Character creation help

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Jaegar
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Character creation help

Post by Jaegar »

mmkay ghalleon. First, I'll list the full halfling racial traits

+2 dexterity, -2 strength
Small size (this gives you a +1 bonus to AC and to hit because other thing are bigger relative to you. It also means that you use small weapons and have lower carrying capacity)
Base land speed 20ft. (most of the larger races have a speed of 30)
+2 racial bonus on climb, Jump, and Move Silently checks
+1 racial bonus on all saving throws
+2 morale bonus on saves against fear effects
+1 racial bonus on attack rolls with thrown weapons and slings
+2 racial bonus on listen checks
Automatic languages : Halfling and Common. Bonus languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored class: Rogue

It looks like a lot, but it's not really...

Now, you need to pick which class you'll start with (you can't multiclass at first level of course). It has a few minor effects on your character...
At first level, your skill points are quadrupled (x4), and rogues get more skills per level than rangers. If you take rogue as your first level, you'll have 8 more skill points than if you take ranger.
Your HP at first level is also max (levels other than first, you add a die roll). Rangers get more HP than rogues, so if you take ranger first, you'll be guaranteed 2 more HP than if you take rogue first.

Personally, I <3 skills a lot, but that's just my opinion.

Naturally, there are other differences. It's just that those are the only ones that will have a permanent effect on your character.

At first level, a ranger has all the following...

Base attack bonus: +1 (Base attack represents combat training and increases your chances to hit your target)
Good fortitude and reflex saves, bad will save
1st favored enemy (see below)
Track (as a bonus feat)
Wild empathy (like the diplomacy skill on animals)
Proficiency all simple and martial weapons, with light armor, and shields. (longbows are martial weapons just so you know)
d8 hit die (used when you gain HP from levels)
6 skill points per level

Favored enemy: Rangers specialize in hunting one (or more) type(s) of creatures. Due to their intensive study of their chosen foe and training in combat against these creatures the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when they are used against creatures of this type. The ranger also gains a +2 bonus on weapon damage rolls against these creatures.
Every 5 levels (5, 10, 15, ect.) the ranger gains an additional favored enemy and the bonuses for one existing favored enemy improve by 2. For example, a 5th level ranger has 2 favored enemies. The ranger gains a +2 bonus against one and a +4 bonus against the other. A ranger can only chose their own creature type as a favored enemy if they are evil.
Rangers select their favored enemy from the following list...

Abberation
Animal
Construct
Dragon
Elemental
Fey
Giant
Humanoid(aquatic)
Humanoid(dwarf)
Humanoid(elf)
Humanoid(goblinoid)
Humanoid(gnoll
Humanoid(gnome)
Humanoid(halfling)
Humanoid(human)
Humanoid(orc)
Humanoid(reptilian)
Magical Beast
Monstrous Humanoid
Ooze
Outsider(air)
Outsider(chaotic)
Outsider(earth)
Outsider(evil)
Outsider(fire)
Outsider(good)
Outsider(lawful)
Outsider(native)
Outsider(water)
Plant
Undead
Vermin

Outsiders are extraplanar beings. Elementals, angels, demons, they're all various types of outsiders. Anyway, a generic enemy type is good for level 1 (you're not gonna be fighting devils [lawful outsiders] at level 1)

aaaaand the rogue abilities for level one (much shorter)

Base attack: 0
Good reflex save, bad fortitude and will
Proficiency with all simple weapons plus the hand crossbow, rapier, sap, short sword, and shortbow. Rogues are also proficient with light armor, but not with shields.
d6 hit die
8 skill points per level

Sneak attack 1d6 (see below)
Trapfinding: rogues can find well hidden traps using the search skill, other classes cannot

Sneak Attack: If a rogue is able to catch an opponent off guard they may strike a vital spot for extra damage. Basically, the rogue can backstab stuff ^_^. This damage applies at the start of combat if an opponent is flat-footed (hasn't acted yet), and while flanking a target (two allies on opposite sides of the target). There are lots of other possibilities (like if you're invisible). But I don't think they'll come up in level 1 play. Unfortunately, some enemies, such as plants, undead, and oozes to name a few, have no vital organs which makes them immune to extra damage from a sneak attack.

and that's alllll the info you need for now. I kinda gotta go =o
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buji
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Character creation help

Post by buji »

for my sake, can you tell me what the exact lvl 1 fortitude, reflex, and will saves are? i think they are different in my book. jeez
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Jaegar
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Character creation help

Post by Jaegar »

good save = (1/2 class level)+2 sooo at level 1 it's 2
bad save = 1/3 class level sooo at level 1 it's 0

Base attack is similar
there are three types (bad, average, and good)
bad is 1/2 class level (sorcerer, wizard)
average is 3/4 class level (rogue, monk, a lot of classes)
good is =class level (fighter, ranger, barbarian, ect.)
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ghalleon
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Character creation help

Post by ghalleon »

I want to start out as a rogue.
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Jaegar
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Character creation help

Post by Jaegar »

alright... I'll roll a set of ability scores for you.

