Historical Fantasy Celt Game Recruiting (AD&D 2e)


Recruitment

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Okay, everyone, this is the recruitment for my Celt game. Rules are follows:

Rolling Characters
In AD&D, you roll dice. There is a method described in the Dungeon Master's Guide about using points (method VI, you still roll, though). Since this game is not sanctioned by the Pathfinder Society -- after all we are using AD&D -- I'm going to have you roll.

Method IV: You roll 12d6. Take the best six rolls out of the lot and assign them where you want. (See the PHB, page 19).
Alternative: If there is a class you have to play, and you have the particular Complete Handbook for that class (say, like the Complete Druid's Handbook, or the Complete Ranger's Handbook) I will allow you to roll for the alternative stats.

In my last Interest Check, I discussed all the books we are using. We can use the Complete Handbook splats, but they are optional. Besides, I don't know what you have handy.

Character Races
You may play humans or sidhe (High Elf). If you have the Complete Book of Humanoids, I might allow you to play a pixie or a Firbolg. Members of those two races are a part of the other world and are commonly encountered in the wilderness. (see pages 51-53 of the Complete Book of Humanoids for information on Pixies). You may not use the Complete Book of Elves.

Remember, the Sidhe are the peoples of Bronze Age Western Europe and Britain (the Beaker People). And yes, they have been romanticized into fairies and elves.

Character Classes
This is a Celt culture game. The following classes are commonly found in the Celtic Empire.
Fighter
Ranger
Specialist Mage (Except Conjurers and Necromancers)
Druid*
Bard*
Thief

Druids and Bards have been greatly altered from the way they are presented in the PHB. See HR3 the Celts for details.

Player Characters outside of the Celt Empire
If you have to play a paladin, mage, or a cleric, you may play a foreigner. Like a Greek or a Roman. I'll allow one such character in the party. Remember, foreigners are regarded with suspicion and are discriminated against in Celt Culture.

Proficiencies
No, we aren't using the optional Proficiency rules for this game. I'd like you to roleplay every aspect of your character.

Gifts
One page 15 of the Celts Historical Reference, there is a table with which you can roll for your player's gifts. These are purely optional, but they could reflect a connection with the other world.

Gender
You may choose any gender you like. Although for a woman to be accepted as a warrior, she will have to work twice as hard for the same respect. See HR3: the Celts page 23 for details. Note, women typically are regarded as legal equals in Celt society. They can divorce their mates if they prove to be unsuitable.

Age
The Celts typically regard a male youth at 15 to be an adult. They typically regard a female youth at 14 to be an adult. Bards and Druids (Druids are known as Ollaves until they reach 7th level) are typically older. Bards train for 20 years to learn the ways, songs, and ballads of Celt culture. You can choose just about any age, just remember Druids are typically middle age, and the Bards typically start in their 30s.

Other aspects of Character Creation are discussed in HR3.

Alignment.
Try to choose good or neutral alignments for this game. I'd like to play the bad guys.

Dark Archive

Sounds good. I'll take a look at the Celt specific books this evening for some inspiration.


I don't have time to learn a new system, but I'm definitely interested in following this. Can't wait to see what everyone comes up with

Grand Lodge

A firbolg that takes me back.may try that. Though have to read the Celtics book pdf I have.


How would you feel me making a character based off of Merida?

Female Ranger

Dark Archive

I'm leaning towards a druid. Still reading through the Celtic books for inspiration.


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MoFiddy wrote:
I'm leaning towards a druid. Still reading through the Celtic books for inspiration.

Merida's mother! Hahahaha bear form!


Seth86 wrote:

How would you feel me making a character based off of Merida?

Female Ranger

That could work.


If I may suggest, you may also allow Witches and Warlocks (not on the same category as specialized wizards, but extremely thematic in Celtic culture) - unless you want to reflavor them all in the druids, but you know, witches are quintessential in this mix :)

Liberty's Edge

interested..will go over the material and see what I might want to play!!


