Character Creation Rules
Posted: Mon Apr 28, 2014 5:23 pm
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.