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My Hackmaster Idea seemed to Die on the vine. So I am going back to 2e DnD with a bit of a fun twist.
Looking for 4 to 6 PCs that can make Dwarf,Halfling or Gnome PCS. The Caveat is I will allow Dwarves and Gnomes to be Elementalist Wizards and Halflings Druids. All Racial Specialty Priests are allowed. As are the Kits from the Dwarf, Halfling and Gnome Books.
Multiclassing is simple you can use Druid For Cleric, and Gnomes can use Elementalist opposed to Illusionist
This will be simple you are 1st level
roll 4d6 down the line reroll 1s and 2s then drop the lowest.
The Level Limit is Unlimited for you.
Next pick a Racial Diety who you worship as the limit breaker is really you being chosen by your god for greater things.
Now the goal is to find suitable land for your respective races to build and develop. Hince sending the chosen to do this task. So wildernenss and frontier work will be fore front. As will managing land and domains later.
Figured I would see how much interest this gets and then at 6 Interest posts will proclaim an Offical recruitment and specify the date in which the recruitment will end

Grumbaki |

Alright! In that case let’s try and figure this out…
5d6 ⇒ (3, 2, 5, 6, 5) = 21 16
6d6 ⇒ (1, 1, 4, 3, 6, 6) = 21 16
6d6 ⇒ (4, 1, 2, 4, 4, 4) = 19 12
5d6 ⇒ (5, 5, 2, 5, 5) = 22 15
5d6 ⇒ (3, 4, 5, 2, 6) = 20 15
6d6 ⇒ (1, 2, 5, 6, 6, 5) = 25 17
17/16/16/15/15/12
Dwarves get +1 Con -1 Cha
Str (16) Dex (16) Con (18) Int (15) Wis (15) Cha (11)
Con gives +5 all saves
Magic Resistance +5
Strength: +0 Hit +1 Damage
Dexterity: -1 AC
VISION
Infravision up to 60 feet.
ATTACK BONUS
+1 to attack Orcs, Half-Orcs, Goblins, and Hobgoblins. Larger monsters suffer -4 to attack a Dwarf.
RESISTANCES
+1 Magic Resistance for every 3 1⁄2 points of Constitution score. Applies to saving throws against magical wands, staves, rods, and spells.
More to come later as i figure out 2e. I see we have a cleric/illusionist. Will likely go straight fighter with some racial kit. But with these stats could potentially be a fighter/thief if the party needs it.
Deity will be Moradin…a nice staple option. Perhaps a different Dwarven deity as the character comes together….
Gold: 5d4 ⇒ (4, 3, 2, 1, 2) = 12 120 gold
* Chain Mail (75)
* Shield (10)
* Battleaxe (5)
* 30 left for adventuring gear
AC: 10 (base) -1 (Dex) -5 (Armor) -1 (Shield) = AC3
Still deciding kit. And figuring out weapon proficiencies.

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Stat 1: 7d6 ⇒ (5, 1, 5, 1, 3, 2, 3) = 20 13
Stat 2: 4d6 ⇒ (3, 3, 4, 5) = 15 12
Stat 3: 5d6 ⇒ (5, 2, 4, 4, 6) = 21 15
Stat 4: 5d6 ⇒ (6, 4, 5, 2, 4) = 21 15
Stat 5: 7d6 ⇒ (6, 6, 4, 1, 2, 1, 6) = 26 18
Stat 6: 7d6 ⇒ (2, 1, 5, 1, 3, 5, 5) = 22 15
18, 15, 15, 15, 13, 12
Interesting. I will check some books and come back with something.

Brunhild Liefdottir |

I have a character idea for a sundered dwarf, which I think would be fun for this campaign. The concept is a dwarf from a clan that lost their home generations ago, who jumps at the prospect of founding a new settlement.
I really love the flavor of sundered dwarves, but the claustrophobia rule doesn’t make sense to me. Why would dwarves who long for their lost homeland have a racial mental problem with being underground? It doubly doesn’t make sense to me because they keep underground-esque racial abilities.
Would you be open to this variant: drop claustrophobia, but also remove the standard dwarven magic resistance? In my mind, this reflects generations of exile away from the mountains, similar to how drow who live on the surface lose some of their magical traits. Alternatively, I could see dropping infravision and detect underground features instead. Either approach could represent being away from the earth for so long.
If you’d prefer not to adjust the rules, I’m happy to play a regular mountain dwarf. I just thought it might be a cool way to reflect the story of a sundered clan.
Edit: to be clear. Sundered Dwarves are +1 Str, +1 Con, -1 Cha. Add claustrophobia as a rule. So it is just replacing 1 downside for a different one.
Also for said character I’d use this profile. Would choose the Hearthguard Kit. Because it seems perfect for a dwarf who wants nothing more than to make a home, and who is terrified of losing it.

