Post by Chris on Aug 17, 2020 6:32:23 GMT -5
Choose a method to generate stats.
Once chosen stats should either be rolled at the table or request that I send you some. Once chosen you cannot create stats for the same character a different way.
Method I: Roll three six-sided dice (3d6); the total shown on the dice is your character's Strength ability score. Repeat this for Dexterity, Constitution, Intelligence, Wisdom, and Charisma, in that order.
Method II: Roll 3d6 twice, noting the total of each roll. Use whichever result you prefer for your character's Strength score. Repeat this for Dexterity, Constitution, Intelligence, Wisdom, and Charisma. T
Method III: Roll 3d6 six times and jot down the total for each roll. Assign the scores to your character's six abilities however you want.
Method IV: Roll 3d6 twelve times and jot down all twelve totals. Choose six of these rolls (generally the six best rolls) and assign them to your character's abilities however you want.
Method V: Roll four six-sided dice (4d6). Discard the lowest die and total the remaining three. Repeat this five more times, then assign the six numbers to the character's abilities however you want.
Method VI: Each ability starts with a score of 8. Then roll seven dice. These dice can be added to your character's abilities as you wish. All the points on a die must be added to the same ability score. For example, if a 6 is rolled on one die, all 6 points must be assigned to one ability. You can add as many dice as you want to any ability, but no ability score can exceed 18 points. If you cannot make an 18 by exact count on the dice, you cannot have an 18 score.
Method VII (Requires Knight of the Inner Circle): You player has 75 points to divide among a character’s six ability scores. No score can be lower than 3, and none can be higher than 18. Also, all racial maximums and minimums must be observed.
Method VIII (Requires Knight of the Inner Circle): Assign 24d6 among a character’s six ability scores. Each ability score must have at least 3d6, but no more 6d6, devoted to it. If the player desires a character with a high Strength, he could devote 4d6, 5d6, or even 6d6 to that ability. Next, the appropriate number of dice are rolled for each ability, and the total of the three highest results become the score. Any and all other dice rolled for that ability are discarded.
Method IX (Requires Knight of the Inner Circle): Roll 2d6 to randomly determine the number of points that can be divided among his character’s six abilities and the maximum score of each ability. No ability score can be lower than 3. The 2d6 result is found on the chart below.
Point Generation
2d6 roll
Points
Maximum
2 68 18
3 70 18
4 72 17
5 72 18
6 74 17
7 74 18
8 76 17
9 76 16
10 78 16
11 78 15
12 80 15
Method X (Requires Knight of the Inner Circle): Use character points to create their adventurer’s statistics. A player divides 75 points among his PC’s Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma scores. Fighters can purchase 10 points of exceptional Strength for each extra character point spent. For example, it costs 21 of the 75 character points to give a fighter an 18/30 Strength (18+3=21). Racial minimums and maximums must be observed.
To qualify for a demi-human your stats at this point must be within the minimum and maximum ability scores for that race.
If you are a Knight of the Inner Circle, for each ability score, double it and divide that number between each sub-ability (have to be within 4 of each other) (alternatively you can randomize the subabilities)
For each point in a subabaility above 15 you can roll an additional d20 when making an ability check)
Strength = Stamina (weight allowance, sprinting, fatigue and some proficiencies) and Muscle (melee attack rolls, melee damage rolls, max. press. open doors, bend bars/ lift gates, some proficiencies)
Dexterity = Aim (missile attacks, pick pockets, open locks, some proficiencies) and Balance (Reaction, AC, Saves vs attacks that can be dodged, move silently, climb walls, some proficiencies)
Constitution = Health (system shock, poison save) and Fitness (HP, resurrection chance, some proficiencies)
Intelligence = Reason (max wizard spell level, , max # wizard spells known, spell immunity, some proficiencies) and Knowledge (max # add'l languages or prof. bonus points if using the point system), % chance to learn a spell, same proficiencies)
Wisdom = Intution (bonus priest spells, % spell failure, some proficiencies) and Willpower (magic defense, spell immunity and some proficiencies)
Charisma = Leadership (loyalty base, max # of henchmen, some proficiencies) and Appearance (reaction and some proficiencies)
Choose a race
Dwarf, Elf, Gnome, Half-Elf, Halfling, Human, (if you are Knight of the Inner Circle, half-orc and half-ogre are also available)
Alternatively, if you are a Knight of the Inner Circle, you may use build points to create/ customize a: Dwarf (Deep, Hill, Grey, Mountain), Elf (Aquatic, Dark, Gray, High, Wood), Gnome (Deep, Rock, Forest), Halfling (Hairfoot, Stout, Tallfellow), Half-Elf, Half-Orc, Half-Ogre, Human.
