Character Sample:
Here is a sample write up for a character using the Set Up Rules. I'll take everyone through each step. Here is Sorvani Caladon.
Sorvani is a warrior and a mage who grew up in Verge, a small town in the northern part of the Inner Kingdom. Sorvani regards magic as just another weapon to be used, like a sword or a dagger. A means to an end and that end is increase in his own personal power.
Sorvani is of average height, 5'9” and weights 182 pounds. He's muscular, for a mage, but not as impressive as most warriors. He has black hair and beard and black eyes. His looks are average. Sorvani does have a keen intellect. He would correspond to Lawful Neutral in alignment.
Sorvani Caladon's write up:
Stats:
Sorvani has 85 points with which to purchase his stats. Here's how he spent those points using the Sub-Stats option. He's a Fighter/Mage, so he needs a minimum of 9 STR and 9 INT to meet his class requirements. As a human, Sorvani's racial minimums and maximums are 3 and 18. Sorvani meets all these requirements.
STR 13 - Sub-stats equal.
DEX 14 - Aim: 13 Balance 15: (Gives -1 to AC)
CON 14 - Health 13 Fitness 15: (+1 to hit points)
INT 18 - Sub-stats equal
WIS 10 - Sub-stats equal
CHR 12 - Leadership: 14 Appearance: 10
INT costs 22 points. All others are equal to their value and add up to 85 points.
Sample Characters
Sample Characters
Try it and find out!
Re: Sample Characters
Racial and Class Traits:
Human Racial Traits: 10 points to spend
Humans have no set racial traits. They have 10 points to spend in this area or they can save those points and use them for Weapon Proficiencies, Non-Weapon Proficiencies or Traits.
Sorvani spends his points and gains:
10 points – XP Bonus, gains 5% extra experience from all sources
Now we purchase Sorvani's class traits. First up are his Fighter skills using Skills & Powers. The standard fighter has 15 points to spend and they are traditionally allotted as follows:
5 Weapon Specialization (1 single weapon)
10 Followers - The fighter gains followers upon reaching 9th level and having a stronghold.
Now here's how Sorvani spent his points. Since he's primarily a mage, he can't wear armor and cast spells. You can take limitations to your class that will earn you extra points to spend. Sorvani takes the option to not wear any armor and that gets him 15 extra points. He has no desire to gain followers, so that goes. That gives Sorvani 30 points to spend on the other fighter traits available. Here's what he takes:
(-15) No Armor (Can't wear it as a mage anyway)
10 Defense Bonus - +2 to AC while unarmored
10 Increased Hit Dice – Rolls a d12 for hit points instead of a d10.
5 Increased Movement - Base Movement is 15, not 12.
5 Spell Resistance - +1 to all saves vs spells.
Now on to his Mage Class traits. Standard traits for this would be as follows. There are 40 points to spend here for a traditional mage. They spend 5 points to gain access to the 8 traditional schools of mage. Sorvani takes this, so there are no changes and he doesn't gain any other abilities here.
He sacrificed some things, but gained others, so everything balances out. It all depends on what you want for that particular character.
Human Racial Traits: 10 points to spend
Humans have no set racial traits. They have 10 points to spend in this area or they can save those points and use them for Weapon Proficiencies, Non-Weapon Proficiencies or Traits.
Sorvani spends his points and gains:
10 points – XP Bonus, gains 5% extra experience from all sources
Now we purchase Sorvani's class traits. First up are his Fighter skills using Skills & Powers. The standard fighter has 15 points to spend and they are traditionally allotted as follows:
5 Weapon Specialization (1 single weapon)
10 Followers - The fighter gains followers upon reaching 9th level and having a stronghold.
Now here's how Sorvani spent his points. Since he's primarily a mage, he can't wear armor and cast spells. You can take limitations to your class that will earn you extra points to spend. Sorvani takes the option to not wear any armor and that gets him 15 extra points. He has no desire to gain followers, so that goes. That gives Sorvani 30 points to spend on the other fighter traits available. Here's what he takes:
(-15) No Armor (Can't wear it as a mage anyway)
10 Defense Bonus - +2 to AC while unarmored
10 Increased Hit Dice – Rolls a d12 for hit points instead of a d10.
5 Increased Movement - Base Movement is 15, not 12.
5 Spell Resistance - +1 to all saves vs spells.
Now on to his Mage Class traits. Standard traits for this would be as follows. There are 40 points to spend here for a traditional mage. They spend 5 points to gain access to the 8 traditional schools of mage. Sorvani takes this, so there are no changes and he doesn't gain any other abilities here.
