Bramble Butterfoot, Halfling Ranger Level 1

Bramble Butterfoot, Halfling Ranger Level 1
Hit Points: 18/18 Body Points: 20/20 Experience Points: 5 Experience Base: 28
Stats STR 10; DEX 15(+2); MIND 13(+1); CHA 10
Saves FORT +3; REFLEX +5; WILL+3 PRESENCE +2 (+4 to save vs magical effects)
Armor Class 15; Shortbow +6 to hit, 1d6+3; Dagger +2 to hit, 1d4+1
Rangers are expert at wilderness tracking and survival and good at moving quietly and hiding in cover in the wilderness.
Current Money: 2gp

Calix, Human Cleric Level 1

Calix, Human Cleric Level 1
Alignment: Neutral Scoundrel Hit Points: 16/16 Body Points: 20/20 Experience Points: 5 Experience Base: 20
Stats STR 10; DEX 18 (+3); MIND 17 (+2); CHA 16 (+2)
Saves FORT +3; REFLEX +5; WILL +5; PRESENCE +4
Armor Class 16; Light Mace +1 to hit 1d6 dmg
Can cast divine spells and have the Turn Undead and
Smite special Abilities.
Current Money: 5 gp

Sarhan Soth, Gnome Thief Level 1

Sarhan Soth, Gnome Thief Level 1
Alignment: Neutral Trickster Hit Points: 16/16 Body Points: 20/20 Experience Points: 5 Experience Base: 24
Stats STR 10; DEX 14 (+1); MIND 11; CHA 9
Saves FORT +3 REFLEX +6 WILL +3 PRESENCE +3; +4 to save vs poison
Armor Class 13; Dagger +1 to hit, 1d4+1
They have the Sneak Attack special ability, which adds the Thief's class level to the damage of his first attack, if he successfully sneaks up on a foe. Thieves are experts at urban
survival as well as picking pockets, hiding, sneaking, and other
tasks associated with theft.
Current Money: 5gp

Rathman, Elf Magic-User Level 1

Rathman, Elf Magic-User Level 1
Hit Points: 22/22 Body Points: 20/20 Experience Points: 5 Experience Base: 37
Stats: STR 16 (+2); DEX 8; MIND 16 (+2); CHA 8
Saves: FORT +3; REFLEX +1; WILL +5; PRESENCE +1
Armor Class 10; Dagger +3 to hit, 1d4+2 dmg
Spellbook: Read Magic, Sleep, Feather Fall, Hold Portal, Identify.
Current Money: 5gp

Gault, Human Fighter 1

Gault, Human Fighter Level 1

Alignment: Guardedly Neutral. Hit Points: 24/24 Body Points: 20/20 Experience Points: 5 Experience Base: 20
Stats: STR 16 (+2); DEX 13 (+1); MIND 11; CHA 13 (+1)

Saves: FORT +8; REFLEX +5 WILL +4; PRESENCE +5

Armor Class 15 (heavy shield, leather armor, dex bonus); Throwing Axe +3 to hit, 1d6+1 dmg; Spear +4 to hit, 1d6+3 dmg

Current Money: 5gp

Thursday, October 13, 2011

Character Generation

Character Generation

Yes, it's that time. Go to the rpglibrary's secure dice page here

And program it to roll 4d6, dropping the lowest die, 4 times. Those results will be your four attributes, Strength, Dexterity, Mind and Charisma. Arrange to taste. Select class and race. Name your character. You are all from the town of Fallcrest in the Nentir Vale. I will be happy to work with you to come up with an appropriate background and some NPCs around town to relate you to. 

There are a few houserules that will be implemented. I outlined them on my other blog, a Pack of Gnolls, and I am reposting them here for ease of use. 

Microlite74 Extended Edition, Sully's Houserules 

The following Houserules will be in effect for my upcoming Microlite74 Play-By-Blog game, which is still recruiting players. If you are interested in joining this game, email me at sully33 at gmail dawt com. 