Lapyd wrote:
If I may suggest, you may also allow Witches and Warlocks (not on the same category as specialized wizards, but extremely thematic in Celtic culture) - unless you want to reflavor them all in the druids, but you know, witches are quintessential in this mix :)

I was reading PO:Spells and Magic to get a feel for your suggestion. Number one, it's based on the Medieval thought about witches and warlocks. I suppose they didn't interview Wiccans on how they are portrayed. To tell the truth, the specialist mage can play the role of a Witch or Warlock as they were seen by the Celts. Good suggestion, though, I'm sure some wiccans would be offended by how Spells and Magic portrays them (as in getting their spells from demons or devils).

Sorry, but to be true to the culture, I'll have to change things on how witches and warlocks work for this game. :) The Specialist mage is all we need. Good suggestion though, Lapyd.

Grand Lodge

Also the Mystic and Witch Packages in the Wizards Handbook have good examples of these if that splatbook is allowed

I think a Firbolg Warrior will do for me.

Grand Lodge

Stats: 12d6 ⇒ (3, 3, 6, 6, 1, 4, 6, 3, 2, 6, 1, 2) = 43
666643


Critzible wrote:

[Dice=Stats]12d6

666643

Okay, you did roll 12d6. Try it for each ability (12d6 6 times)


12d6 ⇒ (3, 6, 3, 2, 1, 5, 6, 4, 5, 4, 4, 6) = 49 = 18
12d6 ⇒ (1, 1, 5, 4, 2, 2, 4, 6, 2, 3, 6, 3) = 39 = 17
12d6 ⇒ (3, 3, 6, 2, 2, 5, 6, 2, 6, 5, 5, 3) = 48 = 18
12d6 ⇒ (6, 3, 4, 5, 2, 6, 4, 2, 1, 5, 2, 4) = 44 = 17
12d6 ⇒ (5, 4, 2, 2, 6, 6, 5, 6, 6, 4, 4, 2) = 52 = 18
12d6 ⇒ (6, 3, 4, 5, 1, 3, 4, 1, 4, 1, 4, 6) = 42 = 17

Dang. Not straight 18’s. I quit.


LandSwordBear wrote:

12d6 = 18

12d6 = 17
12d6 = 18
12d6 = 17
12d6 = 18
12d6 = 17

Dang. Not straight 18’s. I quit.

Well, that's what I had expected. Quitting is not an option. I have to decide which characters is playing, after all.

Dark Archive

12d6 ⇒ (4, 2, 5, 4, 6, 4, 5, 6, 4, 6, 6, 6) = 58 = 18
12d6 ⇒ (4, 4, 1, 5, 2, 6, 3, 5, 1, 5, 3, 1) = 40 = 16
12d6 ⇒ (5, 2, 5, 4, 4, 6, 5, 5, 6, 5, 6, 6) = 59 = 18
12d6 ⇒ (3, 5, 1, 4, 6, 4, 1, 2, 4, 6, 2, 1) = 39 = 17
12d6 ⇒ (1, 2, 4, 4, 6, 6, 3, 4, 6, 1, 1, 4) = 42 = 18
12d6 ⇒ (1, 4, 6, 6, 5, 2, 6, 5, 4, 1, 3, 3) = 46 = 18

I have the Complete Druid's Handbook, but I'm not sure what you mean by alternative stats.

Quote:
Alternative: If there is a class you have to play, and you have the particular Complete Handbook for that class (say, like the Complete Druid's Handbook, or the Complete Ranger's Handbook) I will allow you to roll for the alternative stats.


