Post by thesicilian on Jan 5, 2016 3:37:45 GMT
Where: app.roll20.net/join/1183309/bkRs_g
When: tuesdays, 5pm West coast time
What: Learning RC by dming. (What could go wrong?)
Making a character: Old school baby, hell yeah! 3d6 in order of
appearance. Good luck! Think of a back story too, It will be important.
Setting: The kingdom of Karn. More coming.
Making a character:
1) Roll 3d6 and add them together to generate your stats in this order:
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
2)Pick Race and Or class (if human)
Class/Race-Prime Stat-Other Requirements
Cleric-Wisdom-None
Fighter-Strength-None
Magic User-Intelligence-None
Thief-Dexterity-None
Mystic-Strength,Dexterity-Wisdom 13, Dexterity 13
Dwarf-Strength-Con 9
Elf-Strength,Int-Int 9
Halfing-Strength,Dex-Dex 9, Con 9, Neutral alignment
Half Orc: Strength 10
3) Ability score adjust
Even if you didn't roll high enough to get meet the requirement, you can now for prime stats. The following restrictions apply:
1)Only prime stats for Race or Class be raised this way
2)For every two points taken from a stat A prime stat goes up by 1
3) Constitution and Charisma can never be swapped for each other.
4) Dexterity can never be lowered
5)No score can be lowed below 9. If it a score of 10 or less it cannot be used.
4)Apply bonuses to stats
2-3: -3 Strength bonus: To hit, Damage*1, Open Door
4-5: -2 Intelligence bonus: Languages, General Skills
6-8: -1 Wisdom bonus: Saving throws Vs Spells
9-12: None Dexterity bonus: To hit, Damage*2, AC
13-15: +1 Constitution bonus: Hit points
16-17: +2 Charisma bonus: Reaction from npcs
18: +3 *1: For melee weapons and unarmed *2 Thrown and missile weapons
5) Roll for Hit Points and record level 1 saving throws
Cleric 1d6
Fighter 1d8
Magic User 1d4
Thief 1d4
Dwarf 1d8
Elf 1d6
Halfing 1d6
Mystic 1d6
Half Orc 1d8
6) Roll for money
Everyone will roll 3d6 and multiply the result by 10 for their starting gold.
7)Record Saves:
Cleric
Death Ray/Poison: 11 Magic Wands: 12 Paralysis/Turn to Stone: 14 Breath: 15 Rod/staff/Spell: 15
Fighter
Death Ray/Poison: 12 Magic Wands: 13 Paralysis/Turn to Stone: 16 Breath: 17 Rod/staff/Spell: 17
Magic User
Death Ray/Poison:13 Magic Wands: 14 Paralysis/Turn to Stone: 13 Breath: 16 Rod/staff/Spell: 15
Thief
Death Ray/Poison:13 Magic Wands: 14 Paralysis/Turn to Stone: 13 Breath: 16 Rod/staff/Spell: 15
Dwarf
Death Ray/Poison: 8 Magic Wands: 9 Paralysis/Turn to Stone: 10 Breath:13 Rod/staff/Spell: 12
Elf
Death Ray/Poison: 12 Magic Wands: 13 Paralysis/Turn to Stone:13 Breath: 15 Rod/staff/Spell: 15
Halfing
Death Ray/Poison: 8 Magic Wands: 9 Paralysis/Turn to Stone: 10 Breath: 13 Rod/staff/Spell 12
Mystic
Death Ray/Poison: 12 Magic Wands: 13 Paralysis/Turn to Stone: 15 Breath: 15 Rod/staff/Spell: 16
Half Orc
Death Ray/Poison: 12 Magic Wands: 13 Paralysis/Turn to Stone: 15 Breath: 15 Rod/staff/Spell: 16
Players put your character sheets in the posts.
When: tuesdays, 5pm West coast time
What: Learning RC by dming. (What could go wrong?)
Making a character: Old school baby, hell yeah! 3d6 in order of
appearance. Good luck! Think of a back story too, It will be important.
Setting: The kingdom of Karn. More coming.
Making a character:
1) Roll 3d6 and add them together to generate your stats in this order:
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
2)Pick Race and Or class (if human)
Class/Race-Prime Stat-Other Requirements
Cleric-Wisdom-None
Fighter-Strength-None
Magic User-Intelligence-None
Thief-Dexterity-None
Mystic-Strength,Dexterity-Wisdom 13, Dexterity 13
Dwarf-Strength-Con 9
Elf-Strength,Int-Int 9
Halfing-Strength,Dex-Dex 9, Con 9, Neutral alignment
Half Orc: Strength 10
3) Ability score adjust
Even if you didn't roll high enough to get meet the requirement, you can now for prime stats. The following restrictions apply:
1)Only prime stats for Race or Class be raised this way
2)For every two points taken from a stat A prime stat goes up by 1
3) Constitution and Charisma can never be swapped for each other.
4) Dexterity can never be lowered
5)No score can be lowed below 9. If it a score of 10 or less it cannot be used.
4)Apply bonuses to stats
2-3: -3 Strength bonus: To hit, Damage*1, Open Door
4-5: -2 Intelligence bonus: Languages, General Skills
6-8: -1 Wisdom bonus: Saving throws Vs Spells
9-12: None Dexterity bonus: To hit, Damage*2, AC
13-15: +1 Constitution bonus: Hit points
16-17: +2 Charisma bonus: Reaction from npcs
18: +3 *1: For melee weapons and unarmed *2 Thrown and missile weapons
5) Roll for Hit Points and record level 1 saving throws
Cleric 1d6
Fighter 1d8
Magic User 1d4
Thief 1d4
Dwarf 1d8
Elf 1d6
Halfing 1d6
Mystic 1d6
Half Orc 1d8
6) Roll for money
Everyone will roll 3d6 and multiply the result by 10 for their starting gold.
7)Record Saves:
Cleric
Death Ray/Poison: 11 Magic Wands: 12 Paralysis/Turn to Stone: 14 Breath: 15 Rod/staff/Spell: 15
Fighter
Death Ray/Poison: 12 Magic Wands: 13 Paralysis/Turn to Stone: 16 Breath: 17 Rod/staff/Spell: 17
Magic User
Death Ray/Poison:13 Magic Wands: 14 Paralysis/Turn to Stone: 13 Breath: 16 Rod/staff/Spell: 15
Thief
Death Ray/Poison:13 Magic Wands: 14 Paralysis/Turn to Stone: 13 Breath: 16 Rod/staff/Spell: 15
Dwarf
Death Ray/Poison: 8 Magic Wands: 9 Paralysis/Turn to Stone: 10 Breath:13 Rod/staff/Spell: 12
Elf
Death Ray/Poison: 12 Magic Wands: 13 Paralysis/Turn to Stone:13 Breath: 15 Rod/staff/Spell: 15
Halfing
Death Ray/Poison: 8 Magic Wands: 9 Paralysis/Turn to Stone: 10 Breath: 13 Rod/staff/Spell 12
Mystic
Death Ray/Poison: 12 Magic Wands: 13 Paralysis/Turn to Stone: 15 Breath: 15 Rod/staff/Spell: 16
Half Orc
Death Ray/Poison: 12 Magic Wands: 13 Paralysis/Turn to Stone: 15 Breath: 15 Rod/staff/Spell: 16
Players put your character sheets in the posts.