Races: all the races offered seem pretty well true to the source material. One thing, however, immediately jumped out at me, and that was Gnomes getting a +1 to both Strength and Dexterity. Dexterity I agree with, as they are a small and nimble people, but Strength just doesn't make a lick of sense to me, so we'll change that to a +1 to the Mind attribute instead. 

I may also cook up a few of the 4E races, such as Tieflings and Dragonborn, down the line. 

Classes: all the classes are solid, but I will only be allowing the "Standard" classes to start (Fighter, Ranger, Paladin, Thief, Cleric, Druid, Magic-User, Illusionist), while the "Optional" classes (Assassin, Barbarian, Bard, Monk, Mystic, Sorcerer and Warlord) will have to be "unlocked" through the course of player exploration in the campaign. 

Alignment: The Microlite74 alignment system is pretty vague: Light, Dark, or Neutral. I prefer more colorful terms to express a characters alignment, such as "Neutral Hedonistic" or "Chaotic Ugly". Alignment is really more just guidelines for role-playing anyway. Any magic item that has alignment requirements will be adjudicated on the fly based on an individual character's history in the campaign to date. 

Virtues and Vices: I think this is a nice little role-playing tool to go along with alignment. I crossed out the line containing "Determined" and "Hidebound" and then numbered the chart down from 1-20 so it could easily be rolled on with a D20 for randomness, if desired. 

The different Battle Stances just won't get used, except for "Full Defense", which will be an option as an action in combat. It grants a bonus to Armor Class in exchange for not attacking that round. 

Special Combat Situations: the only thing that jumped off the page as ripe for abuse here is the "Knockout Blow", which as written allows a character to make an attack that stuns the target for a number of rounds equal to how much the AC was beaten by (and more for Thieves!). This is something that I think should be included in with Combat Tricks and Stunts, so that's where it will go. Alternatively, I'm the kind of DM that will allow players to knockout an opponent instead of killing them outright when HP are dropped to zero (except in the case of a critical hit). 


  1. Got: 13, 13, 10, 10 for my stat rolls, which I had emailed to you.

    Thinking I would like to play a Halfling Ranger: STR 10 +0, DEX 15 +2 (w/+2 Racial Mod), MND 10 +0, CHR 13 +1


  2. Ok, know I am double posting but I am rather psyched about this. I am starting to think of a back-story. He comes from a small Halfling community and was employed as a 'trapper', rat killer actually. Perhaps a pair of pet ferrets, or such? He was on a 'hunt' when his home came under attack and arrived home to find them all dead or gone. Not knowing what to do, he headed to the only town/city he thought some of his friends/family/neighbors might have gone to...

  3. @ the Bane: I like. How do you feel about a tribe of "gypsy" halflings? You went out to hunt down dinner, heard the commotion back at camp, and arrived back in time to see your family slaughtered by gnolls. The closest town was Fallcrest, where you now find yourself.

  4. @ Sully:

    Love the idea! Since they are nomadic and I took Ranger, could I have a mount, maybe a war dog or wolf, or a couple trained giant rats as companions? Ferrets may be too strong for a first level start out... hmmm. Gnolls, grrrr!

    Will this be a dungeon focus or wilderness focus adventure?

    Any prob with me switching CHR and MND, kinda going with the ugly, or scarred, hairfoot that none of them really wanted around, but kept because he was a good young hunter?

    Scarred face from a gnoll/goblin raiding party in his youth maybe?

    Just throwing things out here from my tired discombobulated synapses at the moment...


  5. @ the Bane: Ok, a bunch of questions there lol. Let's start with the animal companion. I'll give you a perfectly normal pet ferret, with a single hit point and no combat capabilities, and pretty limited abilities with anything else to start, but if he survives, he'll level up with you and we can figure out what abilities he gains as you level.

    Umm... It will be a wilderness focused game until your party finds the dungeons. It's an open sandbox. It's really up to you whether to explore the dungeons you discover, or clear the monsters out of the wilderness, or whatever.

