[BECMI] Paths of Legend: Origins

Ben Reilly

First Post
I don't have a copy of the Rules Cyclopedia, but I've been using the Dark Dungeons equivalent. Is that ok?! I can get the other version if it's 100% necessary, truly not an issue.
 

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KirayaTiDrekan

Adventurer
I'm not familiar with Dark Dungeons. However, I'm guiding everyone through character creation so its not a huge deal.

Welcome aboard! :D

(All, I'll be catching up with this thread and everyone's characters later tonight.)
 


KirayaTiDrekan

Adventurer
Ok, I'm going to put together a comprehensive character creation guide for all classes and post that, then copy/paste in to the first post in this thread. Feel free to shoot me any specific questions after that's done. :)
 

KirayaTiDrekan

Adventurer
[sblock=Character Creation]Character Creation Step One: Ability Scores

A character's ability scores help define the character and what he can and cannot do. The six ability scores are:

Strength - Physical might. Your Strength modifier applies to attack rolls with hand-to-hand (melee) weapons, damage from hand-to-hand and thrown weapons, and rolls to perform feats of strength, such as breaking down a locked a door. Strength is the Prime Requisite for Fighters and Dwarves. It is one of the Prime Requisites for Elves and Halflings.

Intelligence - Mental might. Your Intelligence modifier determines the character's bonus languages (a negative modifier affects the character's ability to read and write). Intelligence is the Prime Requisite for Magic-Users. It is one of the Prime Requisites for Elves.

Wisdom - A character's ability to understand the world. Your Wisdom modifier applies to saving throws vs. spells of all sorts. Wisdom is the Prime Requisite for Clerics.

Dexterity - Nimbleness and grace. Your Dexterity modifier applies to attack rolls with thrown weapons and missile weapons, and affects Armor Class. Dexterity is the Prime Requisite for Thieves. It is one of the Prime Requisites for Halflings.

Constitution - Physical health and vigor. Your Constitution modifier applies to hit point rolls.

Charisma - Force of personality and presence. Your Charisma modifier applies to rolls affecting how NPCs react to your character. It also has a direct effect on the number of henchman you may recruit and their morale.

Prime Requisites

A Prime Requisite (PR) is an ability score that is especially important to a character class. Each class has one or more PRs. A high ability score in a class's PR will give the character more experience points every time XP is gained. A low PR will penalize experience points every time XP is gained.

For Clerics, Fighters, Magic-Users, Thieves and Dwarves, XP bonuses and penalties for XP are as follows:
PR 3-5: -20% XP
PR 6-8: -10% XP
PR 13-15: +5% XP
PR 16-18: +10% XP

Halfling XP bonuses and penalties are as follows:
Str 3-5: -20% XP
Str 6-8: -10% XP
Str or Dex 13-18: +5% XP
Str and Dex 13-18: +10% XP

House Rule Note: XP penalties are extrapolated as they do not appear in the book.

Elf XP bonuses and penalties are as follows:

Str 3-5: -20% XP
Str 6-8: -10% XP
Str 13-18 and Int 13-15: +5%
Str 13-18 and Int 16-18: +10%

House Rule Note: XP penalties are extrapolated as they do not appear in the book.

Ability Score Modifiers

Ability scores range in number from 3 to 18. The modifiers to various rolls associated with the ability scores are:

3: -3
4-5: -2
6-8: -1
9-12: None
13-15: +1
16-17: +2
18: +3

Other Notes Regarding Ability Scores

Some scores have other special considerations.

Intelligence

An Intelligence bonus adds to a character's languages known, but a low score can hinder the character's ability to communicate even in his native language.

3 - The character has trouble speaking and cannot read or write.
4-5 - The character cannot read or write Common.
6-8 - The character can read and write simple Common words.

Charisma

Charisma affects the number of NPC retainers your character can hire and how loyal they are (measured by a Morale score), as follows:

3 - Max Retainers: 1, Retainer Morale: 4
4-5 - Max Retainers: 2, Retainer Morale: 5
6-8 - Max Retainers: 3, Retainer Morale: 6
9-12 - Max Retainers: 4, Retainer Morale: 7
13-15 - Max Retainers: 5, Retainer Morale: 8
16-17 - Max Retainers: 6, Retainer Morale: 9
18 - Max Retainers: 7, Retainer Morale: 10

Determining Ability Scores

Roll 3d6 for each ability score and place in order - Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma.

Character Creation Step Two: Character Class

In this version of the D&D game, there are four human character classes (Cleric, Fighter, Magic-User, Thief) and three demi-human character classes (Dwarf, Elf, Halfling).