Knights of the Inner Circle may also choose from Aarakocra, Alaghi, Bugbear, Bullywug, Centaur, Flind, Giff, Githzerai, Gnoll, Goblin, Hobgoblin, Kobold, Lizard Man, Minotaur, Mongrelman, Ogre, Orc, Satyr, Swanmay, Thri-kreen, and Wemic.
Apply Racial Ability Adjustments at this point.
Note any class restrictions and level limits.
Choose a class
Warrior (Fighter, Ranger, Paladin,), Wizard (Mage, Illusionist, Other), Priest (Cleric, Druid, Other), Rogue (Thief, Bard)
Demi-Humans have certain multi-class options available to them
Knights of the Inner Circle may build their character class using the point system fro Player's Option: Skills & Powers, including the optional restrictions to generate more character points, or, if a caster, using Player's Option: Spells & Magic
If you are a Knight of the Inner Circle, you may test for a Psionic Wild Talent
If you are a Knight of the Inner Circle, you may choose a Kit of you wish
Determine social class based on kit chosen
Choose an alignment
Note class restrictions
Generate Starting hit points
Roll at the table or ask them to be generated for you
If you are a Knight of the Inner Circle, generate a random background event (optional)
Player's Option: Skills & Powers p.10
Select languages, weapon and non-weapon proficiencies
Knights of the Inner Circle may use the points for weapon and non-weapon proficiencies in Player's Option: Skills & Powers
If you are a Knight of the Inner Circle, you may choose Traits and/ or Disadvantages (Player's Option: Skills & Powers) if you wish
Roll starting gold at the table or ask for it to be generated for you
Purchase starting gear
Once chosen stats should either be rolled at the table or request that I send you some. Once chosen you cannot create stats for the same character a different way.
Method I: Roll three six-sided dice (3d6); the total shown on the dice is your character's Strength ability score. Repeat this for Dexterity, Constitution, Intelligence, Wisdom, and Charisma, in that order.
Method II: Roll 3d6 twice, noting the total of each roll. Use whichever result you prefer for your character's Strength score. Repeat this for Dexterity, Constitution, Intelligence, Wisdom, and Charisma. T
Method III: Roll 3d6 six times and jot down the total for each roll. Assign the scores to your character's six abilities however you want.
Method IV: Roll 3d6 twelve times and jot down all twelve totals. Choose six of these rolls (generally the six best rolls) and assign them to your character's abilities however you want.
Method V: Roll four six-sided dice (4d6). Discard the lowest die and total the remaining three. Repeat this five more times, then assign the six numbers to the character's abilities however you want.
Method VI: Each ability starts with a score of 8. Then roll seven dice. These dice can be added to your character's abilities as you wish. All the points on a die must be added to the same ability score. For example, if a 6 is rolled on one die, all 6 points must be assigned to one ability. You can add as many dice as you want to any ability, but no ability score can exceed 18 points. If you cannot make an 18 by exact count on the dice, you cannot have an 18 score.
Method VII (Requires Knight of the Inner Circle): You player has 75 points to divide among a character’s six ability scores. No score can be lower than 3, and none can be higher than 18. Also, all racial maximums and minimums must be observed.
Method VIII (Requires Knight of the Inner Circle): Assign 24d6 among a character’s six ability scores. Each ability score must have at least 3d6, but no more 6d6, devoted to it. If the player desires a character with a high Strength, he could devote 4d6, 5d6, or even 6d6 to that ability. Next, the appropriate number of dice are rolled for each ability, and the total of the three highest results become the score. Any and all other dice rolled for that ability are discarded.