    As far as stats are concerned, we haven't started playing so nothing is set in stone just yet.

  6. Howdy everyone!

    I rolled up some really lucky stats, apparently, with a 15, 17, 17, and 10. I think I want to go for human, as they play the most fun in a world of low-magic fantasy, so I added my double +1 bonus to the 15 and one 17.

    STR 16 (+2)
    DEX 18 (+2)
    MIN 17 (+2)
    CHA 10 (0)

    I'm leaning towards a thief, although I could just as easily play a fighter if needed. I'm thinking, vaguely, of a young good-aligned person with a penchant for sticky fingers and a love of the shinies and with a strong desire to get out of Fallcrest. Perhaps someone who, at the moment, disdains violence and attempts conflict resolution through the application of what he believes is superior intellect.

    Clearly, such a character would have to learn to change his attitude somewhat if he intends to make it long on the outside. ;)

  7. My roll was 9,10,10,13. I was thinking about a thief as well. I play a fighter and a cleric in my other games, so if Joe decides to take the thief I will be a magic user.

    (My comments don't seem to go through with my google account)


  8. @Joe: high roller! Nice. I like the character concept, he's definitely in for a world of change! Looks like you could easily excel in any class, so that's really up to you.

    @Jake: we'll have to figure out the comment posting issue there. Having a magic-user certainly won't hurt.

  9. @Jake: I'm cool with fighter. I only chose thief because I tend to never play thieves/rogues and it seemed like it'd be a welcome change. Or...actually, now that I think about it, a cleric wouldn't be too bad. I tend to do well when I play them.

    Or, at least, I don't get the whole party deaded. :P

    @Sully: I think I'll go with a human cleric and let Jake play the thief. I'll alter my stats ever so slightly, swapping my STR with my CHA.

    I'll also adjust my character concept slightly to be less of a greedy bastard and more of a laid-back, rather droll man of the Gods. Less zealous than most, with that same disdain for violent methods as before and with the belief that an educated answer can solve any situation.

    So basically, a little naive and out of his league outside Fallcrest. He'll learn quick. Or I'll be rolling up a fresh character!

  10. @Joe: a cleric is always welcome! Nice. We do also have a human fighter who hasn't posted up yet, but i've gotten emails from him. I'll be updating the Player Characters tab later this evening with everyone's stats and info. I believe we may have one or two more players in addition, which would bring the party up to a respectable 5-6 PCs.

    Now to start cooking up some hooks for you all to chase!

  11. rolled my scores: 16, 14, 8 and 8

    i'll look stuff over tonight and get back with a character tomorrow :)

  12. Name: Bramble Butterfoot
    Race: Halfling; (+2 to DEX. Experience base modifier of +3. Special Abilities: +4 to any save vs. a magical effect; +2 to hit and damage with slings and light bows; can blend in background (d20 + DEX Bonus; DC 12 if outdoors, DC 16 if indoors).
    Class: Ranger; ((Fighting Class) can wear light or medium armor, may use shields, and can use any weapon. Physical Combat Bonus is level/2, round up. Magical Combat Bonus is level/4, round up. Experience Base is 25. Class Saving Throw Bonus is +2. They add + 1 to FORT and REF saves. They add +1 to all attack and damage rolls. This increases by +1 at 5th level and every five levels thereafter. They are expert at wilderness tracking and survival and good at moving quietly and hiding in cover in the wilderness.)
    Background: Scarred Nomadic Hunter
    Experience Base: 28
    Physical Combat Bonus +1 (?)
    Magical Combat Bonus +1 (?)
    Shortbow(+3 th)-M(1d6+3)/50' (Should I add PCB to this?)
    Dagger(+1)-L(1d4+1)/20' (Should I add PCB to this?)
    Hit Points: 18 (Assuming Max at 1st Level?)
    Body Points: 20 (Will we be using optional rules?)
    STR 10 (+0)
    DEX 15 (+2)
    MND 13 (+1)
    CHR 10 (+0)
    Language: Common
    Saving Throws:
    FORT +3
    REF +5
    WIL +3
    PRE +2
    (+4 to any save vs. a magical effect)
    Virtue: Hopeful
    Vice: Vengeful
    Gear: backpack, bedroll, hooded lantern, 10 oil flasks, flint & steel, shovel, 2 sets of caltrops (traps?), signal whistle, pen & paper, water skin, iron rations for four days, vial of holy water, studded leather armor (+3), shortbow w/20 arrows (50' / M(1d6)), dagger (20' / L(1d4)) 2gp.
    Religion: Avandra (Good); Goddess of change, luck, trade and travel, and Pelor (Good); God of the sun, summer, agriculture and time.
    Companions: Ferret; (1hp),

