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.

Table: Point Buy Ability Costs

Ability scorePoint CostAbility scorePoint Cost
91146
102158
1131610
1241713
1351816

Alternative ability generation

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

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

Return

Back to Main Page 3.5e Homebrew Campaign Settings E6 Blashyyrk Campaign Setting

gollark: - autoenchanting
gollark: A few exceptions:- spawners- chunkloaders- taika's mob farm etc.
gollark: Well, turtles can do *most* of what players can.
gollark: ... and what's mcleak?
gollark: MCLeaks?
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