12d6: 12d6 ⇒ (6, 4, 6, 3, 6, 2, 4, 5, 4, 2, 1, 1) = 44 18
12d6: 12d6 ⇒ (6, 1, 4, 3, 5, 1, 6, 5, 6, 6, 2, 4) = 49 18
12d6: 12d6 ⇒ (2, 3, 6, 4, 4, 2, 6, 2, 4, 1, 6, 2) = 42 18
12d6: 12d6 ⇒ (1, 4, 1, 2, 5, 2, 4, 6, 5, 4, 4, 1) = 39 16
12d6: 12d6 ⇒ (2, 6, 2, 6, 2, 1, 2, 2, 1, 2, 5, 1) = 32 17
12d6: 12d6 ⇒ (4, 5, 3, 2, 4, 6, 1, 6, 6, 5, 1, 4) = 47 18

@EltonJ - are elves allowed to multi-class? Just thinking about options, actually leaning toward bard but I have to read up a bit.

Liberty's Edge

OK... I believe the way the rolls are supposed to be done is rolling 3d6 12 times not 12d6 6 times. Correct me if I am wrong, but should it not look more like this:

3d6 ⇒ (6, 6, 6) = 18
3d6 ⇒ (3, 5, 6) = 14
3d6 ⇒ (4, 4, 6) = 14
3d6 ⇒ (6, 4, 3) = 13
3d6 ⇒ (5, 5, 2) = 12
3d6 ⇒ (6, 1, 3) = 10
3d6 ⇒ (4, 1, 6) = 11
3d6 ⇒ (6, 4, 6) = 16
3d6 ⇒ (2, 2, 4) = 8
3d6 ⇒ (2, 4, 3) = 9
3d6 ⇒ (4, 3, 5) = 12
3d6 ⇒ (6, 5, 4) = 15

SO the best 6 rolls from above would be:
18, 16, 15, 14, 14, 13

Is this correct??


Daniel Stewart wrote:

OK... I believe the way the rolls are supposed to be done is rolling 3d6 12 times not 12d6 6 times. Correct me if I am wrong, but should it not look more like this:

3d6
3d6
3d6
3d6
3d6
3d6
3d6
3d6
3d6
3d6
3d6
3d6

SO the best 6 rolls from above would be:
18, 16, 15, 14, 14, 13

Is this correct??

That makes more sense. I believe you are right, that’s closer to how I remember it being done.


3d6: 3d6 ⇒ (4, 6, 6) = 16
3d6: 3d6 ⇒ (6, 5, 2) = 13
3d6: 3d6 ⇒ (1, 1, 4) = 6
3d6: 3d6 ⇒ (3, 2, 5) = 10
3d6: 3d6 ⇒ (6, 6, 2) = 14
3d6: 3d6 ⇒ (5, 6, 6) = 17
3d6: 3d6 ⇒ (4, 2, 1) = 7
3d6: 3d6 ⇒ (6, 1, 6) = 13
3d6: 3d6 ⇒ (2, 3, 5) = 10
3d6: 3d6 ⇒ (3, 5, 3) = 11
3d6: 3d6 ⇒ (4, 2, 6) = 12
3d6: 3d6 ⇒ (2, 4, 1) = 7

17, 16, 14, 13, 13, 12

Grand Lodge

Stat: 12d6 ⇒ (4, 6, 5, 4, 6, 3, 3, 4, 3, 4, 3, 2) = 4717
Stat: 12d6 ⇒ (2, 1, 3, 3, 5, 3, 4, 1, 3, 4, 4, 2) = 3513
Stat: 12d6 ⇒ (1, 3, 4, 3, 6, 2, 6, 3, 2, 5, 4, 6) = 4518
Stat: 12d6 ⇒ (2, 6, 4, 2, 5, 1, 1, 4, 6, 5, 3, 4) = 4317
Stat: 12d6 ⇒ (1, 3, 1, 1, 5, 3, 4, 4, 5, 5, 5, 6) = 4316
Stat: 12d6 ⇒ (3, 6, 3, 5, 1, 2, 5, 1, 1, 4, 1, 1) = 3316

So 18,17,17,16,16,13 for my Firbolg Warrior


Daniel Stewart wrote:

OK... I believe the way the rolls are supposed to be done is rolling 3d6 12 times not 12d6 6 times. Correct me if I am wrong, but should it not look more like this:

3d6
3d6
3d6
3d6
3d6
3d6
3d6
3d6
3d6
3d6
3d6
3d6

SO the best 6 rolls from above would be:
18, 16, 15, 14, 14, 13

Is this correct??

