kittenofdeath
*Confused screeching*
- Joined
- Jun 27, 2007
- Posts
- 9,628
I might have missed it skimming over all of it. But what level are we starting at? How do we roll and what about gear? <3 Thanks in advance.
I have some information about the rolls and the starting stats.
First: Ability Score Rolls are following 6d6, you roll six six-sided dices, remove the three lowest numbers and ptu them together, you repeat this, eight times, and then remove the two lowest of those eight rolls, here's an example.
Roll(6d6)+0:
3,3,6,2,4,1,+0
Total:19
Roll(6d6)+0:
6,2,3,4,3,5,+0
Total:23
Roll(6d6)+0:
2,2,5,2,1,3,+0
Total:15
Roll(6d6)+0:
3,3,3,5,1,4,+0
Total:19
Roll(6d6)+0:
1,4,4,3,1,1,+0
Total:14
Roll(6d6)+0:
2,6,5,6,2,1,+0
Total:22
Roll(6d6)+0:
4,4,6,6,2,5,+0
Total:27
Roll(6d6)+0:
4,4,4,5,1,6,+0
Total:24
NOTES
-------------------------
This field records your latest roll at its top.
Modified results that would produce a number less than one display as one.
Okay now that you have rolled you count the three lowest numbers and remove them.
Roll(6d6)+0:
3,6,4+0
Total:13
Roll(6d6)+0:
6,4,5,+0
Total:15
Roll(6d6)+0:
2,2,5+0
Total:9
Roll(6d6)+0:
3,5,4,+0
Total:12
Roll(6d6)+0:
4,4,3,+0
Total:11
Roll(6d6)+0:
6,5,6,+0
Total:17
Roll(6d6)+0:
6,6,5,+0
Total:17
Roll(6d6)+0:
4,5,6,+0
Total:16
13, 15, 9, 12, 11, 17, 17, 16
Remove the two lowest, 9, 11
this leaves you with
13, 15, 12, 17, 17, 16
to use for your ability scores.
The starter level for this rp will be 2, so put your XP at 1000,
you get one magical weapon (the magical weapon has an elemental damage of the same damage dice of the weapon, so a longsword has 1d8 damage thus it has an extra 1d8 in elemental damage.
Monks gets gloves or gauntlets for weapons, thus the elemental damage bonus is the same as their unarmed combat strike.
When the weapon is a ranged weapon then it also gets a quiver/pouch of 200 ammunitions (non magical)),
one magical armor (+2 AC),
four Average Healing Potions (heals 1d8),
one bedroll,
one backpack,
four rations,
four waterskins,
one flint & tinder,
one extra item for your class,
wizards gets a spellbook, they have to have one to cast spells,
sorcerers gets a wand of frost (casts unlimited ray of frost spells),
paladins gets a holy symbol made of wood and four holy water bottles,
clerics gets a holy symbol of silver, four healing kits and two holy water bottles,
fighters gets either a two handed weapon (non magical), a one handed weapon (non magical) or a shield (+1 AC),
rangers gets a bag of food for his/her companion, one or two meele weapons (non magical) and a quiver of twenty explosive arrows,
monks gets a pair of magical boots (gives meele strikes 1d6 extra damage in an element) and two healing kits,
rogues gets four bottles of Weak Poison (centipede) and a cloak (+2 Hide, Darkvision, if your character already has darkvision then the bonus will be +4 Hide instead, and no darkvision.),
barbarians gets a tribal tattoo (grants one permanent ability score bonus +1),
bards gets a musical instrument and one extra weapon (non magical, if ranged it will get 100 of its ammunition kind in a quiver/pouch),
druids gets a bag of food for his/her companion and a magical amulet or ring (+1 AC, +2 Handle Animal, +2 Knowledge Nature),
Starter gold is determined by rolling 10d100, the gihest possible is 1000 gold, the lowest is 10 gold
there you go