[BECMI] Paths of Legend: Origins

KirayaTiDrekan

Adventurer
Here is a sample format to use for your character sheet, using a pregenerated character from a previous, aborted game.

[sblock=Magic-User]

Class: Magic-User
Level: 1
Alignment: Chaotic

XP: 0 (+10% bonus)
XP for next level: 2500

Str: 10 (+0)
Int: 16 (+2)
Wis: 14 (+1)
Dex: 13 (+1)
Con: 15 (+1)
Cha: 12 (+0)

HP: 5
AC: 8

Dagger - +0 to hit (+1 to hit when thrown), 1d4 damage, range: 10 (+1 to hit)/20 (no adjustment to hit)/30 (-1 to hit)
Staff - +0 to hit, 1d6 damage

Saves

Death Ray/Poison: 13
Magic Wands: 14
Paralysis/Turn to Stone: 13
Dragon Breath: 16
Rod/Staff/Spell: 15

Spells

You can memorize and cast one 1st level spell per day. You will gain more spells per level as you advance.

1st Level Spells Memorized: Sleep

Spellbook

Your spellbook contains all of the spells you know and may be added to anytime you acquire a new spell by finding a scroll or spellbook in an adventure, or by studying with a mentor or at a magical library.

1st Level Spells: Read Magic, Sleep

Equipment

Dagger
Staff
Spellbook
112 Gold Pieces

Weapon Mastery

Dagger - Basic
Staff - Basic[/sblock]
 

log in or register to remove this ad


KirayaTiDrekan

Adventurer
Equipment

Here's a list of the various things you can buy with your starting gold. I'm only going to list weapons with which your character is proficient. Weights are listed in coins, 10 of which equal a pound.

Dagger - 3 gp, 1d4 damage, 10/20/30 range (short/medium/long), 10 cn
Silver Dagger - 30 gp, 1d4 damage, 10/20/30 range, 10 cn
Staff - 5 gp, 1d6 damage, 40 cn
Blowgun (Small) - 3 gp, nil damage (used to deliver poisons), 10/20/30 range, 6 cn
Blowgun (Medium) - 6 gp, nil damage, 20/25/30 range, 15 cn
Sling - 2 gp, 1d4 damage, 40/80/160 range, 20 cn
Whip - 1 gp/ft of length, 1d2 damage, 10 cn/ft of length

Blowgun Darts (5) - 1 gp, 5 shots per cn
Sling Stones (30) - 1 gp, 5 shots per cn
Sling Stone, Silver (1) - 5 gp, 5 shots per cn

* incidates weight when carried; the items weight doesn't count toward encumbrance when worn
** indicates that the item's weight is subsumed by the weight of its contents when full

Backpack - 5 gp, 20 cn (can carry up to 400 cn)
Belt - 2 sp, 5 cn*
Boots, Plain - 1 gp, 10 cn*
Boots, Riding - 5 gp, 15 cn*
Cloak, Short - 5 sp, 10 cn*
Cloak, Long - 1 gp, 15 cn*
Clothes, Plain - 5 sp, 20 cn*
Clothes, Middle Class - 5 gp, 20 cn*
Clothes, Fine - 20 gp, 20*
Clothes, Extravagant - 50+ gp, 30*
Garlic - 5 gp, 1 cn
Grappling Hook - 25 gp, 80 cn
Hammer - 2 gp, 10 cn
Hat or Cap - 2 sp, 3 cn*
Holy Symbol - 25 gp, 1 cn
Holy Water - 25 gp, 1 cn
Iron Spike - 1 sp, 5 cn
Iron Spikes (12) - 1 gp, 60 cn
Lantern - 10 gp, 30 cn
Mirror (hand held) - 5 gp, 5 cn
Oil (1 flask) - 2 gp, 10 cn
Pole (10 ft.) - 1 gp, 100 cn
Pouch, Belt - 5 sp, 2 cn (can carry up to 50 cn)
Quiver - 1 gp, 5 cn**
Rations, Iron (1 week) - 15 gp, 70 cn
Rations, Standard (1 week) - 5 gp, 200 cn
Rope (50 ft.) - 1 gp, 50 cn
Sack, Small - 1 gp, 1 cn (can carry up to 200 cn)
Sack, Large - 2 gp, 5 cn (can carry up to 600 cn)
Shoes - 8 sp, 8 cn*
Stakes (3) and Mallet - 3 gp, 10 cn
Thieves' Tools - 25 gp, 10 cn
Tinder Box - 3 gp, 5 cn
Torch - 2 sp, 20 cn
Torches (6) - 1 gp, 120 cn
Waterskin/Wineskin - 1 gp, 5 cn (30 cn when full)
Wine (1 quart) - 1 gp, 30 cn
Wolfsbane - 10 gp, 1 cn
 


Deuce Traveler

Adventurer
Strength
[roll0]
Intelligence
[roll1]
Wisdom
[roll2]
Dexterity
[roll3]
Constitution
[roll4]
Charisma
[roll5]

Wealth
[roll6]
x10 = 80gp to start

It seems I am looking at a thief, or fighter with better dex than strength.

BECMI is my favorite version of D&D ever!
 

KirayaTiDrekan

Adventurer
Woohoo!

Two players is what I had for my first ever D&D campaign and this is based on that so...booyah! I'll be leaving recruitment open, though, in case we get more.

With those scores, your best bet is a Thief, though Fighter, Magic-User, and Elf are also strong candidates as well.
 

Deuce Traveler

Adventurer
Looking at that low Constitution and Charisma, I think rogue would be the best bet, especially since I'll be unable to purchase expensive armor and other important fighter equipment with only 80gp, but I'll see if anyone else joins up first before making a final decision.
 


KirayaTiDrekan

Adventurer
The Campaign Setting has been updated with details on dwarves. Bear in mind that the campaign setting material is written from the perspective of the Pathfinder era, in the year 1157.

For this game, the dwarven schism has occurred but the Empire of Thune has not yet invaded Telgar.
 


Remove ads

Top