Character Generation
Posted: Mon Aug 29, 2016 3:49 am
Extracted from Kenzerco's HM PHB Appendix I to allow PBEM introduction to players new to the system and to encourage sales for Kenzerco.
Players are strongly recommended to get a copy of the 4th Ed HM PHB.
Unseen Servant for player rolls. Campaign ID = 461.
Player Character Generation
Step A: Roll ability scores
Roll 7 sets of 4d6c1 (discard lowest) arrange the first six as you wish for Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Comeliness is the seventh Ability score and is set as the seventh rolled (4d6c1). For each ability, a player also needs to roll a d100 for fractional abilities. These “fractional” ability scores represent how close a character is to attaining the next integer ability score. (You’ll have a chance of raising fractional scores as you go up levels. You can also raise them in later steps with Building Points).
You can adjust Ability Scores by burning off two (2) points from one ability and adding one (1) point to another (however, Comeliness may be adjusted neither up nor down).
Step B: Choose a race
Your options will be somewhat dictated by the Ability Scores - each race has its own maximum or minimum limitations on certain abilities.
Dwarf; Ef (High, Gray, Sylvan, Grunge aka Grel, Aquatic, Drow); Gnome; Gnome Titan; Gnomeling; Half-Elf; Halfling (Hairfoot, Stout, Tallfellow, Thug); Hallf-Orc; Half-Ogre; Pixie- Fairy
Step C: Record racial abilities and talents
Consult the ‘At a Glance’ listings and record the character’s special racial abilities.
Read through the descriptions for any optional racial abilities which were not listed. Record the racial BP bonus.
Step D: Character priors and particulars
Starting Age, Handedness, Height and Weight, Social Class and Rank, Circumstances of Birth (if Illegitimate Birth determine the nature of the illegitimacy), Status of Parents, Quality of Parent, Family Heritage, Number of Siblings, Order of Birth, Status of Sibling.
Note that you are allowed to burn a Building Point and reroll if you don’t like the results of a die roll in Step D.
Step E: Quirks & Flaws
These can generate extra Building Points but can have an adverse effect on Ability Scores. Two options:
E1 Cherry Picking:You may pick up to two minor quirks or flaws and gain 2 BPs for each one you choose.
You can also pick 1 major quirk or flaw to gain an additional 4 BPs. Therefore using this method could earn you a maximum of 8 additional BPs.
E2: Rolling Randomly for Quirks/Flaws: With this method you must declare how many rolls you are going to make on the quirk and flaw tables.
RAW you can roll a maximum nine times, but for this campaign House Rule of maximum 5 applies.
The catch is you must roll at least as many times as you had declared. The tables might require you to roll additional times beyond those you had declared but if not, you must roll the exact number of times you declared.
Once you have chosen or rolled for all of your quirks and flaws, record them on your character sheet and total the number of building points you have. Also, don't forget to adjust any abilities that may have been affected by a quirk or flaw.
Step F: Record final ability scores and relevant data
Now that you’ve chosen your race and made any necessary adjustments to your ability scores for quirks or flaws you have the opportunity to adjust your fractional Ability Scores by spending as many building points as you want on them. One BP can increase a fractional Ability Score by 25. Any fractional ability Score that is increased beyond 100 by this method allows the main Ability Score (those that were
determined using 4d6r1) to be increased to the next highest integer. Once you have spent as many BPs as you want for this, record your final Ability Scores on your character sheet. Once that’s done consult tables I (A) thru I (G) and record the various bonuses and penalties the character receives for having particularly high or low scores. There should be a specific box for each bonus/penalty on your character sheet. House rulle: Ability Scores above racail maximums cost is +2BP per +25%.
Step G: Select a class and Record your class abilities and bonuses
Consult the 'At a Glance’ listings in the racial descriptions section and select a class that is available to your character’s race and one that you qualify for with your current Ability Scores.
Consult the description for the class you’ve chosen, and record any abilities and bonuses derived from that profession. For example, if your character is a thief, record
his base thieving skills. Add your BP bonus for the class you’ve chosen to your current BP total.
Step H: Finish background
At this time, you can determine how long it took your character to make it through school and/or training for his chosen class and what money he has left over.