Cleric

Clerics are human characters dedicated to an immortal being or system of beliefs. The strength of their beliefs provides them with some special powers such as the ability to turn undead and cast spells.

Hit Dice: A cleric rolls a d6 for hit points (6 + Con modifier at 1st level)
Armor: A cleric may wear any armor and use shields
Weapons: A cleric cannot use any weapon with a sharp edge or point. The cleric can use any non-edged weapon, i.e. weapons that are primarily bludgeons.
Turning Undead: A 1st level cleric can attempt to Turn Undead. Roll 2d6. The number rolled determines the most powerful type of undead affected. A roll of 7 or higher will turn a skeleton. A roll of 9 or higher will turn a zombie. A roll if 11 or higher will turn a ghoul. If the turning attempt is successful, the DM rolls 2d6 to determine how many Hit Dice of undead are turned. At least one undead creature is always turned, regardless of the DM's roll result.
Spells: A cleric doesn't gain the ability to cast spells until 2nd level.
Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack):
--Death Ray/Poison: 11
--Magic Wands: 12
--Paralysis/Turn to Stone: 14
--Dragon Breath: 16
--Rod/Staff/Spell: 15
Experience Points needed for Level 2: 1,500

Fighter

Fighters are human characters skilled in combat.

Hit Dice: A fighter rolls d8 for hit points (8 + Con modifier at 1st level)
Armor: A fighter may wear any armor and use shields.
Weapons: A fighter may use any weapon.
Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack):
--Death Ray/Poison: 12
--Magic Wands: 13
--Paralysis/Turn to Stone: 14
--Dragon Breath: 15
--Rod/Staff/Spell: 16
Experience Points needed for Level 2: 2,000

Magic-User

Magic-Users are human characters who study and wield magic.

Hit Dice: A magic-user rolls a d4 for hit points (4 + Con modifier at 1st level)
Armor: None. A magic-user may not wear armor and cannot use shields.
Weapons: Dagger, Staff, Blowgun, Net, Sling, Whip.
Spells: A magic-user is able to cast one 1st level spell per day at level 1. This spell is memorized at the beginning of the day from the magic-user's spellbook. The spellbook contains two 1st level spells (Read Magic and one other spell, see below for a list of 1st level spells), though the magic-user can scribe more spells into his spellbook by acquiring them from scrolls, enemy spellbooks and through magical instruction by a teacher or mentor.
Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack):
--Death Ray/Poison: 13
--Magic Wands: 14
--Paralysis/Turn to Stone: 13
--Dragon Breath: 16
--Rod/Staff/Spell: 15
Experience Points needed for Level 2: 2,500

1st Level Magic-User Spells

Analyze - Identifies the magical properties of an item.
Charm Person - Magically convinces one humanoid that it is your friend.
Detect Magic - Detects magic objects, creatures, and places within 60'.
Floating Disc - Creates a horizontal platform capable of carrying up to 500 lbs.
Hold Portal - Magically seals a door or gate.
Light - Creates a magical light; can be reversed to create darkness.
Magic Missile - Creates a magical arrow that can strike a creature for 1d6+1 damage.
Protection from Evil - Creates a magical protective barrier around the caster.
Read Languages - Enables caster to read any written language.
Shield - Creates a deflective aura around the caster.
Sleep - Puts 2-16 hit dice worth of creatures to sleep.
Ventriloquism - Allows caster to make their voice emanate from a location up to 60' away.

Thief

Thieves are human characters who have a number of special skills that lend themselves to less than legal activities. Whether the thief uses those skills for those purposes is up to them.

Hit Dice: A thief rolls a d4 for hit points (4 + Con modifier at 1st level)
Armor: Leather armor only and the thief may not use shields.
Weapons: Any missile weapon and any one-handed melee weapons.
Special Skills: A thief has a number of special skills they can attempt to use during the course of an adventure. Each is expressed as a percentage number which the thief has to roll at or under on 1d100 in order to use the skill successfully.
--Open Locks (OL): 15
--Find Traps (FT): 10
--Remove Traps (RT): 10
--Pick Pockets (PP): 20
--Move Silently (MS): 20
--Climb Walls (CW): 87
--Hide in Shadows (HS): 10
--Hear Noise (HN): 30
Backstab: If a thief can sneak up on an opponent, they can attempt a backstab with a one-handed melee weapon. If the thief goes unnoticed, they add +4 to their attack roll and deals double damage with the backstab attack (roll damage, multiply by 2, then add any modifiers).
Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack):
--Death Ray/Poison: 13
--Magic Wands: 14
--Paralysis/Turn to Stone: 13
--Dragon Breath: 16
--Rod/Staff/Spell: 15
Experience Points needed for Level 2: 1,200

Dwarf

Dwarves are a demi-humans who are short and broad, standing about 4' tall and weighing about 150 pounds. Adventuring dwarves share many traits in common with fighters.