  13. Rathman - Elf (male) - Magic-User

    Str = 16
    Dex = 8
    Mind = 16
    Cha = 8

    Not sure how you want to determine his initial HP or his spell book

    I'll work out some background for him, but wanted to let y'all know who and what I'd be running with ;)

  14. Sarhan Soth
    Gnome Thief
    Artisan Woodworker
    STR 11 (0)
    DEX 14 (+1)
    MND 10 (0)
    CHA 9 (0)

    AC 13
    FORT +3
    REF +6
    WIL +3
    PRE +3

    That's my start. Is there some sort of standard format we can use?

  15. Alright, I've done a little thinking on a roughshod background for my friendly little cleric and here's where he stands at the moment.

    Calix, Human Cleric

    STR 16 (+1) +2
    DEX 18 (+1) +2
    MIN 17 +2
    CHA 10 0

    Physical combat bonus: +1
    Magic combat bonus: +1

    Experience Base: 20

    Fort: +5
    Ref: +4
    Wil: +5
    Pres: +2

    Alignment: Neutral scoundrel

    Virtues: Compassionate, Friendly, Generous
    Vices: Spendthrift, Lazy, Manipulative

    Background: Raised an orphan on the streets of Fallcrest, Calix ran into trouble at an early age, running with a bad crowd, stealing, and generally being an unkind sort. This changed when faced with the prospect of prison or worse. Hoping to escape the notice of the authorities, Calix decided to become one of the devout, if only for a little while.

    He decided that Corellon, favored by those fey the Elves, would be an easy enough deity to worship. And, for the past six years, he has been following the tenents of his "faith", more or less to the letter. He continues to tell himself that soon, any day really, he'll drop the act and go back to his old ways, but those old ways are becoming harder and harder to remember.

    That's as much as I have now. If anything in the background doesn't work, let me know and it'll be expunged from the record, so to speak.

    I hope to just buy one of the packs in the rulebook, but can handpick my items as well if need be.

  16. Sarhan Soth
    Gnome Thief
    Artisan Woodworker

    STR 10 (0)
    DEX 14 (+1)
    MND 11 (0)
    CHA 9 (0)

    Race: Gnome
    Experience base modifier of +4.
    Special Abilities: +4 to any save vs. poison; note slanting passages, unsafe walls, ceilings, or floors in underground settings (d20; DC 12 if carefully checking, DC 16 if just passing through area); speak languages of dwarves, gnomes, kobolds and goblins; can see in darkness half as well as in light.

    Class: Thief
    (Specialist Class) can wear light armor, use shields,
    and use any light or medium weapon.
    Physical Combat Bonus is +1.
    Magical Combat Bonus is +1.
    Experience Base is 20.
    Sneak Attack special ability adds the Thief's class level to the damage of his first attack, if he successfully sneaks up on a foe. Use a spell from an arcane scroll successfully on a roll of 1d20 + 1 versus a DC of 10 + (2 x spell level). Spell fades as if used on failure and backfires on a natural roll of the spell level or less. Thieves are experts at urban survival as well as picking pockets, hiding, sneaking, and other tasks associated with theft.