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I have a character idea for a sundered dwarf, which I think would be fun for this campaign. The concept is a dwarf from a clan that lost their home generations ago, who jumps at the prospect of founding a new settlement.
I really love the flavor of sundered dwarves, but the claustrophobia rule doesn’t make sense to me. Why would dwarves who long for their lost homeland have a racial mental problem with being underground? It doubly doesn’t make sense to me because they keep underground-esque racial abilities.
Would you be open to this variant: drop claustrophobia, but also remove the standard dwarven magic resistance? In my mind, this reflects generations of exile away from the mountains, similar to how drow who live on the surface lose some of their magical traits. Alternatively, I could see dropping infravision and detect underground features instead. Either approach could represent being away from the earth for so long.
If you’d prefer not to adjust the rules, I’m happy to play a regular mountain dwarf. I just thought it might be a cool way to reflect the story of a sundered clan.
Edit: to be clear. Sundered Dwarves are +1 Str, +1 Con, -1 Cha. Add claustrophobia as a rule. So it is just replacing 1 downside for a different one.
Also for said character I’d use this profile. Would choose the Hearthguard Kit. Because it seems perfect for a dwarf who wants nothing more than to make a home, and who is terrified of losing it.
Sunder3d are Brithright Dwarves. They lost there hime in a destructive earthquake so powerful they never trusted the mines and caves rhey once loved.
We can drop the Magical saves bonus. Though remember the precentage chance of non weapons and armor working for you too.

Brunhild Liefdottir |

Wonderful! Alright….
Sundered Dwarf
* Abilities: +1 Str +1 Con -1 Cha
* VISION: Infravision up to 30 feet.
* ATTACK BONUS +1 to attack Orcs, Half-Orcs, Goblins, and Hobgoblins. Larger monsters suffer -4 to attack a Dwarf.
* RESISTANCES: None
* UNDERGROUND DETECTION
* MAGICAL MALFUNCTIONS: If a magical item is not specifically created for the dwarf's class, there is a 20% chance (40% for gully dwarves) that the item will malfunction when it is used. A check is made each time the dwarf uses the item and affects only the current use; it may work properly the next time. This applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and most other magical items. Also, DMs should note that a malfunction is not usually just a simple failure to function. The item usually does something dramatic and colorful, at the DM's discretion. Dwarves have learned to master some magical items. Weapons, shields, armor, gauntlets, and girdles always work. Dwarf priests and warrior/priests may use clerical items without malfunction. Dwarves also recognize cursed magical items that malfunction in their hands. They may dispose of malfunctioning items.
17/16/16/15/15/12
Str: 17+1 =18 1d100 ⇒ 93
Dex: 16
Con: 15+1=16
Int: 12
Wis: 16
Cha: 15-1=14
Class: Hearth Guard kit for warrior
I’ll start working up the profile, will make a backstory…and will figure out how proficiency and saving throws work. Just read up on understanding thaco.

GM_Drake |
Ability Scores down the line, rerolling 1's and 2's.
Strength: 4d6 ⇒ (6, 4, 4, 3) = 17
Dexterity: 4d6 ⇒ (6, 3, 1, 2) = 12
Constitution: 4d6 ⇒ (3, 2, 1, 4) = 10
Intelligence: 4d6 ⇒ (4, 6, 5, 4) = 19
Wisdom: 4d6 ⇒ (1, 3, 2, 2) = 8
Charisma: 4d6 ⇒ (6, 6, 2, 1) = 15
Rerolls of 1's and 2's
Strength - no 1's or 2's ==> 14
Dexterity: 2d6 ⇒ (4, 6) = 10
Constitution: 2d6 ⇒ (2, 5) = 7
Intelligence - no 1's or 2's ==> 15
Wisdom: 3d6 ⇒ (3, 2, 1) = 6
Charisma: 2d6 ⇒ (5, 4) = 9
Strength 14
Dexterity 16
Constitution: 1d6 ⇒ 2
Intelligence 15
Wisdom: 2d6 ⇒ (6, 4) = 10
Charisma 17
Constitution: 1d6 ⇒ 2
Wisdom: 2d6 ⇒ (5, 5) = 10
Constitution: 1d6 ⇒ 6
Strength (6,4,4,3) => 14
Dexterity (6,3,1,2) --> (6,3,4,6) ==> 16
Constitution (3,2,1,4) --> (3,2,5,4) --> (3,2,5,4) --> (3,2,5,4) --> (3,6,5,4) ==> 15
Intelligence (4,6,5,4) ==> 15
Wisdom (1,3,2,2) --> (3,3,2,1) --> (3,3,6,4) ==> 13
Charisma (6,6,2,1) --> (6,6,5,4) ==> 17

