Character creation rules

Set up rules and game background information.
Post Reply
User avatar
GM Fenrir
Game Master
Posts: 149
Joined: Thu Apr 21, 2011 11:22 pm
Location: a world near you..

Character creation rules

Post by GM Fenrir »

I borrowed a HUGE chunk of this from the existing forum game set up rules here, so thank you to all the work that went into this prior. I have made changes as I needed to for my game, but it will be quite familiar to some of you otherwise.

The game will use a modified version of 2nd Edition AD&D using the Skills & Powers options. You'll be using point pools to make your characters. No random rolling of dice will be involved.

PC's can be any class or subclass if they meet the Stat-Minimums for that class. The only limitation is those classes where Alignment is an issue. You won't find any Paladin/Druid combination in this game!

Thus unusual classes are available to players. A dwarf could be mage for instance. Demi-humans can be paladins, and gnomes can be invokers.

Humans can freely advance in as many as two classes at the same time. Demi-Humans can advance in as many as three classes. Single classed characters are more specialized in their class and those with multiple classes are more generalists. There is no level advancement limits.

Characters can only have one class from each of the four main class groupings: Warriors, Wizards, Priests, and Rogues. So you won't find any Bard/Thief's or Ranger/Paladins.

Psionics, for the most part, are not used in this game.

Players have 5,000 XP's to purchase their starting classes. These points can be spent in any manner or in any ratio that they choose. It is possible to advance to a certain point in one class and then never spend any more XP's on it again. However, you must reach at least 2nd level in all classes before you stop gaining XP's in that class.

All the classes in the Players Handbook (PHB for short) are available. All the various sub-classes presented in the Players Option: Spells & Magic (PO: S&M for short) are available.

The number of points to spend to build your character's classes varies from class to class. Let me know what class(es) you are interested in and I'll send you the pertinent data. The majority of the class building tables can be found in Player's Option: Skills & Powers (PO: S&P for short).

CLASS SPECIFIC NOTES

Bards:

There is no limit to the number of spells a Bard can learn. However they are limited by the number of spells they can hold in memory.

Following is the number of spells a Bard starts out with. They are automatically learned and require no learning roll. A bard can also make use of the Spells from the Bard's Handbook.

2nd level: 3 1st level spells
3rd level: 6 2st level spells


Mages:

There is no limit to the number of spells a mage can learn. They are still limited by how many spells they can memorize at one time. Mage spells are drawn from a very wide number of sources include PHB, PO: S&M, the Tome of Magic (TOM for short), the Wizard's Handbook (WHB for short), and the Wizard's Spell Compendium (WSC for short).

Starting Spells can only be selected from the PHB and they are automatically known to the character. No attempt to learn roll is required.

The number of starting spells for a new mage is as follows:

1st level: 3 1st level spells
2nd level: 6 1st level spells
3rd level: 6 1st level spells, 3 2nd level spells


Paladins:

All Paladins serve a specific god and each god offers some different abilities to the Paladin. Contact me with which god you are interested in and I'll send you the particulars of that deity. The Paladin's deity may have spells unique to them which can be used in addition to the standard spells.


Priests:

Like Paladins, each priest serves a specific god. Every god is different and their clergy will have different skills and limitations. Some priests are better in some areas than others. Refer to the Deities List (separate page) to find a deity to your liking and I'll send you more info about them.

All priests can 'burn' an existing spell in memory and convert it into a healing spell. The only spells that can be converted over to are Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, and Cure Critical Wounds. The spell burned must be of a level equal to or greater than the spell gained. So a 3rd level spell can be converted to gain a Cure Moderate Wounds spell (2nd Level), but cannot gain a Cure Serious Wounds spell (4th level).

Good aligned priests can convert spells into the various Cure spells. Evil priests can only gain access to the reversed version of these magicks, the Cause Wound spells. Neutral priests can use either version freely.

Priests can draw upon the PHB, TOM, and PO: S&M for their spell lists.


Rangers:

Like Paladins, Rangers serve a specific god. Depending on the god, special spells might be available to them. Rangers can also draw upon the spells from the Ranger's Handbook (RHB for short).

RACES:

PC's can be from all the standard races presented in the PHB. Furthermore many of the sub-races are available too. The complete list is found on the racial descriptions page.

The number of points available to build your character's race varies from race to race. Let me know what race you are interested in and I'll send you the necessary data. The majority of the race building tables can be found in PO: S&P.

STATS:

You have 85 pts to purchase your characters starting stats. The cost of stats is shown below:

Stat Value: 3-14 Cost: same as stat value
Stat Value: 15 Cost: 16 points
Stat Value: 16 Cost: 18 points
Stat Value: 17 Cost: 20 points
Stat Value: 18 Cost: 22 points
Stat Value: 19* Cost: 24 points
Stat Value: 20* Cost: 26 points

* Only if the race can naturally have a 19 or 20 stat. This does not apply to purchasing your character's strength.