That's more like it.


Daniel is right; Here is the wording from the 2e PHB revised:

Method IV: Roll 3d6 twelve times and jot down all twelve totals. Choose six of these rolls (generally the six best rolls) and assign them to your character's abilities however you want. This combines the best of methods II and III, but takes somewhat longer.

As an example, Joan rolls 3d6 twelve times and gets results of 12, 5, 6, 8, 10, 15, 9, 12, 6, 11, 10, and 7. She chooses the six best rolls (15, 12, 12, 11, 10, and 10) and then assigns them to her character's abilities so as to create the strengths and weaknesses that she wants her character to have


Smiles-a-lot wrote:

Daniel is right; Here is the wording from the 2e PHB revised:

Method IV: Roll 3d6 twelve times and jot down all twelve totals. Choose six of these rolls (generally the six best rolls) and assign them to your character's abilities however you want. This combines the best of methods II and III, but takes somewhat longer.

As an example, Joan rolls 3d6 twelve times and gets results of 12, 5, 6, 8, 10, 15, 9, 12, 6, 11, 10, and 7. She chooses the six best rolls (15, 12, 12, 11, 10, and 10) and then assigns them to her character's abilities so as to create the strengths and weaknesses that she wants her character to have

Yep, that's right. I should have copied it directly from the PHB.

Liberty's Edge

Alright, now that I have some numbers, lets see what Character gift I receive:

Gift: 1d20 ⇒ 17 Mixed Blood

17. Mixed Blood. The character has a trace of Sidhe or Fomorian blood. Roll ld12 and refer to the Mixed Blood Table below to determine what this means for the character.

Mix Blood Table roll: 1d12 ⇒ 12 Part Fomorian, AC 8 unarmored

Cool! Ok so I have some Fomorian in my character's background!!

Grand Lodge

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Stat: 3d6 ⇒ (6, 6, 6) = 18
Stat: 3d6 ⇒ (2, 6, 5) = 13
Stat: 3d6 ⇒ (1, 5, 5) = 11
Stat: 3d6 ⇒ (3, 5, 1) = 9
Stat: 3d6 ⇒ (6, 3, 3) = 12
Stat: 3d6 ⇒ (5, 2, 2) = 9
Stat: 3d6 ⇒ (5, 3, 1) = 9
Stat: 3d6 ⇒ (1, 2, 6) = 9
Stat: 3d6 ⇒ (4, 2, 6) = 12
Stat: 3d6 ⇒ (4, 3, 6) = 13
Stat: 3d6 ⇒ (5, 3, 3) = 11
Stat: 3d6 ⇒ (3, 4, 4) = 11

Yeah that's more on brand for Piazo dice...
18,13,13,12,12,11...sigh


Critzible wrote:


Yeah that's more on brand for Piazo dice...
18,13,13,12,12,11...sigh

I feel your pain. My rolls went from extraordinary to pretty good. :(

Liberty's Edge

OK..now to sort my stats!

Str: 14
Dex: 14
Con: 13
Int: 18
Wis: 16
Cha: 15

Ok I was thinking of going Druid...weird that they place INT above WIS...does that mean their spells are based on INT?? (Celtic Campaign pg. 20)


3d6 ⇒ (5, 5, 3) = 13
3d6 ⇒ (4, 4, 4) = 12
3d6 ⇒ (5, 6, 2) = 13
3d6 ⇒ (1, 5, 6) = 12
3d6 ⇒ (1, 4, 4) = 9
3d6 ⇒ (5, 2, 6) = 13
3d6 ⇒ (2, 6, 1) = 9
3d6 ⇒ (4, 1, 5) = 10
3d6 ⇒ (5, 2, 4) = 11
3d6 ⇒ (4, 4, 4) = 12
3d6 ⇒ (6, 1, 1) = 8
3d6 ⇒ (3, 6, 1) = 10

+6 (+1 x6)

yeah.


gift: 1d20 ⇒ 18 Soooo... Not an archer but a barbarian...