Modify Character Starting Age (according to race). Determine Aging Effects if any. (by racial type). Determine Starting Money
Step I: Calculating your starting Honor
Now add the seven ability scores from Step A together, and divide that sum by seven (round down any fractions). Adjust the result by any modifiers for your Charisma score, character class, background or quirks and flaws. This is your starting Honor. Record the result on your character sheet. Check with the GM if any adjustments to your current total of BPs are in order.
Step J: Purchase beginning skills, proficiencies and talents
Now you can spend your building points on any skills, proficiencies or talents from any of the relevant lists subject of course to any racial/class restrictions and skill progression requirements. Each skill you purchase allows you one (1) roll of the mastery die for that skill, which can be added to your base skill mastery for that skill. You cannot buy a progression skill until you have at least a 50% in the prerequisite skill(s) for that skill. Note that you must spend the BP cost to gain weapon proficiencies. They are not automatic.
Racial Building Point Bonuses
Dwarf 10
Elf. High 12
Elf, Grunge 13
Elf, Dark 13
Gnome 10
Gnome Titan 15
Gnomeling 10
Half-Elf 11
Halfling 11
Half-Orc 8
Half-Ogre 8
Human 10
Pixie-Faire 14
Class Building Point Bonuses
Cleric 10
Druid 10
Fighter 10
Barbarian 7
Beserker 8
Cavalier 10
Dark Knight 12
Knight Errant 5
Monk 12
Paladin 12
Ranger 10
Magic-User 9
Battlemage 8
Bloodmage 11
Illusionist 9
Thief 12
Assassin 9
Bard 8
Step K: Cash in any remaining BPs for money
Each BP you have remaining can be cashed in for 25 gp. Any BPs not converted are lost.
Step L: Choose an Alignment
Abide by class restrictions when choosing your alignment.
Step M: Record Saving Throws
Step N: Roll Hit Points
Roll the appropriate hit die for your character, as indicated on the class progression table for the class you've chosen.
Step O: Record base movement
Find the character’ base movement rate and record it. Also record the encumbrance categories as well as modified movement rates and combat abilities.
Step P: Name your Character
Give your character an appropriate name and record it on your character sheet.
Step Q: Equip your character
Don’t forget to determine your character’s armor class rating for any armor worn. Also be sure to modify your base AC by your defensive adjustment.
Record the weight, size, damage, rate of fire, and range information for each weapon carried. Include type and speed factors also.
Players are strongly recommended to get a copy of the 4th Ed HM PHB.
Unseen Servant for player rolls. Campaign ID = 461.
Player Character Generation
Step A: Roll ability scores
Roll 7 sets of 4d6c1 (discard lowest) arrange the first six as you wish for Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Comeliness is the seventh Ability score and is set as the seventh rolled (4d6c1). For each ability, a player also needs to roll a d100 for fractional abilities. These “fractional” ability scores represent how close a character is to attaining the next integer ability score. (You’ll have a chance of raising fractional scores as you go up levels. You can also raise them in later steps with Building Points).
You can adjust Ability Scores by burning off two (2) points from one ability and adding one (1) point to another (however, Comeliness may be adjusted neither up nor down).
Step B: Choose a race
Your options will be somewhat dictated by the Ability Scores - each race has its own maximum or minimum limitations on certain abilities.
Dwarf; Ef (High, Gray, Sylvan, Grunge aka Grel, Aquatic, Drow); Gnome; Gnome Titan; Gnomeling; Half-Elf; Halfling (Hairfoot, Stout, Tallfellow, Thug); Hallf-Orc; Half-Ogre; Pixie- Fairy
Step C: Record racial abilities and talents
Consult the ‘At a Glance’ listings and record the character’s special racial abilities.
Read through the descriptions for any optional racial abilities which were not listed. Record the racial BP bonus.
Step D: Character priors and particulars
Starting Age, Handedness, Height and Weight, Social Class and Rank, Circumstances of Birth (if Illegitimate Birth determine the nature of the illegitimacy), Status of Parents, Quality of Parent, Family Heritage, Number of Siblings, Order of Birth, Status of Sibling.
Note that you are allowed to burn a Building Point and reroll if you don’t like the results of a die roll in Step D.
Step E: Quirks & Flaws
These can generate extra Building Points but can have an adverse effect on Ability Scores. Two options:
E1 Cherry Picking:You may pick up to two minor quirks or flaws and gain 2 BPs for each one you choose.