Use the following for Exceptional Strength:

STR Value: 18/01-50 Cost: 24 points
STR Value: 18/51-75 Cost: 26 points
STR Value: 18/76-90 Cost: 28 points
STR Value: 18/91-99 Cost: 30 points
STR Value: 18/00 Cost: 32 points

In all cases you must meet the Stat Minimums for your race and classes. You also cannot exceed your racial Stat Maximums.

Skills and Powers introduced the idea of Sub-Stats. Each stat is split into 2 sub-stats. For strength, the sub-stats are Muscle and Stamina. The standard stat tables are split in half to cover the sub-stats. Each sub-stat will average out to the value of the primary stat. However, the sub-stats can be as far as 4 pts different between them.

For instance, if you have 10 Strength, then your Muscle and Stamina could also be 10. Or you could make your Muscle 12 and your Stamina 8. Or they could be 11 and 9, as long as the total is double the value of the primary stat and within 4 of each other.

High Wisdom and Intelligence are very important for Priest and Mage characters as it determines the maximum level of spells available to them and if they receive any bonus spells. Also the stat minimums and number of points available to build your character varies from priesthood to priesthood.

Hit points are calculated as follows: max hit points given for 1st level and 60% of max hit points are earned for every level after (this is before bonuses from high CON is applied).

KITS:

Kits are available to players should they desire to take one. Having a kit is not required. You can either take one of the kits from PO: S&P or you can take a class specific kit from one of the Class Handbooks. One or the other, you cannot have both. Furthermore you can only have 1 kit.

NON-WEAPON PROFICIENCIES/WEAPON PROFICIENCIES/TRAITS:

Characters gain 4 points per level per class to spend on acquiring new NWP & WP's. (Traits can ONLY purchased when the character is first made. They cannot be added later on.)

To figure out the starting pts available to the character simply add the starting NWP & WP totals together, add any INT bonus and then add 4 for each level beyond the first level of the character.

For those characters with 2 or more classes, use the highest starting total for NWP/WP's available to their classes.

If a character is a single classed character at 3rd level, then they would have 8 more pts to spend on their NWP/WP's. (Ignore the 1st level and add 4 pts for every level left. 4 x 2 = 8 pts)

For multi-classed characters ignore the 1st level of one of their classes and total all the remaining levels. Times that number by 4. (So a 3rd level/2nd level character would have 16 more pts to spend.)

Priests and Mages can make use of the NWP's featured in the PO: S&M book.

Refer to the Languages Page for those languages, both spoken and written, available in the game.

There is a final option to spend points on and is one of my house rules. A character may use 3-5 unspent points from any category for a random trait. These are far different than the ones listed in S&P (although those may be purchased as normal in addition to this option). These traits could be called divine favors, luck of the gods, birthrights, or any other number of names. Most give a bonus and a penalty and are generated randomly. Spending 3 points would be a minor trait, 4 points an intermediate, and 5 points a major. They may not be changed or “re-rolled” but may be cashed back in if the player absolutely dislikes what they receive at the penalty of 1 point lost (turning back in a 4 point trait would mean getting 3 points back to spend in the other areas of character creation). Let me know if you are interested in trying your luck!

STARTING GEAR:

New characters have 2500 gp's to spend in purchasing their starting equipment, including potions. Mundane gear can be purchased from the PHB at a rate of 1 gp equals 1 gp rate.

Potions:

Potions and other magical liquids may also be purchased for starting characters. Below is the full list of what is available and the number listed before each item is the equivalent gold piece cost to purchase it. There is no limit to how many potions a character may start with as long as there is enough available gold to “purchase” them.


350 - Elixir of Health
500 - Oil of Acid Resistance
750 - Oil of Disenchantment
1000 - Oil of Elemental Invulnerability (Air, Earth, Fire, or Water)
600 - Oil of Etherealness
500 - Oil of Fiery Burning
750 - Oil of Impact
400 - Oil of Slipperiness
500 - Oil of Timelessness
500 - Keoghtom's Ointment
250 - Philter of Beauty
200 - Philter of Love
400 - Philter of Persuasiveness
250 - Potion of Clairaudience
300 - Potion of Clairvoyance
300 - Potion of Climbing
250 - Potion of Animal Control
600 - Potion of Giant Control
250 - Potion of Plant Control
700 - Potion of Undead Control
300 - Potion of Diminution
300 - Potion of ESP
400 - Potion of Fire Breath
250 - Potion of Fire Resistance
500 - Potion of Flying
300 - Potion of Gaseous Form
250 - Potion of Growth
200 - Potion of Healing
300 - Potion of Heroism
250 - Potion of Invisibility
350 - Potion of Invulnerability
250 - Potion of Levitation
500 - Potion of Longevity
200 - Potion of Polymorph Self
200 - Potion of Rainbow Hues
200 - Potion of Speed
600 - Potion of Giant Strength
450 - Potion of Superheroism
200 - Potion of Sweet Water
600 - Potion of Treasure Finding
200 - Potion of Ventriloquism
300 - Potion of Vitality
400 - Potion of Water Breathing

The Potion of Dragon Control was removed because there are no remaining dragons in the world and so such a potion is obsolete and no longer made by anyone.

If you have any other questions, feel free to ask!
Post Reply