waterdeep, c. 1370 DR.
DEITIES
We will be using Forgotten Realms deities. A fairly complete list is at https://forgottenrealms.fandom.com/wiki/Faer%C3%BBnian_pantheon. For domains, just try to match them up to the 3rd edition domains for the deity in question as best you can. Ask me if you need some assistance.
MONEY
Money is determined randomly, based on class. Even the child of a noble family might not necessarily be rich, and a street urchin could have come into an unexpected windfall.
Rolls
Rolling stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (3251) = 11
4d6 : (6121) = 10
4d6 : (1555) = 16
4d6 : (4121) = 8
4d6 : (5436) = 18
4d6 : (2153) = 11

Rolls
Stats - (4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3)
4d6h3 : (5445) = 14
4d6h3 : (5141) = 10
4d6h3 : (1453) = 12
4d6h3 : (1513) = 9
4d6h3 : (5664) = 17
4d6h3 : (4525) = 14
Hp (L2-3) - (2d10)
(51) = 6
Starting Gold - (5d6)
(32334) = 15
Rolls
Attribute - (4d6h3)
(4632) = 13
Attribute - (4d6h3)
(2132) = 7
Attribute - (4d6h3)
(2512) = 9
Attribute - (4d6h3)
(4616) = 16
Attribute - (4d6h3)
(2363) = 12
Attribute - (4d6h3)
(3413) = 10
The Lord Justice bade them return the girl to her home, but when they mentioned the note, he assigned a paladin named Tarna to accompany them. At the child's home, they find her mother and father have been killed and the house ransacked. They agree to continue to investigate and follow the trail to Dock Ward and a warehouse. There, they overhear three men and a woman discussing the murder of Anywn's parents and plans to acquire the girl and take her to Longsaddle. The woman and one of the men make good their escape, but one is killed and another is captured. Questioning the captive, the heroes find they are working for the Xanathar (a boogieman figure in Waterdeep, a crimelord about whom little is known for certain).
Leaving the girl in the care of the Hall of Justice, they follow the trail to the sewers, where they discover a secret lair of thieves. They are currently infiltrating the lair and have just about finished their investigation.
Rolls
extra hp level 2+3 - (2d8)
(43) = 7
rolling coins 4d6x10gp - (4d6)
(5652) = 18
I'm thickening she started out as an informant for a member of the lord's alliance.
What are your ideas?
If the group needs a healer, I'm also happy to play a cleric. I don't mind.
Also, I want to confirm, we're starting at level 2? I ask because it says level one in the quoted text above, but I saw someone adding HP for level 2.
Rolls
Starting gold - (3d6x10)
(146) + 10 = 21