18 (free)
17 (6+6+5) =o
15 (6+5+4)
15 (6+5+4) O.o
11 (6+3+2)
11 (4+4+3)

lol, that looked crazy for the first three rolls. Probability is funny, you'll see that a lot in D&D.

As a halfling, your dex will get +2 and your strength -2. I'm also guessing you'll do archery. You'll need dex for accuracy of course. That'll also help your sneaking and AC a lot. If you wanna deal good damage, you'll need some str (yes, archers need str too in D&D XD). That'll let you get a composite bow for extra damage once you have the money. Rangers can cast a few spells at higher levels, so you need a little wisdom (14 at least) to cast all of them. Intelligence is good for extra skill points and it helps your trap skills. Con is always good for HP and improving your fortitude save. Charisma is probably your least needed stat. It'll affect your wild empathy and not much else. All that said, I recommend that you arrange your scores as follows...

Str 15 (17-2) modifier +2
Dex 20 (18+2) modifier +5
Con 11 modifier +0
Int 15 modifier +2
Wis 15 modifier +2
Cha 11 modifier +0

This is optimized for dealing damage with a composite bow and getting plenty of skill points. Once you get your ranger spells you'll also be able to cast them pretty well. Your only real drawback is that your hp won't be especially high. still, you have no penalties so you should be able to manage well enough.

You could switch the int and con if you want more hp than skills. If you really wanna mix things up you could put a 15 or even 11 in strength. That'd be kinda complex though. Your best option if you put an 11 in str would be to use a crossbow because the racial penalty would make your str modifier negative (and str penalties affect bow damage, but not crossbow). Like I said, complicated (and I didn't even start on the details).

I'll get started on stats (I can edit it easily if you wanna change something though). While I do that, you can make a name and background for your character if you like. One thing I enjoy doing is making a physical description of a new character. (in case you're wondering, halflings are about 3 feet tall, have black hair, and black or brown eyes) Lesse... halfling names aren't as difficult as elven names. The examples given in the book are Alton, Beau, Cade, Eldon, Garret, Lyle, Milo, Osborn, Roscoe, and Wellby.

okies, I finished the character stats (at least what I recommend). I gave you a combination of the rogue and ranger starting packages, with a little personal touch on the skills. If you want it tweaked a bit that's no problem.

http://i47.photobucket.com/albums/f177/J....ns/ghalleon.png
http://i47.photobucket.com/albums/f177/J....ns/ghallon2.png

If you want something explained, just ask. Like I said, this is a good way to teach you even if you don't get to play in the first campaign
Last edited by Jaegar on March 23rd, 2007, 8:21 pm, edited 1 time in total.
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buji
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Character creation help

Post by buji »

HOWD YOU PUT IT ON THE SHEET????

are we gonna use that or the format that i used in the other thread?
Last edited by buji on March 24th, 2007, 9:23 am, edited 1 time in total.
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Jaegar
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Character creation help

Post by Jaegar »

lol, I had a lot of time yesterday (last day of spring break =o) so I played around with paint. I didn't feel like using a physical character sheet when the player would never see it so...

Anyway, I recommend the format you used. I did this so ghalleon could see a completed character sheet
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buji
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Character creation help

Post by buji »

cool.

All right, we got most of the current problems and questions answered, so all we need to is to get the people that are gonna play. Do you know who they are. ima log onto RO and try and find them and get them started. lol. we should try and hurry a little if we plan to start on the 30th.
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Character creation help

Post by Hadvi »

I want Elf Wizard :P
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Show me what it's like, to be the last one standing~~
And teach me wrong from right, and I'll show you what I can be~~
And say it for me, say it to me~~
And I'll leave this life behind me~~
Say it if it's worth saving me~~
buji
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Character creation help