He sacrificed some things, but gained others, so everything balances out. It all depends on what you want for that particular character.
Try it and find out!
Re: Sample Characters
Proficiencies:
Sorvani does not take a kit as nothing really fits him.
Now it is time to figure out how many points Sorvani has to spend on his Weapon Proficiencies, Non-Weapon Prof’s, and his Traits, should he chose to purchase traits. Traits are innate abilities that cannot be learned, but only born with. They can ONLY be purchased when the character is first created and not later.
The amount of points you start out with is determined by Class. Since Sorvani has two classes, he starts with most points between his two classes. Wizards start with 8 points to Non-Weapon Profs and Warriors have 8 to purchase Weapon Profs, so Sorvnai has 16 points to start out with. This is further modified due to Sorvani's high INT. That gains him another 7 points for a grand total of 23 points to spend.
23 total points to spend on Traits, NWP's & WP's:
Traits: 0 points
Sorvani does not take any traits.
Non-Weapon Profs: 13 points
2 Fire Building
2 Reading/Writing – Common. This allows comprehension of the written versions of these languages. Characters can always speak there native language at no cost. So Sorvani can speak and read/write the common human language.
2 Rope Use
2 Running
2 Swimming
3 Tactics of Magic
Weapon Profs: 10 points
6 Proficient with Dagger, Longsword, and Shortbow
4 Weapon Choice & Weapon Expertise with Longsword.
Sorvani did not buy Weapon Specialist as part of his fighter write up, so he cannot specialize in it. This fits is personality as he just wants to be good enough to hold his own in a fight, but not be some flashy practicing all the time swordsman. But by buying Weapon of Choice that gives him a +1 to his attack rolls. Expertise gives Sorvani the same number of attacks as a specialist, but none of the other bonuses.
Sorvani does not take a kit as nothing really fits him.
Now it is time to figure out how many points Sorvani has to spend on his Weapon Proficiencies, Non-Weapon Prof’s, and his Traits, should he chose to purchase traits. Traits are innate abilities that cannot be learned, but only born with. They can ONLY be purchased when the character is first created and not later.
The amount of points you start out with is determined by Class. Since Sorvani has two classes, he starts with most points between his two classes. Wizards start with 8 points to Non-Weapon Profs and Warriors have 8 to purchase Weapon Profs, so Sorvnai has 16 points to start out with. This is further modified due to Sorvani's high INT. That gains him another 7 points for a grand total of 23 points to spend.
23 total points to spend on Traits, NWP's & WP's:
Traits: 0 points
Sorvani does not take any traits.
Non-Weapon Profs: 13 points
2 Fire Building
2 Reading/Writing – Common. This allows comprehension of the written versions of these languages. Characters can always speak there native language at no cost. So Sorvani can speak and read/write the common human language.
2 Rope Use
2 Running
2 Swimming
3 Tactics of Magic
Weapon Profs: 10 points
6 Proficient with Dagger, Longsword, and Shortbow
4 Weapon Choice & Weapon Expertise with Longsword.
Sorvani did not buy Weapon Specialist as part of his fighter write up, so he cannot specialize in it. This fits is personality as he just wants to be good enough to hold his own in a fight, but not be some flashy practicing all the time swordsman. But by buying Weapon of Choice that gives him a +1 to his attack rolls. Expertise gives Sorvani the same number of attacks as a specialist, but none of the other bonuses.
Try it and find out!
Re: Sample Characters
Gear and Final Abilities:
Next comes buying Sorvani's regular gear. He takes the highest amount of starting gold available to him and in this case its from his warrior class. Sorvani's starts with 50 gold.
For the purposes of this game, it is assume that all players have everyday clothing. This is not something that you need to purchase unless it's something special or fancy. Mundane garments are fine. A mage also starts out with his spellbook for free.
Sorvani buys himself a longsword, 15 gold, a dagger, 2 gold, a backpack, 2 gold, and a large belt pouch for 1 gold. That spends 20 of his 50 gold. He buys several items that cost less than 1 gold, flint and steel, and a water skin. He also buys some dry rations to nibble on while on the road and writing ink to record new spells. That leaves Sorvani with 22 gold and change in his pocket. While you can spend all your money buying gear, you are not required to do so.
