You can choose or randomly generate your character's age. If you choose it, it must be at least the minimum age for the character's race and class (see Table: Random Starting Ages). Your character's minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character's race and class on Table: Random Starting Ages. Alternatively, refer to Table: Random Starting Ages and roll dice to determine how old your character is.
Table: Random Starting Ages |
Race |
Adulthood |
Barbarian
Rogue
Sorcerer |
Bard
Fighter
Paladin
Ranger | Cleric
Druid
Monk
Wizard |
Human |
15 years |
+1d4 |
+1d6 |
+2d6 |
Dwarf |
40 years |
+3d6 |
+5d6 |
+7d6 |
Elf |
110 years |
+4d6 |
+6d6 |
+10d6 |
Gnome |
40 years |
+4d6 |
+6d6 |
+9d6 |
Half-elf |
20 years |
+1d6 |
+2d6 |
+3d6 |
Half-orc |
14 years |
+1d4 |
+1d6 |
+2d6 |
Halfling |
20 years |
+2d4 |
+3d6 |
+4d6 |
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With age, a character's physical ability scores decrease and his or her mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character's ability scores can be reduced below 1 in this way. When a character reaches venerable age, secretly roll his or her maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year. The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.
Table: Aging Effects |
Race |
Middle Age
1 |
Old
2 |
Venerable
3 |
Maximum Age |
Human |
35 years |
53 years |
70 years |
+2d20 years |
Dwarf |
125 years |
188 years |
250 years |
+2d% years |
Elf |
175 years |
263 years |
350 years |
+4d% years |
Gnome |
100 years |
150 years |
200 years |
+3d% years |
Half-elf |
62 years |
93 years |
125 years |
+3d20 years |
Half-orc |
30 years |
45 years |
60 years |
+2d10 years |
Halfling |
50 years |
75 years |
100 years |
+5d20 years |
1 At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha. |
2 At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha. |
3 At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha. |
The dice roll given in the Height Modifier column determines the character's extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character's extra weight beyond the base weight.
Table: Random Height and Weight |
Race |
Base Height |
Height Modifier |
Base Weight |
Weight Modifier |
Human, male |
4' 10" |
+2d10 |
120 lb. |
x (2d4) lb. |
Human, female |
4' 5" |
+2d10 |
85 lb. |
x (2d4) lb. |
Dwarf, male |
3' 9" |
+2d4 |
130 lb. |
x (2d6) lb. |
Dwarf, female |
3' 7" |
+2d4 |
100 lb. |
x (2d6) lb. |
Elf, male |
4' 5" |
+2d6 |
85 lb. |
x (1d6) lb. |
Elf, female |
4' 5" |
+2d6 |
80 lb. |
x (1d6) lb. |
Gnome, male |
3' 0" |
+2d4 |
40 lb. |
x 1 lb. |
Gnome, female |
2' 10" |
+2d4 |
35 lb. |
x 1 lb. |
Half-elf, male |
4' 7" |
+2d8 |
100 lb. |
x (2d4) lb. |
Half-elf, female |
4' 5" |
+2d8 |
80 lb. |
x (2d4) lb. |
Half-orc, male |
4' 10" |
+2d12 |
150 lb. |
x (2d6) lb. |
Half-orc, female |
4' 5" |
+2d12 |
110 lb. |
x (2d6) lb. |
Halfling, male |
2' 8" |
+2d4 |
30 lb. |
x 1 lb. |
Halfling, female |
2' 6" |
+2d4 |
25 lb. |
x 1 lb. |
News: D&D Play By Post Party Leader
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OCC: Rei advanced to level 2, it's been a long, long time since I leveled a character so I am gonna post it here in case I make a mistake, please correct me if I screwed up, thanks!
HP: Rolled 5 + 1 (con modifier) = 6 + 8 (from level 1) = 14. Skill points: 4 - 1 (int modifier) = 3 Spend a point on Spot, Sense Motive and Listen. Base Attack: +1 Fort save: 3 + 1 (int modifier) = 4 Refl save: 3 + 3 (dex modifier) + 2 (lightning reflex) = 8 Will save: 3 Bonus feat: Combat Reflexes Gained: Evasion Flurry of blows attack bonus becomes: -1/-1
After listening to Eth's advice about buying a mount and reading up things on how to optimise a monk I decided to buy (if approved) the following items.
Horse (heavy): 200gp Bit and Bridle: 2 gp Saddlebags: 4 gp Masterwork Shurikens: x20 (124 gp) Masterwork Quarterstaff: (301 gp) Masterwork Kamas x2 (604 gp)
Now for the expensive stuff (again please let me know if some of them are not approved:
Bracers of Armor These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.
Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creator’s caster level must be at least two times that of the bonus placed in the bracers; 4,000 gp (+2)
Amulet of Natural Armor This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet.
Faint transmutation; CL 5th; Craft Wondrous Item, barkskin, creator’s caster level must be at least three times the amulet’s bonus; Price 2,000 gp (+1),
Protection This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1);
Periapt of Wisdom Although it appears to be a normal pearl on a light chain, a periapt of wisdom actually increases the possessor’s Wisdom score in the form of an enhancement bonus of +2, +4, or +6 (depending on the individual item).
Moderate transmutation; CL 8th; Craft Wondrous Item, owl’s wisdom; Price 4,000 gp (+2)
Total cost of everything: 13235 gp.
Phew.
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