Post by buji »

cool-ill help ya with that hadvi

all right, i just rolled your scores for stats. 18, 14, 15, 17, 12, 12

thats pretty good scores, and here are my recomendations.
obviously, i'd put the 18 in Intelligence, for for stronger and more spells.
in dexterity, elves get a natural +2 to their score. a 15 or 17 would be good there, fo better armor class(dex). id personally put the 17, cuz it also helps with ranged weapons you might use when unable to cast a spell.
in constitution, elves get a natural -2 to their score. 15 or 17 (whichever wasnt used in dex) would best go here. you may prefer to put 17 here, so you have a more balanced character. that would mean youd put the 15 in dex, which would become 17, and 17 in con, to become 15. constitution means better health.
charisma would proly be your next most important stat. you might want to put the 14 there. this would give you pretty good skills with people, essentialy. and make you sexy. no lie.
wisdom and strength are kinda useless for a wiz, so youd put you lowest scores here. (the 12s)

i wont go as in depth as jaegar did (like with the languages), but ill tell you the important stuff.
an elf is normal size - think lord of the rings elves, and your not far off.
your base attack is +0
fortitude base is +0
reflex base is +0
will base is +2

special abilities are

scribe scroll: you can make magic scrolls(one-use magic spell written on paper that you dont need to memorize to cast)

summon familiar: kind of like a pet in RO, its a stronger, magical, more intelligent version of a small animal. for all intents and purposes, your familiar is not an animal, but a magical beast. takes a day to summon and magic materials costing 100 gp. there is an xp penalty if you dismiss it or it is killed.
a familiar works as an extension of you. you can cast personal reange spells on it, and you both are connected magically. each familiar(you can only have one) gives special bonuses to the master ex: cat familiar gives master a +2 to moves silently skills.

thats the basics to being a wiz. i need to ask jaegar how were doin spells, cuz i dont feel like posting 90 pages to explain all the spells. however, at lvl 1, you can memorize 3 lvl0 spells and 1 lvl1 spell per day. you use a spellbook to memorize spells. spells must be memorized before you can cast them. to prepare all your spells takes 1 hour to memorize, i think. double check with jaegar. you start out with a spell book. in it are all lvl 0 spells and 3 lvl 1 spells you choose, plus 4 more lvl spells you choose, if you put the 18 in intelligence. to prepare spells you must have rested 8 hours(sleep essentially) uninterupted, and have 1 hour of rest immediatley prior to preparing spells. not so hard as it sounds at first.

each spell must be memorized seperatly per cast. ex:say you know your gonna want to cast magic missile twice. its a lvl 1 spell, and you have 7 'slots' open to lvl 1 spells. in order for you to cast it twice later, you must memorize it twice. that is, you use 2 'slots' for magic missile, leaving you with 5. btw, what im calling 'slots' are how many spells of whichever lvl yuor allowed to cast per day.

all right. i guess ima put the lvl 0 spells in another thread, since any wiz or sorcerer automatically gets them.if there arent too many lvl1 spells, ill put those in too. check em out. you get to put 3 + your int modifier lvl1 spells in your book.+4 is your int modifier if you put the 18 in int.
buji
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Character creation help

Post by buji »

hey jaegar!!!!!

players hand book (all versions) say wizzes get xtra spells for high int, and clerisc get xtra spells for high wis, and so on.

but it never says how many! say the casting class has an 18 in whatever stat they use to cast. how many xtra spells do they get, and how are they split up per level?
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Jaegar
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Character creation help

Post by Jaegar »

lol... the chart for bonus spells is on like, the second page (with the ability score info)... Yeah, I just looked, second page of chapter one. Anyway, it follows a simple formula. I never look at the chart.
the highest level of spell that you get bonus spells for is equal to your modifier in the relevant ability (+5 int modifier=bonus level 5 spell and every spell level below that). If you have a high enough modifier, you can get more than one bonus spell for a given level of spell too. Every 4 spell levels you go down, you get an additional bonus spell at each level. It sounds a little complicated, but the chart makes it simple.
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buji
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Character creation help

Post by buji »

oops- i always forget that chapter even exists- its onyl 3 pages. lol-thanks
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Hadvi
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Character creation help

Post by Hadvi »

So my char will be:

Name: Hadvi (DUH)
Job: Wizard
Race: Elf
Stats: Str 12 + ?
Dex 15 + 2
Con 17 - 2
Int 18 + ?
Wis 12 + ?
Cha 14 + ?

Spells: probably have to pick them according to the situation you are in

Familiar: I want a good one :P
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Show me what it's like, to be the last one standing~~
And teach me wrong from right, and I'll show you what I can be~~
And say it for me, say it to me~~
And I'll leave this life behind me~~
Say it if it's worth saving me~~
buji
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Character creation help

Post by buji »

well, its easiest if you highlight copy paste the format i made, and fill in the blanks

btw, just add in your racial bonus to the base
dex = 17
con = 15

and your mods are
str +1
dex +3
con +2
int +4
wis +1
cha +2

remember, you need to prepare your spells each day. i cant think of anything else atm, so good luck!
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