Oh, forgot about gifts. Pretty sure I’m going human so….

Gift: 1d20 ⇒ 15

Handsome +1 charisma.


Are we allowed to chose a kit from the Complete Handbooks?

I’m thinking thief with the swashbuckler kit.


I'm thinking Warrior Queen type now.

You may laugh at her, but she has the anger of the warp in her, and she will put you down


Smiles-a-lot wrote:

Are we allowed to chose a kit from the Complete Handbooks?

I’m thinking thief with the swashbuckler kit.

No. We aren't using the Proficiency rules, so no kits. Sorry.


Daniel Stewart wrote:

OK..now to sort my stats!

Str: 14
Dex: 14
Con: 13
Int: 18
Wis: 16
Cha: 15

Ok I was thinking of going Druid...weird that they place INT above WIS...does that mean their spells are based on INT?? (Celtic Campaign pg. 20)

Requirements. A druid must be human. Intelligence must be 15 or greater and Wisdom 12 or greater. Both scores are prime requisites.

Daniel, they use divine spells, so their spells are based on Wisdom. The high intelligence means that you know everything a bard knows. Druids acted as judges, counselors, and guides. They also supposed to know magic. They train for longer than a bard, so they started out as middle age.

Liberty's Edge

Ok, thanks for the clarification...I might switch the INT and WIS around. I will still have the requirements, but the hight Wisdom will help my spell casting etc. (and let me start the game with 3 1st level spells!)

Grand Lodge

Age: 40 + 5d6 ⇒ 40 + (5, 2, 4, 5, 2) = 58
Max Age: 200 + 3d100 ⇒ 200 + (49, 25, 38) = 312
Height: 120 + 1d12 ⇒ 120 + (6) = 126
Weight: 780 + 6d10 ⇒ 780 + (9, 10, 10, 6, 2, 2) = 819

Does a Firbolg roll for gifts too?


Critzible wrote:
Does a Firbolg roll for gifts too?

No.


3d6 ⇒ (5, 4, 1) = 10
3d6 ⇒ (4, 5, 1) = 10
3d6 ⇒ (1, 6, 2) = 9
3d6 ⇒ (6, 3, 1) = 10
3d6 ⇒ (1, 1, 1) = 3
3d6 ⇒ (6, 4, 2) = 12
3d6 ⇒ (4, 4, 2) = 10
3d6 ⇒ (5, 6, 6) = 17
3d6 ⇒ (3, 3, 1) = 7
3d6 ⇒ (4, 4, 2) = 10
3d6 ⇒ (2, 3, 3) = 8
3d6 ⇒ (1, 5, 5) = 11

1d20 ⇒ 15

17, 12, 11, 10, 10, 10... I was considering working on a Pixie Illusionist or Rogue, but with the numbers above, I'm not sure what I can make of decent :D

Liberty's Edge

OK...here is the first stab for a character...need to add some more info (like my "gift", weapons etc.)

