Character creation (Blashyyrk)

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Most of this page is already known to experienced d&d players, however there are a few changes to fit into E6 that need to be pointed out, the major one being improving ability scores.

Ability score generation[edit]

Player may choose to use the elite array or use the point buy method. An ability score cannot exceed 18 before racial modifiers.

Elite array: Use the following as desired: 15, 14, 13, 12, 10, 8

Point buy: All ability scores start at 8. Take 25 points to spread among abilities. Ability scores under 14 are purchased at a 1-for-1 basis, however ability scores higher than 14 cost more as seen on table below. A PC should have at least 1 really good score.

Table: Point Buy Ability Costs[edit]

Ability score Point Cost Ability score Point Cost
9 1 14 6
10 2 15 8
11 3 16 10
12 4 17 13
13 5 18 16

Alternative ability generation[edit]

Instead of the above two methods, a player could use random generation tables, here and here. Use the table standard(25) for rolls.

Improving ability scores[edit]

Every 3 levels you may raise any ability score by 1, i.e. at level 3 and 6. This does not follow standard point buy rules, all ability scores cost the same to raise. Ability scores cannot be raised over 18 + racial ability adjustment. As an example, a race with +2 constitution and -2 charisma can raise constitution up to a max of 20, and charisma to a max of 16.

Starting feats and traits[edit]

All first level characters start with 1 feat. Up to 2 traits may be chosen if desired.

Starter Characters[edit]

Human Mercenary
Class: Fighter
Armour: 'Lamellar and Gambeson', light helmet
Weapons and shields: Arming sword, dagger, hatchet, heavy shield
Initiative: +5
DR: Armour 5/-
AC: (Ddodge, ranged)11 (Dodge, melee)11 (Parry, melee)17
Base Attack/Grapple: +1/+3
Attack: Arming sword +2 melee (1d8 +2) or Heavy shield +2 melee (1d4+2) or dagger +2 melee (1d4+2)
Abilities: Str 15, Con 14, Dex 13, Wis 12, Int 10, Cha 8
Skills: survival +4(2ranks, +1Wis, +1class), heal+4(2ranks, +1Wis, +1class), diplomacy+2(2ranks, -1Cha, +1class), spot +4(2ranks, +1Wis, +1class), listen+4(2ranks, +1Wis, +1class) and 10 additional skill points arranged as desired.
Feats: Power attack, Improved initiative
Saves: Fort +4, ref +1, will +1

Human Landless Knight
Class: Fighter
Armour: 'Lamellar and Gambeson', light helmet
Weapons and shields: Arming sword, mace, poniard, heavy shield
Initiative:
DR: Armour 5/-
AC: (Ddodge, ranged)11 (Dodge, melee)11 (Parry, melee)17
Base Attack/Grapple: +1/+3
Attack: Arming sword +2 melee (1d8 +2) or Heavy shield +2 melee (1d4+2) or dagger +2 melee (1d4+2)
Abilities: Str 14, Con 15, Dex 8, Wis 12, Int 13, Cha 10
Skills: ride +4(+4ranks -1Dex, +1class), knowlege:nobility and royalty +6(+4ranks +1Int, +1class), diplomacy+3(+2ranks +0Cha, +1class), spot +2(+2ranks, +1Wis) listen +2(+2ranks, +1Wis), and 10 additional skill points arranged as desired.
Feats: Combat expertise, Mounted combat
Saves: Fort +4, ref -1, will +1

Human Ranger
Class: Ranger
Armour: leather, light helmet
Weapons and shields: 2 Shortswords, longbow(30 arrows), dagger, hatchet
Initiative: +2
DR: Armour 4/-
AC: (Ddodge, ranged)13 (Dodge, melee)13 (Parry, melee)12
Base Attack/Grapple: +1/+3
Attack: Arming sword +2 melee (1d8 +2) or Heavy shield +2 melee (1d4+2) or dagger +2 melee (1d4+2)
Abilities: Str 14, Con 12, Dex 15, Wis 12, Int 10, Cha 8
Skills: survival +7(4ranks, +1Wis, +2 feat), heal +7(4ranks +1Wis, +2feat), hide+6(4ranks, +2Dex), move silently(4ranks, +2Dex), spot+5(4ranks, +1Wis), listen +5(+4ranks, +1Wis), and 8 additional skill points arranged as desired.
Feats: Track, dodge, self sufficient
Saves: Fort +3, ref +4, will +1

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