You can also pick 1 major quirk or flaw to gain an additional 4 BPs. Therefore using this method could earn you a maximum of 8 additional BPs.
E2: Rolling Randomly for Quirks/Flaws: With this method you must declare how many rolls you are going to make on the quirk and flaw tables.
RAW you can roll a maximum nine times, but for this campaign House Rule of maximum 5 applies.
The catch is you must roll at least as many times as you had declared. The tables might require you to roll additional times beyond those you had declared but if not, you must roll the exact number of times you declared.
Once you have chosen or rolled for all of your quirks and flaws, record them on your character sheet and total the number of building points you have. Also, don't forget to adjust any abilities that may have been affected by a quirk or flaw.
Step F: Record final ability scores and relevant data
Now that you’ve chosen your race and made any necessary adjustments to your ability scores for quirks or flaws you have the opportunity to adjust your fractional Ability Scores by spending as many building points as you want on them. One BP can increase a fractional Ability Score by 25. Any fractional ability Score that is increased beyond 100 by this method allows the main Ability Score (those that were
determined using 4d6r1) to be increased to the next highest integer. Once you have spent as many BPs as you want for this, record your final Ability Scores on your character sheet. Once that’s done consult tables I (A) thru I (G) and record the various bonuses and penalties the character receives for having particularly high or low scores. There should be a specific box for each bonus/penalty on your character sheet. House rulle: Ability Scores above racail maximums cost is +2BP per +25%.
Step G: Select a class and Record your class abilities and bonuses
Consult the 'At a Glance’ listings in the racial descriptions section and select a class that is available to your character’s race and one that you qualify for with your current Ability Scores.
Consult the description for the class you’ve chosen, and record any abilities and bonuses derived from that profession. For example, if your character is a thief, record
his base thieving skills. Add your BP bonus for the class you’ve chosen to your current BP total.
Step H: Finish background
At this time, you can determine how long it took your character to make it through school and/or training for his chosen class and what money he has left over.
Modify Character Starting Age (according to race). Determine Aging Effects if any. (by racial type). Determine Starting Money
Step I: Calculating your starting Honor
Now add the seven ability scores from Step A together, and divide that sum by seven (round down any fractions). Adjust the result by any modifiers for your Charisma score, character class, background or quirks and flaws. This is your starting Honor. Record the result on your character sheet. Check with the GM if any adjustments to your current total of BPs are in order.
Step J: Purchase beginning skills, proficiencies and talents
Now you can spend your building points on any skills, proficiencies or talents from any of the relevant lists subject of course to any racial/class restrictions and skill progression requirements. Each skill you purchase allows you one (1) roll of the mastery die for that skill, which can be added to your base skill mastery for that skill. You cannot buy a progression skill until you have at least a 50% in the prerequisite skill(s) for that skill. Note that you must spend the BP cost to gain weapon proficiencies. They are not automatic.
Racial Building Point Bonuses
Dwarf 10
Elf. High 12
Elf, Grunge 13
Elf, Dark 13
Gnome 10
Gnome Titan 15
Gnomeling 10
Half-Elf 11
Halfling 11
Half-Orc 8
Half-Ogre 8
Human 10
Pixie-Faire 14
Class Building Point Bonuses
Cleric 10
Druid 10
Fighter 10
Barbarian 7
Beserker 8
Cavalier 10
Dark Knight 12
Knight Errant 5
Monk 12
Paladin 12
Ranger 10
Magic-User 9
Battlemage 8
Bloodmage 11
Illusionist 9
Thief 12
Assassin 9
Bard 8
Step K: Cash in any remaining BPs for money
Each BP you have remaining can be cashed in for 25 gp. Any BPs not converted are lost.
Step L: Choose an Alignment
Abide by class restrictions when choosing your alignment.
Step M: Record Saving Throws
Step N: Roll Hit Points
Roll the appropriate hit die for your character, as indicated on the class progression table for the class you've chosen.
Step O: Record base movement
Find the character’ base movement rate and record it. Also record the encumbrance categories as well as modified movement rates and combat abilities.
Step P: Name your Character
Give your character an appropriate name and record it on your character sheet.
Step Q: Equip your character
Don’t forget to determine your character’s armor class rating for any armor worn. Also be sure to modify your base AC by your defensive adjustment.
Record the weight, size, damage, rate of fire, and range information for each weapon carried. Include type and speed factors also.