GM_Drake |
Stout Halfling Druid
Str 13
Dex 17
Con 15
Int 15
Wis 13
Cha 17
Halfling subrace: Stout
Initial Languages List: Common, Halfling, Dwarf, Elf, Gnome, Goblin and Orc
Int 15 (4 languages): Common, Halfling, Dwarf, Gnome
For every 3 1/2 points of Constitution score, halflings gains a +1 bonus on saving throws against wands, staves, rods and spells. ==> +4 bonus
Halflings have a similar resistance to poisons of all sorts, so they gain a Constitutio bonus identical to that for saving throws vs. magical attacks when they make saving throws vs. poison.
+1 bonus to their attack rolls when using thrown weapons and slings.
When alone or in a party of just halflings and elves, or 90 feet or more from his party, causes a -4 penalty to enemies' surprise rolls. If a door or other screen must be opened, the penalty is reduced to -2.
60 foot infravision
75% accuracy to determine if passage has an up or down grade.
Can determine direction half the time.
Deity: Sheela Peryroyl (halfling deity of agriculture, nature and weather)
Spells Allowed:
Major Access to All, Animal, Elemental, Healing, Plant, Weather spheres
Minor Access to Divination sphere
Druid Granted Powers:
Saving throws as cleric, with +2 bonus to all saving throws versus fire or electrical attacks
Druidic language
Druiduc Ethos
WIP - have to read more
Tentative Weapons: dagger, silver sickle, sling, staff
With Core+ party, are you allowing class kits from the Complete class line of books? If yes, which of the following druid kits would you allow? Beastfriend, Shapeshifter, Village Druid, Wanderer

trawets71 |

Stats 1: 4d6 ⇒ (1, 6, 5, 3) = 15 17
Stats 2: 4d6 ⇒ (3, 2, 6, 3) = 14 13
Stats 3: 4d6 ⇒ (4, 5, 3, 1) = 13 12
Stats 4: 4d6 ⇒ (4, 6, 4, 1) = 15 14
Stats 5: 4d6 ⇒ (1, 6, 2, 4) = 13 15
Stats 6: 4d6 ⇒ (5, 3, 1, 2) = 11 13
Reroll 1: 1d6 ⇒ 6
Reroll 2: 1d6 ⇒ 4
Reroll 3: 1d6 ⇒ 3
Reroll 4: 2d6 ⇒ (2, 4) = 6
Reroll 5: 2d6 ⇒ (5, 4) = 9
Reroll 6: 3d6 ⇒ (4, 2, 4) = 10
STR 13
DEX 17
CON 13
INT 15
WIS 14
CHA 12

Bharaz Silverhelm |

Decided to make this dwarf into a fighter/cleric champion, so needs extra gold: 1d4 ⇒ 4
Total gold 160.
Decided straight fighter only gets better thaco. Fighter/Cleric seemed to be more interesting and potentially more useful for the party.
Mechanics are all done. First time making a 2e character but I tried to list everything out clearly. If there are any mistakes please let me know.
I’ve also added a backstory to the character. Tried to tie it to the campaign with the details we have.
All in all I think he turned out well. :)

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[dice=Decided to make this dwarf into a fighter/cleric champion, so needs extra gold]1d4
Total gold 160.
Decided straight fighter only gets better thaco. Fighter/Cleric seemed to be more interesting and potentially more useful for the party.
Mechanics are all done. First time making a 2e character but I tried to list everything out clearly. If there are any mistakes please let me know.
I’ve also added a backstory to the character. Tried to tie it to the campaign with the details we have.
All in all I think he turned out well. :)
If you remove Magic Restence you only get the save bonus for poison for racial