Next Sorvani picks his starting spells. Read Magic is automatically given and he can pick any 3 others from the Players Handbook. Sorvani chooses Armor, Magic Missile and Mount. Armor is for his personal protection, Magic Missile for offense, and having access to the Mount Spells means he can summon a horse to ride instead of using a real one.
Starting Hit Points would be 9. For this game first level characters always start out with their maximum possible Hit Points. Sorvani rolls a d12 as a fighter and a d4 as a mage. Add those together and you get 16. Half of that is 8 and he gains +1 from his CON for a total of 9.
Base AC is 7. -1 for natural DEX, & -2 for Defense Bonus.
THACO with Longsword would be 19 and 20 for all other weapons.
Number of spells he can memorize is 2 1st. Normal is 1 first level spell, but his high Intellect gains him a second first level spell.
And that's about it! See, that wasn’t so hard.
Next comes buying Sorvani's regular gear. He takes the highest amount of starting gold available to him and in this case its from his warrior class. Sorvani's starts with 50 gold.
For the purposes of this game, it is assume that all players have everyday clothing. This is not something that you need to purchase unless it's something special or fancy. Mundane garments are fine. A mage also starts out with his spellbook for free.
Sorvani buys himself a longsword, 15 gold, a dagger, 2 gold, a backpack, 2 gold, and a large belt pouch for 1 gold. That spends 20 of his 50 gold. He buys several items that cost less than 1 gold, flint and steel, and a water skin. He also buys some dry rations to nibble on while on the road and writing ink to record new spells. That leaves Sorvani with 22 gold and change in his pocket. While you can spend all your money buying gear, you are not required to do so.
Next Sorvani picks his starting spells. Read Magic is automatically given and he can pick any 3 others from the Players Handbook. Sorvani chooses Armor, Magic Missile and Mount. Armor is for his personal protection, Magic Missile for offense, and having access to the Mount Spells means he can summon a horse to ride instead of using a real one.
Starting Hit Points would be 9. For this game first level characters always start out with their maximum possible Hit Points. Sorvani rolls a d12 as a fighter and a d4 as a mage. Add those together and you get 16. Half of that is 8 and he gains +1 from his CON for a total of 9.
Base AC is 7. -1 for natural DEX, & -2 for Defense Bonus.
THACO with Longsword would be 19 and 20 for all other weapons.
Number of spells he can memorize is 2 1st. Normal is 1 first level spell, but his high Intellect gains him a second first level spell.
And that's about it! See, that wasn’t so hard.
Try it and find out!
Re: Sample Characters
Here's another sample character, this time one that is more complex. Meet Draylor Brightsong, a half-elf Bard/Priest of Tymora with the Swashbuckler kit.
Stats: As usual these meet all the minimum requirements.
Str 11 --same--
Dex 15 Aim 13, Balance 17 -3 to AC
Con 10 –-same--
Int 14 –-same-- 4 cp bonus/languages known
Wis 16 –same--
Chr 15 Leadership 13, Appearance 17 Dashingly handsome
Half-Elf Abilities: 25 pts to spend.
5 - Sword Bonus, +1 to hit with swords.
5 – Resistance 30% resistance to sleep and charm spells
10 – 60' Infravision
5 – Less Sleep – only needs 4 hours sleep to feel refreshed
Bard Abilities: 70 pts to spend
5 – Alter Moods
5 – Charm Resistance
5 – Climb Walls
10 – History
10 – Pick Pockets
5 – Rally Friends
10 – Wizard Spells can't cast spells until 2nd level.
5 – Can cast mage spells while wearing Leather Armor
10 – Counter Effects
5pts saved for later
Priest Abilities: 110 pts to spend
Major Spheres: All, Charm, Chaos, Divination, Healing, Numbers, Protection, Summoning
Minor Spheres: Animal, Creation, Guardian, Travelers, Sunday
10 – Turn Undead
10 Invoke Luck – This is a special Tymora only ability. With this ability, the priest attempts to alter the whims of fate. For each level gained, they can add +1 or a +5% to a dice roll. This can all be used on a single roll or multiple ones, but cannot exceed the priests level. Must be declared before the dice are rolled.
