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 Character Creation Rules

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Better Alex



Posts : 148
Join date : 2011-09-30

PostSubject: Character Creation Rules   Fri May 23, 2014 7:21 pm

Mostly gonna follow the creation rules from the D20M Core Manual, but with modifications.

Abilities: To get the base, roll 4d6, and subtract the lowest roll. Any die with a result of 1 is rerolled. Allowed one full reroll for one and only one score. Every 4 levels, gain 1 bonus ability point to be placed at player's discretion.

Hit Points: Maximised from hit dice.

Feats: Everyone starts with the Simple Weapons Proficiency feat. Everyone gains 1 feat at 0th level/creation, and gains 1 bonus feat at 3rd level and every three levels afterwards.

Skills: Everyone has Read/Write Language and Speak Language as in-class skills.

Action Points: see below.

Wealth Bonus is the measure of one's relative financial situation, taking into consideration bank accounts, savings, credit, pensions, equity, property, etc. Wealth is used to acquire cybernetics, armour, weapons and ammunition, clothing, accoutrements, and personal effects. Wealth will be an aggregate of these things:
Base Wealth Bonus: determined by a 2d4 dice roll.
Profession: 1 or more ranks provide a +1 bonus to Wealth per 5 ranks in the Profession skill.
Occupational Wealth Bonus: depends on starting occupation.
If applicable, the Windfall feat.
If applicable, class features that provide Wealth bonuses.
After having bought items at character creation, do a number of Profession checks for however many character levels you have to recoup your loss. This represents taking into account your purchases and income.

Everyone has the ID Chip cybernetic implant free.

Reputation is the measure of one's renown among groups of people. All characters have a reputation bonus equal to their class Reputation Bonus, adding or subtracting based on the Renown or Low Profile feats, if applicable. Reputation checks are done by a roll of 1d20+ Intelligence modifier (or modifier of a relevant Knowledge skill, if applicable) + relevant character's reputation bonus, with a DC of 25. If successful, the check-rolling character knows of the relevant character. Depending on that person's disposition to that character, this recognition imparts a bonus or penalty to interaction skill checks.


Last edited by Better Alex on Wed Sep 07, 2016 3:12 am; edited 1 time in total
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Better Alex



Posts : 148
Join date : 2011-09-30

PostSubject: Re: Character Creation Rules   Fri May 23, 2014 7:21 pm

Starting Occupations
A character selects one starting occupation at character creation, unless he or she possesses the Moonlighter feat. This represents the training and life experience the character has had prior to the start of the campaign and the primary career in which they are engaged. A character may hold other jobs as his or her career unfolds, but the benefits of a starting occupation are only applied once. Many starting occupations have a prerequisite that the character must meet to qualify for the occupation. Each occupation provides a number of additional permanent class skills that you can select from a list of choices. Once selected, a permanent class skill is always considered to be a class skill for your character. If it is already a class skill, you gain a +1 competence bonus for that skill. Some starting occupations provide a Reputation bonus or a bonus feat. They all provide a Wealth bonus, which differs from occupation to occupation.
Spoiler:
 

Core Programming Affinity
Most robots don’t have professions, careers, or the accumulated life experiences of other heroes. This is why they don’t receive the benefits of a starting occupation. Even so, a robot’s creator may bestow special programming within its artificial intelligence to incorporate a primary purpose. The robot’s operating system then gains a core programming affinity for certain skills and feats, allowing the machine to more efficiently fulfil its defined role.
Creating a core programming affinity from scratch requires a Computer Use check (DC 30) and 60 hours of work. A heroic robot may never have more than one affinity. If the robot is eventually destroyed, its core programming affinity may be salvaged like any other skill software per the Robot Resurrection rules.
Class Skills: Any skills selected as part of a programmed affinity become permanent class skills. If a selected skill is already a class skill, the robot gains a +1 competence bonus on checks using that skill as a result of the software.
Purchase DC: 10 + one-half the base purchase DC of the robot’s frame.
Spoiler:
 


Last edited by Better Alex on Tue Nov 10, 2015 7:18 pm; edited 6 times in total
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Better Alex



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Join date : 2011-09-30

PostSubject: Re: Character Creation Rules   Fri May 23, 2014 7:21 pm

Action Points are a ruleset originally integral to D20M that I removed but am now reintegrating. Action Points provide characters with the means to affect game play in significant ways. A character always has a limited amount of action points, and must use them wisely.

A character may spend actions points to alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw. When a character spends 1 action point to improve a d20 roll, add a certain number of d6's to the d20 roll to help meet or exceed the target number. A character can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. If the character does so, apply the highest result and disregard the other rolls. A character can’t use an action point on a skill check or ability check when he or she is taking 10 or taking 20.
A character with between 1 and 7 character levels rolls 1d6 to modify the roll.
A character with between 8 and 14 character levels rolls 2d6.
A character with between 15 and 20 character levels rolls 3d6.
A character with more than 20 character levels rolls 4d6.

A character may spend action points to use a class talent or class feature during his or her turn for which the expenditure of 1 action point is required. When a character spends 1 action point to use a class feature, he or she gains the benefit of the feature but doesn't roll a d6. In this case, the action point is not a bonus to a d20 roll.

Finally, a character main spend spend action points to gain another action on their turn. A character may expend 1 action point to gain another swift action. This also is not a bonus to a d20 roll.

A character can only perform one action point expenditure in a round. If a character spends a point to use a class feature, he or she can’t spend another one in the same round to improve a die roll, and vice versa.

A character gains action points based on their character level, class levels, and what type of class in which they have levels.
Each level of a Basic Class gains a number of action points equal to 5 per + 1/2 class level, rounding down.
Each level of an Advanced Class gains a number of action points equal to 6 + 1/2 class level, rounding down.
Each level of a Prestige Class gains a number of action points equal to 7 + 1/2 class level, rounding down.
These points accumulate but do not replenish.
At start of play at levels higher than 1, deduct a number of action points equal to your character level. This represents the character having used action points to improve rolls and activate special abilities prior to start of play.

Base Classes
LevelAction Points Gained
1st5
2nd6
3rd6
4th7
5th7
6th8
7th8
8th9
9th9
10th10
Advanced Classes
LevelAction Points Gained
1st6
2nd7
3rd7
4th8
5th8
6th9
7th9
8th10
9th10
10th11
Prestige Classes
LevelAction Points Gained
1st7
2nd8
3rd8
4th9
5th9
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Better Alex



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PostSubject: Re: Character Creation Rules   Tue Nov 10, 2015 7:53 pm

Levelling Table
For most characters, levels are gained through experience. A dynamic point-based experience tallying may or may not come into play, but this develops during gameplay. In character creation, one's level is an aggregate of a lifetime of experiences. This include such factors as age, fighting experience, education, and the hardships of normal, everyday adulthood. The table below indicates the baseline for this, starting with age.

Age determines the baseline level of the character, in terms of ECL.
Age CategoryLevel
Child1
Young Adult3
Adult6
Middle Age9
Old Age12
Venerable15
Modifiers add to this baseline, depending on the kind of experiences indicated. Different kinds of situations put a character through different kinds of stress, challenges, and learning experiences.
ExperienceModifier
Military, Police, or Intelligence service+1 per two years of service
Political or business career+1 per three years of work
Criminal or mercenary career+1 per three years of work
Medical or academic career+1 per five years of work
Civics or labour career+1 per five years of work
College education+1 per two years of study
Prison or institutional time-1 per five years of captivity
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