Albion, The Eye |

Let's try to roll!
5d6 ⇒ (6, 2, 5, 3, 6) = 2217
4d6 ⇒ (4, 3, 5, 6) = 1815
5d6 ⇒ (5, 1, 6, 5, 3) = 2017
11d6 ⇒ (6, 1, 1, 1, 3, 2, 1, 2, 2, 3, 4) = 2613
5d6 ⇒ (5, 5, 1, 5, 6) = 2216
6d6 ⇒ (1, 1, 5, 4, 3, 6) = 2015
Nice!
So is it stats down the line?
It does not seem people are adhering to that except GM_Drake:)

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I think I might also be interested in playing a Sundered Dwarf - that +1 to Str and Con is pretty perfect. So we can ignore the claustrophobia right? That is cool, but I would like to keep the dwarven magic resistance - would that be ok? ;)
Ignoring Claustrophiba means you loose the Constitution Racial Bonus to Saves v. Magic and Magical Effects

Albion, The Eye |

Dwarves can't be Rangers. THough I am intrigued at the idea. You'd be restricted to the Clerics weapons.
Do you have any specific D&D setting in mind Critzible?
My approach would probably depend on that, but something like a grim warden of the deep halls, protecting the clan and patrolling the tunnels.I am not very familiar with the Complete Book of Dwarves, but maybe... An Animal Master?

Bharaz Silverhelm |

Sundered Dwarves are those who are not from mountain halls. Rather they have been gone for multiple generations. Hence why they normally get claustrophobia. But our GM is generous enough to lose magic resistance instead (like how drow lose magic resistance when gone from the underdark for too long). We also get 30ft infravision instead of 60ft. Losing Con bonuses to saves (except poison) and half vision hurts, but +1 strength is great to get in return.
If you’d like to be a sundered dwarf as well as Bharaz, would you like for us to come from the same Clan? I make the same offer to anyone making a Sundered dwarf. Would be great RP!
I’ve left the reason for Bharaz’s clanhold being destroyed vague and didn’t pick a clan name. So I’m open to collaboration with anyone who would like to. :)
I’m also open to changing up Bharaz’s backstory to make it more collaborative (and less main character energy…)

Bharaz Silverhelm |

Sure, we could be from the same clan - maybe his father and his father's father was a 'grim warden of the deep halls'.
@Critzible - if Ranger/Cleric is too convoluted, I can make him a straight up Fighter/Thief, no worries.
Awesome. If there is anything in my backstory you’d like changed, or details you’d like added, please tell me.
For kits, you can see them here
I *think* correct me if I’m wrong, that only single class fighters can take fighter kits. Only a single class thief can take thief kits. And a fighter/thief can only take the fighter/thief kits.
But again I could be wrong!

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Sure, we could be from the same clan - maybe his father and his father's father was a 'grim warden of the deep halls'.
@Critzible - if Ranger/Cleric is too convoluted, I can make him a straight up Fighter/Thief, no worries.
Its cool let me check the Dwarf gods specialty priest

Albion, The Eye |

Albion, The Eye wrote:Awesome. If there is anything in my backstory you’d like changed, or details you’d like added, please tell me.Sure, we could be from the same clan - maybe his father and his father's father was a 'grim warden of the deep halls'.
@Critzible - if Ranger/Cleric is too convoluted, I can make him a straight up Fighter/Thief, no worries.
Not very big on backstories, so I say we go with whatever you wrote.

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Looking to do a Start to large scope in world building like back in the old days.
A beautifully choatic mishmash of original and premade content. Though the goal is this group was sent by your respective people to find a new land for your growing population.
So its very frontier, Points of Light.
So with back grounds we can get a basic reason why you were picked, what was your motivation for accepting aside duty. As well as a mechanical goal worked in. We as a group can play with the rest. Adding to backstories and the world as we go!
I have a few good starters, but also ideas on where to branch to, but hoping a nice narrative wrench pops up here and there to keep things interesting for everyone!

GM_Drake |
@GM_Drake Just Dwarves, Halfling and Gnome books currently
I had asked about the kits from the druid's handbook, since you added druid as an option for halflings and there are no halfling druid kits.
Looking at the halfling fighter kit, homesteader, would you allow my druid to take the homesteader kit? The only thing in it that would need adjudicating is the 'should have melee proficiency in the knife or shortsword'. Druids can use sickles and daggers, so those two weapons being substituted in for 'knife or shortsword' would make the homesteader kit work for a druid.
If no to taking the homesteader kit as a single-classed druid, would you allow my character to be a halfling fighter/druid with the homesteader kit, which I know is not typically allowed for halflings, as by the book they can only be single-classed clerics.

