Character Creation Rules
Moderator: MedievalMan
- MedievalMan
- Posts: 1305
- Joined: Thu Mar 29, 2012 4:19 pm
- Location: Sacramento, CA
Character Creation Rules
Character Creation Guidelines below.
1) Core BFRPG rules in addition to the following supplements
-0 level spells
-Combat Options
-Familiars
-Cleric Options (bonus spells for wisdom only)
-Magic-User Options (arcane bolt variant #2, bonus spells, liberal casting)
-Rangers and Paladins (only humans may become paladins)
-Thief Options (effects of armor and racial adjustments)
-Gnomes
-Half-Humans
2) We'll use the Quick Character Generator for stats (I'll roll on the dice roller and PM each persons line number to them). After I have PM you your ability scores you may swap two of them.
3) Equipment- Like ability scores I will roll your starting gold and PM you the result (3d6x10x2 gp).
4) Level- You'll each start with 2,600 experience points in whatever class you choose.
6) You will each receive one magical item. I'll roll once for each of you in the random treasure tables in the core rules and PM you what you've gotten. If it works out that you can use it (i.e. the Fighter gets a +1 Long Sword) then all the better. If it doesn't you can trade it with another player or try and barter it to the Mages Guild.
7) Back stories are optional but would add spice to the game.
8) You all already know one another and have been adventuring together before.
9) Here is the short list of minor house rules;
Bind Wounds:
Any character can bind wounds, binding wounds takes 1 turn and heals 1d4 hit points plus Wisdom modifier. A character can only have their wounds bound once per day.
Healing Per Night:
Characters heal 1 hit point per hit die + Constitution modifier per night.
Light Weapons and Skillful Warriors:
A character may use their Dexterity modifier instead of Strength modifier for to-hit rolls with small sized weapons.
Sneaky Thieves:
Thieves can Move Silently and Hide with a combined roll of those two skills. The thief only moves half his normal movement speed while doing so.
Starting Hit Points:
Characters begin with max hit points for first level.
Weapon Restrictions:
Magic-Users may use the crossbow (both light and heavy), the dagger, the club/cudgel/walking staff, and the quarterstaff.
10) We will be using the Fighter/Magic-user (open to elves and half-elves) and the Magic-User/Thief (open to gnomes, half-elves, and humans) combination classes. See the core BFRPG rules and gnome supplement for details of each.
1) Core BFRPG rules in addition to the following supplements
-0 level spells
-Combat Options
-Familiars
-Cleric Options (bonus spells for wisdom only)
-Magic-User Options (arcane bolt variant #2, bonus spells, liberal casting)
-Rangers and Paladins (only humans may become paladins)
-Thief Options (effects of armor and racial adjustments)
-Gnomes
-Half-Humans
2) We'll use the Quick Character Generator for stats (I'll roll on the dice roller and PM each persons line number to them). After I have PM you your ability scores you may swap two of them.
3) Equipment- Like ability scores I will roll your starting gold and PM you the result (3d6x10x2 gp).
4) Level- You'll each start with 2,600 experience points in whatever class you choose.
6) You will each receive one magical item. I'll roll once for each of you in the random treasure tables in the core rules and PM you what you've gotten. If it works out that you can use it (i.e. the Fighter gets a +1 Long Sword) then all the better. If it doesn't you can trade it with another player or try and barter it to the Mages Guild.
7) Back stories are optional but would add spice to the game.
8) You all already know one another and have been adventuring together before.
9) Here is the short list of minor house rules;
Bind Wounds:
Any character can bind wounds, binding wounds takes 1 turn and heals 1d4 hit points plus Wisdom modifier. A character can only have their wounds bound once per day.
Healing Per Night:
Characters heal 1 hit point per hit die + Constitution modifier per night.
Light Weapons and Skillful Warriors:
A character may use their Dexterity modifier instead of Strength modifier for to-hit rolls with small sized weapons.
Sneaky Thieves:
Thieves can Move Silently and Hide with a combined roll of those two skills. The thief only moves half his normal movement speed while doing so.
Starting Hit Points:
Characters begin with max hit points for first level.
Weapon Restrictions:
Magic-Users may use the crossbow (both light and heavy), the dagger, the club/cudgel/walking staff, and the quarterstaff.
10) We will be using the Fighter/Magic-user (open to elves and half-elves) and the Magic-User/Thief (open to gnomes, half-elves, and humans) combination classes. See the core BFRPG rules and gnome supplement for details of each.
- MedievalMan
- Posts: 1305
- Joined: Thu Mar 29, 2012 4:19 pm
- Location: Sacramento, CA
Re: Character Creation Rules
Character sheet template.
Name:
Race:
Class:
Level:
XP:
Strength:
Intelligence:
Dexterity:
Wisdom:
Constitution:
Charisma:
Hit Points:
Armor Class:
Attack Bonus:
Equipment (non-weapon)
Weapons and Armor
Encumbrance:
Saving Throws
Death/Poison:
Wands:
Para/Stone:
Dragon Breath:
Spells:
Money
Name:
Race:
Class:
Level:
XP:
Strength:
Intelligence:
Dexterity:
Wisdom:
Constitution:
Charisma:
Hit Points:
Armor Class:
Attack Bonus:
Equipment (non-weapon)
Weapons and Armor
Encumbrance:
Saving Throws
Death/Poison:
Wands:
Para/Stone:
Dragon Breath:
Spells:
Money
Re: Character Creation Rules
Hi
How do you feel about Quasi-classes?
How do you feel about Quasi-classes?
- MedievalMan
- Posts: 1305
- Joined: Thu Mar 29, 2012 4:19 pm
- Location: Sacramento, CA
Re: Character Creation Rules
I would have to read them, which did you have in mind?
Re: Character Creation Rules
There's a couple I like. Sage & Archer particularly, or Barbarian. It depends on the Stat line and the character classMedievalMan wrote:I would have to read them, which did you have in mind?
- MedievalMan
- Posts: 1305
- Joined: Thu Mar 29, 2012 4:19 pm
- Location: Sacramento, CA
Re: Character Creation Rules
Gotcha I will take a look tonight.
- MedievalMan
- Posts: 1305
- Joined: Thu Mar 29, 2012 4:19 pm
- Location: Sacramento, CA
Re: Character Creation Rules
I made a quick change to the character creation, it is marked in red.
@hurcheon I haven't got the chance to look at the quasi-classes yet, I am going to have to wait until tonight.
@hurcheon I haven't got the chance to look at the quasi-classes yet, I am going to have to wait until tonight.
Re: Character Creation Rules
I would like to play the magic user and I have never played a gnome. so i would like to play a gnome MU/thief. I guess that will make me 1st level
- LibraryLass
- Posts: 1057
- Joined: Tue Feb 05, 2013 10:02 pm
Re: Character Creation Rules
I'm out of my funk but I have a question. I still sort of want to play a cleric, but I also want a character that uses javelins to fight. Could we make some sort of deal for that? Maybe I'm a cleric of Kord or Gruumsh or some god commonly associated with spears and/or athleticism like that?
Re: Character Creation Rules
You could be of the Order of Zeus and have javelins with blades in the shape of lightning bolts
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