Method IX (Requires Knight of the Inner Circle): Roll 2d6 to randomly determine the number of points that can be divided among his character’s six abilities and the maximum score of each ability. No ability score can be lower than 3. The 2d6 result is found on the chart below.
Point Generation
2d6 roll
Points
Maximum
2 68 18
3 70 18
4 72 17
5 72 18
6 74 17
7 74 18
8 76 17
9 76 16
10 78 16
11 78 15
12 80 15
Method X (Requires Knight of the Inner Circle): Use character points to create their adventurer’s statistics. A player divides 75 points among his PC’s Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma scores. Fighters can purchase 10 points of exceptional Strength for each extra character point spent. For example, it costs 21 of the 75 character points to give a fighter an 18/30 Strength (18+3=21). Racial minimums and maximums must be observed.
To qualify for a demi-human your stats at this point must be within the minimum and maximum ability scores for that race.
If you are a Knight of the Inner Circle, for each ability score, double it and divide that number between each sub-ability (have to be within 4 of each other) (alternatively you can randomize the subabilities)
For each point in a subabaility above 15 you can roll an additional d20 when making an ability check)
Strength = Stamina (weight allowance, sprinting, fatigue and some proficiencies) and Muscle (melee attack rolls, melee damage rolls, max. press. open doors, bend bars/ lift gates, some proficiencies)
Dexterity = Aim (missile attacks, pick pockets, open locks, some proficiencies) and Balance (Reaction, AC, Saves vs attacks that can be dodged, move silently, climb walls, some proficiencies)
Constitution = Health (system shock, poison save) and Fitness (HP, resurrection chance, some proficiencies)
Intelligence = Reason (max wizard spell level, , max # wizard spells known, spell immunity, some proficiencies) and Knowledge (max # add'l languages or prof. bonus points if using the point system), % chance to learn a spell, same proficiencies)
Wisdom = Intution (bonus priest spells, % spell failure, some proficiencies) and Willpower (magic defense, spell immunity and some proficiencies)
Charisma = Leadership (loyalty base, max # of henchmen, some proficiencies) and Appearance (reaction and some proficiencies)
Choose a race
Dwarf, Elf, Gnome, Half-Elf, Halfling, Human, (if you are Knight of the Inner Circle, half-orc and half-ogre are also available)
Alternatively, if you are a Knight of the Inner Circle, you may use build points to create/ customize a: Dwarf (Deep, Hill, Grey, Mountain), Elf (Aquatic, Dark, Gray, High, Wood), Gnome (Deep, Rock, Forest), Halfling (Hairfoot, Stout, Tallfellow), Half-Elf, Half-Orc, Half-Ogre, Human.
Knights of the Inner Circle may also choose from Aarakocra, Alaghi, Bugbear, Bullywug, Centaur, Flind, Giff, Githzerai, Gnoll, Goblin, Hobgoblin, Kobold, Lizard Man, Minotaur, Mongrelman, Ogre, Orc, Satyr, Swanmay, Thri-kreen, and Wemic.
Apply Racial Ability Adjustments at this point.
Note any class restrictions and level limits.
Choose a class
Warrior (Fighter, Ranger, Paladin,), Wizard (Mage, Illusionist, Other), Priest (Cleric, Druid, Other), Rogue (Thief, Bard)
Demi-Humans have certain multi-class options available to them
Knights of the Inner Circle may build their character class using the point system fro Player's Option: Skills & Powers, including the optional restrictions to generate more character points, or, if a caster, using Player's Option: Spells & Magic
If you are a Knight of the Inner Circle, you may test for a Psionic Wild Talent
If you are a Knight of the Inner Circle, you may choose a Kit of you wish
Determine social class based on kit chosen
Choose an alignment
Note class restrictions
Generate Starting hit points
Roll at the table or ask them to be generated for you
If you are a Knight of the Inner Circle, generate a random background event (optional)
Player's Option: Skills & Powers p.10
Select languages, weapon and non-weapon proficiencies
Knights of the Inner Circle may use the points for weapon and non-weapon proficiencies in Player's Option: Skills & Powers
If you are a Knight of the Inner Circle, you may choose Traits and/ or Disadvantages (Player's Option: Skills & Powers) if you wish
Roll starting gold at the table or ask for it to be generated for you
Purchase starting gear