Tommy Boyd |

Working with single-class druid with the Homesteader archetype. Will adjust if you do not allow me to take the homesteader kit as a druid kit.
Intelligence bonus profiencies: 15 (4 bonus profiencies)
Weapon Profiencies (2 for druid)
sickle
sling
(first Int bonus): club
(second Int bonus): dagger
NonWeapon Proficiencies (4 for druid)
Farming (required by Homesteader kit)
Weather Sense
Survival
Carpentry
(third Int bonus): Baking
(fourth Int bonu): Brewing
Free Homesteader NWP: Animal Handling
Free Homesteader NWP: Fishing
If you do not allow me to take the Homesteader kit, then Animal Handling and Fishing will replace the farming and baking NWPs.
Tommy's Gear
sword (sickle) hanger (4 gold)
breeches (2 gold)
soft boots (1 gold)
good cloth cloak (8 silver)
tunic (8 silver)
belt (3 silver)
knife (dagger) sheath (3 copper)
Total money spent on clothing: 8.93 gold
Encumbrance of clothing: 5 lbs
leather armor (5 gold) (7 1/2 lbs)
medium shield (7 gold) (5 lbs) (typically slung over his back)
club (-) (medium) (3 lbs) (bludgeoning) (speed factor 4) (1d6 vs. S-M) (1d3 vs. L) RoF 1 (range 1/2/3)
dagger (2 gold) (1 lb) (small) (piercing) (speed factor 2) (1d4 vs. S-M) (1d3 vs. L) RoF 2/1 (range 1/2/3)
sickle (6 silver) (3 lbs) (small) (slashing) (speed factor 4) (1d4+1 vs. S-M) (1d4 vs. L)
sling (5 copper) (1/10 lb) (small) (-) (speed factor 6) (-) (-)
10 sling stones (-) (5 lbs) (small) (bludgeoning) (-) (1d4 vs. S-M) (1d4 vs L)
Total Money spent on armor, shield and weapons: 14.65 gold
Total encumbrance of ammunition, armor, shield and weapons: 24 3/5 lbs
mule (8 gold)
mule's pack saddle (5 gold)
mule's small saddle bags (3 gold)
mule's bit and bridle (15 silver)
milking goat (1 gold)
mule halter (5 copper)
goat halter (5 copper)
chicken halter (5 copper)
chicken (2 copper)
Total money spent on animals and animal gear: 18.67 gold
wineskin (8 silver) (1 lb)
small belt pouch (7 silver) (1/2 lb)
Total spent on additional adventuring gear on person: 15 silver
Total encumbrance of additional gear on person: 1 1/2 lbs
holy item (silver sickle) (25 gold) (3 lbs)
flint and steel (5 silver) (1/2 lb)
fishhook (1 silver) (-)
small sack (5 copper) (1/10 lb)
Total money spent: 69.40 gold
money in belt pouch: 5 silver, 10 copper
Tommy's total encumbrance carried: 31.1 lbs
Tommy's unencumbered threshold: up to 45 lbs
Tommy's unencumbered speed base move: 6