Druid:

CHARACTER NAME

Player:
Campaign:

Race:
Class: Druid
Level:
Alignment: Any Neutral
Deity / Nature Power:

[hr]

[size=120]ABILITY SCORES & MODIFIERS[/size]

Strength (STR): 14
• To Hit Adjustment: 0
• Damage Adjustment: 0
• Weight Allowance: 70 lb
• Open Doors: 7

Dexterity (DEX): 14
• Reaction Adjustment: 0
• Missile Attack Adjustment: 0
• Defensive Adjustment (AC): +1

Constitution (CON): 13
• Hit Point Adjustment: +1 per Hit Die
• System Shock: 85%
• Resurrection Survival: 90%

Intelligence (INT): 16
• Number of Languages: 7 total
• Literacy: Literate
• Spell Comprehension: Full (no limit on spell level learning)

Wisdom (WIS): 18
• Magical Defense Bonus: +2 vs mind‑affecting magic
• Bonus Druid Spells:
• 1st: +2
• 2nd: +2
• 3rd: +1
• 4th: +1
• Spell Failure Chance: 0%

Charisma (CHA): 15
• Reaction Adjustment: +1
• Loyalty Base: 15
• Maximum Henchmen: 7

[hr]

[size=120]DRUIDIC COMBAT[/size]

Hit Points: (1d8 per level + CON bonus)
Armor Class:
THAC0:
Initiative Modifier: 0

Allowed Armor: Padded, Leather, Studded Leather, Hide; Wooden Shield
Allowed Weapons: Club, Dagger, Dart, Spear, Sling, Staff, Scimitar

Saving Throws: (by level)
• Paralyzation / Poison / Death:
• Rod / Staff / Wand:
• Petrification / Polymorph:
• Breath Weapon:
• Spell:

[hr]

[size=120]DRUID ABILITIES[/size]


  • Druidic secret language
  • Identify plants, animals, and pure water
  • Woodland movement without leaving tracks
  • Immunity to charm effects from woodland creatures
  • Shapechanging at higher level

[hr]

[size=120]NON‑WEAPON PROFICIENCIES[/size]





[hr]

[size=120]WEAPONS & ARMOR[/size]


  • Weapon — To Hit / Damage / Notes

Armor Worn:
Shield: Wooden Shield

[hr]

[size=120]EQUIPMENT[/size]





[hr]

[size=120]DRUID SPELLS[/size]

Base Spells + Bonus Spells from WIS 18


  • 1st‑level spells (base +2)
  • 2nd‑level spells (base +2)
  • 3rd‑level spells (base +1)
  • 4th‑level spells (base +1)

[hr]

[size=120]BACKGROUND & NOTES[/size]

Circle Affiliation:
Sacred Grove / Region:

Personality:

History & Omens:

Experience Points:


12d6 ⇒ (2, 2, 3, 5, 2, 6, 1, 6, 1, 2, 4, 4) = 38 17
12d6 ⇒ (2, 3, 5, 4, 2, 1, 2, 1, 1, 5, 3, 3) = 32 14
12d6 ⇒ (5, 3, 6, 1, 3, 4, 6, 1, 1, 6, 1, 1) = 38 18
12d6 ⇒ (5, 1, 6, 5, 4, 6, 2, 4, 5, 6, 3, 4) = 51 18
12d6 ⇒ (2, 4, 2, 5, 5, 6, 6, 6, 6, 1, 3, 5) = 51 18
12d6 ⇒ (2, 1, 3, 2, 1, 5, 6, 6, 4, 5, 2, 5) = 42 17

Wow, still managed a 14 :D

Grand Lodge

Going straight Fighter, with probably a Gaint Halberd equivalent, dagger and a sling. Or maybe a Mace. As I dont think I can afford a two handed sword for a giant

Liberty's Edge

OK...here is the completed (without background) character for submission.

