Character creation (Blashyyrk)
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
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.
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 |
Improving ability scores
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
All first level characters start with 1 feat. Up to 2 traits may be chosen if desired.
Starter Characters
- 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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