Bharaz Silverhelm |

How many Orcs?: 1d6 ⇒ 5
Armor Class (AC): 6 (Chainmail 5 + Shield 1)
• Hit Points: 7 (1d8+3 typical)
• THAC0: 18
• Attack: spears (1d6)
• Movement: 12” (40 ft)
• Alignment: Chaotic Evil
• Special Abilities: None
• Morale: 8–10 (fights until 50% casualties or leader killed)
• XP Value: 45
Bharaz cursed as he stomped through the undergrowth. He had fallen behind on his way to join the expedition, and now he couldn’t find his clansmen. Just like them to go on ahead, he grumbled, even as he followed the sounds ahead. By the sheer noise it had to be them. Using his hammer to push aside a bush he called out ”Oi!” only to stop when no less than five orcs turned to look at him.
Dwarf initiative: 1d6 + 1 ⇒ (6) + 1 = 7
Orc: 1d6 ⇒ 3
THACO 16, goes to 15 when fighting orcs. Orc AC is 6. 15-6=9. So 9+ to hit
Hit: 1d20 ⇒ 5
Damage: 1d4 + 9 ⇒ (2) + 9 = 11
Not waiting, Bharaz *tried* to charge forward, but got caught in the bush. Leading to the orcs seizing the initiative and swarming him.
THACO 18. AC1. 17+ to hit
5d20 ⇒ (1, 11, 11, 1, 2) = 26
Luckily his armor and shield held up, and while driven out of the bush, he was more or less unscathed.
Dwarf: 1d20 ⇒ 16
Damage: 1d4 + 9 ⇒ (3) + 9 = 12
Orcs: 4d20 ⇒ (16, 19, 6, 17) = 58
Damage: 2d6 ⇒ (3, 2) = 5
One orc lay dead on the ground, but his fellows rained spear blows down upon Bharaz. Bleeding heavily from wounds to his back and thigh, he knew that he was on his last legs.
Hit: 1d20 ⇒ 16
Damage: 1d4 + 9 ⇒ (1) + 9 = 10
Orcs: 3d20 ⇒ (13, 9, 1) = 23
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Orcs: 3d20 ⇒ (6, 17, 20) = 43
Damage: 3d6 ⇒ (1, 1, 4) = 6
…one orc fell. Then another. But he was surrounded. Calling out to his God, his wounds began to close, but then a spear stabbed him in the back of the leg. Knocking him to the ground he caught himself with his shield only for a spear to pierce on his back.
Hit: 1d20 ⇒ 4
Damage: 1d4 + 9 ⇒ (2) + 9 = 11
Orcs: 3d20 ⇒ (14, 17, 12) = 43
Damage: 1d6 ⇒ 4
Last Spell to heal, as down to 1 HP: 1d8 + 1 ⇒ (6) + 1 = 7
8 HP left; out of spells
Orcs: 3d20 ⇒ (1, 8, 7) = 16
Hit: 1d20 ⇒ 10
Damage: 1d4 + 9 ⇒ (3) + 9 = 12
Half of the orcs dead, they rout
Roaring in pain and anger, Bharaz surged to his feet. He lashed out wildly with his hammer, only to look down and see a spear sticking out of his stomach. An orc standing behind him grinned as it pulled the weapon free. Staggering forward he dropped his shield as he numbly touched his hand to the fatal wound. The orcs laughed as they prepared to watch the dwarf die. But Moradin was not done with the young cleric, as his prayers were answered and the worst of the wound closed. Their faces registering surprise, the orcs readied their weapons, their only for the lead one to fall to the ground with its neck broken as if had run directly into Bharaz’s runic hammer.
The fighting came to a halt as both sides stopped to listen. A large group was coming, and they didn’t know if it was a troop of dwarves or orcs. It was only when the armored and bearded infantry came into the clearing that the orcs turned to run.
That night Bharaz was called a hero. Five orcs! And he had felled three! It was certainly a worthy feat. But he drank in silence. For he knew that it was Moradin who had won the fight, as without the blessings of their God he would have died twice over. All he could do was pray that he would have the chance to prove himself worthy of the gifts bestowed upon him.
Right! I think I got it down. Some lessons. First, perhaps d6 orcs was too much, even if they only had spears. That was touch and go. Also spells are limited but can be clutch. And the high strength, weapon specialization combo hits hard. Though I don’t know how it will be at higher levels. But most of all: let’s not let him get surrounded by that many enemies while in a party. Especially if they have anything with higher damage dice.
Still, it was good to do a test run.

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Critzible wrote:@GM_Drake Just Dwarves, Halfling and Gnome books currentlyI had asked about the kits from the druid's handbook, since you added druid as an option for halflings and there are no halfling druid kits.
Looking at the halfling fighter kit, homesteader, would you allow my druid to take the homesteader kit? The only thing in it that would need adjudicating is the 'should have melee proficiency in the knife or shortsword'. Druids can use sickles and daggers, so those two weapons being substituted in for 'knife or shortsword' would make the homesteader kit work for a druid.
If no to taking the homesteader kit as a single-classed druid, would you allow my character to be a halfling fighter/druid with the homesteader kit, which I know is not typically allowed for halflings, as by the book they can only be single-classed clerics.
Yeah the homeateadwr kit is great
And Fighter Druid is fine