-10 Limited Armor – Can only wear studded leather or lighter armor
11 pts saved
Stats: As usual these meet all the minimum requirements.
Str 11 --same--
Dex 15 Aim 13, Balance 17 -3 to AC
Con 10 –-same--
Int 14 –-same-- 4 cp bonus/languages known
Wis 16 –same--
Chr 15 Leadership 13, Appearance 17 Dashingly handsome
Half-Elf Abilities: 25 pts to spend.
5 - Sword Bonus, +1 to hit with swords.
5 – Resistance 30% resistance to sleep and charm spells
10 – 60' Infravision
5 – Less Sleep – only needs 4 hours sleep to feel refreshed
Bard Abilities: 70 pts to spend
5 – Alter Moods
5 – Charm Resistance
5 – Climb Walls
10 – History
10 – Pick Pockets
5 – Rally Friends
10 – Wizard Spells can't cast spells until 2nd level.
5 – Can cast mage spells while wearing Leather Armor
10 – Counter Effects
5pts saved for later
Priest Abilities: 110 pts to spend
Major Spheres: All, Charm, Chaos, Divination, Healing, Numbers, Protection, Summoning
Minor Spheres: Animal, Creation, Guardian, Travelers, Sunday
10 – Turn Undead
10 Invoke Luck – This is a special Tymora only ability. With this ability, the priest attempts to alter the whims of fate. For each level gained, they can add +1 or a +5% to a dice roll. This can all be used on a single roll or multiple ones, but cannot exceed the priests level. Must be declared before the dice are rolled.
-10 Limited Armor – Can only wear studded leather or lighter armor
11 pts saved
Try it and find out!
Re: Sample Characters
The Swashbuckler Kit adds bonus to many abilities below. The ones noted with an * cost 1 pt less due to the kit. Draylor has 36 pts to spend in this area.
Traits:
3* Glibness
5* Lucky
Weapons:
9 Weapon of Choice, Expert with Rapier
3 Proficient with daggers
Non-Weapon Proficiencies:
2* Tumbling
1* Etiquette
1* Dancing
1* Musical Instrument – Lute
1* Appraising
1* Gaming
2* Tightrope Walking
2 Read Lips
2 Rope use
3 Read/Write common and elvish
Half-elves have a small pool of languages they can take without having to spend extra points on them. Draylor is limited by his INT, so he can know 4 languages. From this pool he knows Common, Elvish, Goblin and Orc.
Draylor has 24 gold to start with due to his kit. His rapier cost 15 gold, leaving him with just 9. He has the clothes on his back and his lute for his starting gear. Obviously, he left somewhere in a hurry. Perhaps due to a jealous husband or something of that nature. Such is the luck of a romantic swashbuckler!
Starting Hit points would be 7. Base AC is 5. While he wears no armor at the moment, Draylor gets a -3 from his high dex and he gets a -2 to AC from his kit while wearing armor no heavier than studded leather. He is armor-less at the moment. While he cannot yet cast mage spells, he can cast 2 first level priest spells from his spheres.
Traits:
3* Glibness
5* Lucky
Weapons:
9 Weapon of Choice, Expert with Rapier
3 Proficient with daggers
Non-Weapon Proficiencies:
2* Tumbling
1* Etiquette
1* Dancing
1* Musical Instrument – Lute
1* Appraising
1* Gaming
2* Tightrope Walking
2 Read Lips
2 Rope use
3 Read/Write common and elvish
Half-elves have a small pool of languages they can take without having to spend extra points on them. Draylor is limited by his INT, so he can know 4 languages. From this pool he knows Common, Elvish, Goblin and Orc.
Draylor has 24 gold to start with due to his kit. His rapier cost 15 gold, leaving him with just 9. He has the clothes on his back and his lute for his starting gear. Obviously, he left somewhere in a hurry. Perhaps due to a jealous husband or something of that nature. Such is the luck of a romantic swashbuckler!
Starting Hit points would be 7. Base AC is 5. While he wears no armor at the moment, Draylor gets a -3 from his high dex and he gets a -2 to AC from his kit while wearing armor no heavier than studded leather. He is armor-less at the moment. While he cannot yet cast mage spells, he can cast 2 first level priest spells from his spheres.
Try it and find out!