Adminius:

CHARACTER NAME: Adminius

Race: Human (Mixed Blood-Fomorian)
Class: Druid
Level:1
Alignment: Neutral
Deity / Nature Power: Teutates
Character Gift (Human): Mixed Blood (Formorian- AC 8 Unarmored)
Languages: Common, Druidic, Ogham, Celtic Tribal Tongue

ABILITY SCORES & MODIFIERS

Strength (STR): 14
• To Hit Adjustment: 0
• Damage Adjustment: 0
• Weight Allowance: 55 lb
• Open Doors: 8

Dexterity (DEX): 14
• Reaction Adjustment: 0
• Missile Attack Adjustment: 0
• Defensive Adjustment (AC): 0

Constitution (CON): 13
• Hit Point Adjustment: 0 per Hit Die
• System Shock: 85%
• Resurrection Survival: 90%

Intelligence (INT): 16
• Number of Languages: 5 total
• Literacy: Literate
• Spell Comprehension: Full (no limit on spell level learning)

Wisdom (WIS): 18
• Magical Defence Bonus: +4 vs mind affecting magic
• Bonus Druid Spells:
• 1st: +2
• 2nd: +2
• 3rd: +1
• 4th: +1
• Spell Failure Chance: 0%

Charisma (CHA): 15
• Reaction Adjustment: +1
• Loyalty Base: 15
• Maximum Henchmen: 7

DRUIDIC COMBAT

Hit Points: 6
Armor Class: 7 (8 from Gift, Wooden Shield +1)
THAC0: 20
Initiative Modifier: +0
Melee Attack: +0 to hit, +0 to damage
Missile Attack: +0 to hit

Allowed Armor: None (Wooden Shield permitted)
Allowed Weapons: dagger, club, sickle, staff, spear, and sling.

Saving Throws: (by level)
• Paralyzation / Poison / Death: 13
• Rod / Staff / Wand: 14
• Petrification / Polymorph: 12
• Breath Weapon: 16
• Spell: 15

DRUID ABILITIES
• Druidic secret language
• Identify plants, animals, and pure water
• Woodland movement without leaving tracks
• Immunity to charm effects from woodland creatures
• Shapechanging at higher level

WEAPONS & ARMOR

• Armor Worn: None
• Shield: Wooden Shield
• Weapon(s) Wielded: Staff, Sickle, Sling, Dagger

Spells commonly taken
1st Level
• Shillelagh (Plant Sphere)
• Cure Light Wounds (Healing Sphere)
• Cure Light Wounds (Healing Sphere)
• Bless (All Sphere)

EQUIPMENT

Ogham staff (Quarter Staff)
Mistletoe bundle
Spirit charms
Ceremonial Sickle
Sling + stones
Bronze Torc
Gold Arm rings (2) (20gp value each)
Fine wool robe with detailed embroidered sleeves and collar
Linen under garments
Fine cloak embroidered with copper thread
Gilt-bronze cloak-pin
Gold finger ring (10 gp value)
Brass drinking horn
Bull-hide belt
Calf-hide boots
Traveler’s Satchel
Waterskin
Bedroll
30 pieces of hack-silver (worth 30 sp or 3 gp)


Daniel Stewart wrote:

OK...here is the completed (without background) character for submission.

** spoiler omitted **...

Looks good, mechanically. Although, I liked how kits worked. :)

Grand Lodge

@Eltonj are secondary skills a thing?

Dark Archive

Hey Elton,

What are the alternative stats that you mentioned in the first post?

Quote:
Alternative: If there is a class you have to play, and you have the particular Complete Handbook for that class (say, like the Complete Druid's Handbook, or the Complete Ranger's Handbook) I will allow you to roll for the alternative stats.


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MoFiddy wrote:

Hey Elton,

What are the alternative stats that you mentioned in the first post?

Quote:
Alternative: If there is a class you have to play, and you have the particular Complete Handbook for that class (say, like the Complete Druid's Handbook, or the Complete Ranger's Handbook) I will allow you to roll for the alternative stats.

They are in each Complete Handbook splat. There are tables for which you could roll for your stats, alternatively.

For example, the Complete Ranger's Handbook has this table on page 7. The Complete Paladin's Handbook has it on page 5.


Critzible wrote:
@Eltonj are secondary skills a thing?

They can be. I can implement Secondary Skills.


Rolling secondary skill if we decide to use them.

Secondary Skills: 1d100 ⇒ 5 Farmer

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