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Gold: 1d4 + 1 ⇒ (3) + 1 = 4 40 gp
Str 12
Dex 15
Con 16 (15+1 Dwarf)
Int 18
Wis 15
Cha 12 (13-1 Dwarf)
AC 9 [-1 Dex]
HP: d4+2
Dwarf Abilities
Languages: Common, Dwarf, Gnome, Orc, Goblins, Kobold, [One more of GM choice]
+1 for every 3.5 Constitution on Saves vs Wands, Staves, Rods, and Spells. +4 Total.
+1 for every 3.5 Constitution on Saves vs Poison. +4 Total.
20% chance of failure on magical items and can sense a cursed device on a failure to function. Exceptions for magical weapons, armor, shields, gauntlets and girdles. (Elementalist items maybe based on Gnome rule?)
+1 to hit orcs, half-orcs, goblins and hobgoblins.
-4 to attack rolls against me from ogres, trolls, ogre magi, giants or titans.
Infravision 60 ft.
Detect the approximate depth at any time.
Detect the following within 10 ft:
Detect Grade or Slope 1-5 on d6
Detect new tunnel/passage construction 1-5 on d6
Detect Sliding/Shifting Walls or Rooms 1-4 on d6
Detect Stonework traps, pits and deadfalls 1-3 on d6
Determinate Approx depth underground 1-3 on d6
Bend Bars/Lift Gates: 4%
Open Doors: 7
Wt allowed/Max: 45/140
System Shock: 95%
Resurrection Survival: 96%
Can cast up to 9th level
85% chance to learn a spell
Max 18 spells per level
Elementalist Abilities
Weapon Proficiencies- Dagger
Non-Weapon Proficiencies- Armorer, Jeweler, Weaponsmith
+10% EXP from having a 16+ Intelligence score.
Specialist: Fire // Opposition: Water
+25% Spell Learning Chance when attempting to learn spells of their element. (Fire, Water, Air, Earth)
+15% Spell Learning Chance when learning other elemental spells.
-25% Spell Learning Chance when trying to learn spells that do not relate to the elements.
Barred from learning spells of their opposite element. (Fire <---> Water.)
Able to memorize an extra spell of each level, as long as it is taken from their preferred element.
+2 bonus to saving throws against spells of their element
Inflicts a –2 penalty to opponents' saves when casting spells of their element.
Elementalists research spells of their specialty as if the spells were one level lower than their actual level.
Do not gain a spell automatically when they level up, unlike other specialist wizard.
Able to cast, once per day, one memorized spell of their element as if he were 1d4 levels higher.
Affecting range, duration, area of effect, and damage, if applicable)
Spellbook: Level 1- GM Choice
Wizard Spells
Level 1 - (1+1)
Character Saving Throws:
Paralyzation, Poison or Death Magic: [Base 14, Racial +4 vs Poison, Stat]
Rod, Staff or Wand: [Base 11, Racial +4, Stat]
Petrification or Polymorph: [Base 13, Stat]
Breath Weapon: [Base 15, Stat]
Spell: [Base 12, Racial +4, Stat]
Equipment
Dagger // 2 gp
Spellbook // Starter book
Soft boots // 1 gp
Breeches x2 // 4 gp
cloak, good cloth // 8 sp
tunic x2 // 1.6 gp
Belt // 3 sp
Backpack // 2 gp
Small Belt Pouch // 7 sp
Wineskin // 8 sp
Winter Blanket // 5 sp
Remaining 26 gp 3 sp

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Tommy's height, weight and age random rolls.
Height Base 32" + [dice=height modifier]2d8 = 38" = 3'2"
Weight Base 52 lbs + [dice=weight modifier]5d4 = 64 lbs
Age Base 20 years + [dice=age modifier]3d4 = 29 years
Just note Intelligence bonus Profiencies/ Language slots can be used for Non Weapon only.
A Fighter/Druid would get 4 weapon and FOur non weapon

Tommy Boyd |

I have to say: I have a lot of respect for you to take the rolls in order. And to then pick a class that doesn’t use charisma as a main stat.
Thanks.
As for taking the rolls in order, "down the line" is part of the character creation rules the GM posted.
So is it stats down the line?
It does not seem people are adhering to that except GM_Drake:)
Thanks for noticing. :)

Bharaz Silverhelm |

Oh my god! You’re right. That changes everything!
My apologies! GM: are we holding to that rule? If so we can all fix our characters. Otherwise Tommy should be allowed to match ours, as it isn’t fair to only have one person be at such a standard.
Naturally I’d hate to lose the 18 strength and have Con drop to 13…that’s crippling for a front liner. But having rules applied selectively is worse!
If we do go with stats down the line I might have to make Bharaz an archer or the like….