    Alignment: Neutral Trickster

    Virtues: Just, Hopeful, Academic
    Vices: Bigoted, Arrogant, Self-Centered

    AC: 13
    FORT +3
    REF +6
    WIL +3
    PRE +3

    Inventory: Pack B, lock-picking tools, leather armor, dagger, 5 gold pieces

    Background: Sarhan is a ripe old 101, or about middle-age for a gnome. He worked in the family workshop since he was 30, and remembers when the orcs came sweeping through the land. Business has been declining ever since and demand is down. The workshop used to build furniture exclusively. It widened out to all sort of items like utensils, plates, bowls, wagon wheel repair, watch repair, whatever brought the money in. Now he is struggling to feed the six kids, his wife, and his elderly parents. Sarhan is looking to go outside of Fallcrest, perhaps for the opportunity to acquire money and feed his family, or perhaps to restore some order to the empire and reestablish trade that would renew his business.

  17. Damn, you guys are good! We've got a very well rounded team. In the next day or two I should have everyone's characters up on the PCs page, and do a little more formatting/set-up of the blog interface to make it nice and friendly. Been a busy weekend, but I've got a few hooks to throw at you guys cooked up ;)

  18. yeah, been way busy on this end with wedding plans and company from north of the 48 states ;)

    i'll kill some time at work tomorrow fleshing Rath out

  19. Rathman - Elf - Magic-user

    Scholar (Background)

    Str = 16 +2
    Dex = 8 +0
    Mind = 16 +2
    Cha = 8 +0

    +2 to hit and damage goblinoid monsters;
    note secret/hidden doors (d20 + MINDbonus; DC 12
    if carefully checking, DC 16 if just passing through area);
    speak languages of elves, orcs, hobgoblins, and gnolls.

    Arcane Blast - A Magic-User can shoot a dart of magic energy
    from the tip of their handmade wand once per round provided
    no other action is taken

    Minor Magic - Magic-Users can cast minor "everyday/noncombat"
    magic at will.

    HP 16 + 1d6

    Pack B
    10 torches
    10 torches
    flint & steel
    10 ft. pole
    water skin
    iron rations for four days
    Spellbook with all spells known (need spells)
    a dagger
    5 gold pieces

  20. Thanks Tenkar! We're gonna go with a max roll for starting HP.

    You get Read Magic and 4 additional 1st level spells of your choosing in your spellbook to start. Your spellbook is 100 pages long and each spell takes up a number of pages equal to twice its level. All additional spells must be found through the course of the game. I will generally be rolling randomly for treasure, so I'm sure some will pop up eventually.

  21. Player: Rob
    Name: Gault
    Level 1
    Fallcrest Guard

    Alignment: Guardedly Neutral.
    Hit Points: 16 + 1d8
    Body Points: 20
    Experience Points: 0
    Experience Base: 20

    STR 16 (+2)
    DEX 13 (+1)
    MIND 11
    CHA 13 (+1)

    Armor Class
    Physical Combat Bonus is +1
    Magical Combat Bonus is +1
    Melee Attack Bonus is +4
    Ranged Attack Bonus is +3
    Magic Attack Bonus is +1

    Weapon to hit and damage
    Can wear any kind of armor, weapon, and may use shields.
    Saving Throw Bonus is +4.
    Add +2 to FORT saves.
    Add +1 to attack and damage rolls.
    Maximum of 1 attack per round.
    Current Items:
    Current Money:
    Virtues: Bold, Impulsive.
    Background: Gault is a loyal son of Fallcrest. Coming of age under the tutelage of a family of wainwrights, he served many years of an apprentice in his fathers carpentry shop. With the incursions of the hordes he joined the town's guard as quickly as he could to fight the humanoids. He longs to take the fight to these monsters and sweep their like from the vale.

  22. Items for Gault:

    throwing Axe (1d6), Short spear (1d6), heavy steel Shield +2, Leather armor +2.

    Backpack, Bedroll, Flint and steel, water skin, and trail rations for 5 days.

    These possessions seem appropriate for a junior member of the guard.