Hit Dice: A dwarf rolls a d8 for hit points (8 + Con modifier at 1st level)
Armor: A dwarf can wear any armor and can use shields.
Weapons: Any small or medium melee weapon, any missile weapon except longbows.
Infravision: Dwarves have a limited ability to see in the dark by seeing heat and lack there-of. Infravision doesn't work if there are any light sources present. A dwarf can see up to 60' with infravision.
Languages: In addition to Common, dwarves know the languages of the dwarf, gnome, goblin and kobold races.
Detection: Dwarves can detect stonework traps, sliding walls, sloping corridors and new construction. A roll of 1 or 2 on 1d6 will successfully find these things if there are any to be found.
Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack):
--Death Ray/Poison: 8
--Magic Wands: 9
--Paralysis/Turn to Stone: 10
--Dragon Breath: 13
--Rod/Staff/Spell: 12
Experience Points needed for Level 2: 2,200

Elf

Elves are slender and graceful demi-humans. They stand about 5 to 5 1/2 feet tall and usually weigh 100 to 120 pounds.

Hit Dice: An elf rolls a d6 for hit points (6 + Con modifier at 1st level)
Armor: An elf may wear any armor and can use shields.
Weapons: An elf can wield any weapon.
Infravision: This ability works just like dwarven infravision.
Languages: In addition to Common, elves know the languages of the elf, gnoll, hobgoblin and orc races.
Detection: An elf has a better chance of finding secret and hidden doors than other characters.
Immunity to Ghoul Paralysis: Elves are immune to the paralyzing touch of ghouls. Other forms of paralysis affect them normally.
Spells: An elf can cast one 1st level spell per day. This ability works just like the magic-user's ability to cast spells.
Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack):
--Death Ray/Poison: 12
--Magic Wands: 13
--Paralysis/Turn to Stone: 13
--Dragon Breath: 15
--Rod/Staff/Spell: 15
Experience Points needed for Level 2: 4,000

Halfling

Halflings are short demi-humans with furry feet. They stand about 3 to 3 1/2 feet tall and weigh around 60 pounds.

Hit Dice: A halfling rolls a d6 for hit points (6 + Con modifier at 1st level)
Armor: Halfings can wear any armor and use shields, though their armor must be specially sized for them.
Weapons: Halflings can wield any small melee weapon, as well as shortbows and light crossbows.
Combat Bonuses: Halflings get a -2 bonus to Armor Class when fighting any creature larger than man-sized. Halflings get a +1 bonus to attack rolls when using missile weapons. Halflings get a +1 bonus to individual initiative (when used).
Hiding: A halfling who remains motionless has a chance to avoid being seen. In woodlands and underbrush this chance is 90%. Inside buildings and dungeons (as long as there are shadows or cover available) this chance is 33%.
Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack):
--Death Ray/Poison: 8
--Magic Wands: 9
--Paralysis/Turn to Stone: 10
--Dragon Breath: 13
--Rod/Staff/Spell: 12
Experience Points needed for Level 2: 2,000

Character Creation Step Three: Adjust Ability Scores

Now that you've chosen a character class, you can tweak your ability scores to a bit to improve your Prime Requisite.

You can lower Strength, Intelligence or Wisdom by two points and then raise your Prime Requisite(s) by 1 point.
Constitution and Charisma cannot be raised or lowered.
Dexterity cannot be lowered, though it can be raised if it is a PR for your class.
A score cannot be lowered to less than 9. If it is already 10 or less, it cannot be lowered.

Character Creation Step Four: Hit Points

Hit points are a measure of how much damage your character can sustain before dying. Each character class has a type of die that is rolled to determine starting hit points.

Note that even if you have a Constitution penalty, you will always have at least 1 hit point at 1st level and will always gain at least 1 hit point every time you gain a level.

Hit Dice
1d4 = Magic-User, Thief
1d6 = Cleric, Elf, Halfling
1d8 = Fighter, Dwarf

House Rule Note: For the purposes of this game, we will be increasing our heroes' survivability a bit by giving them max hit points at 1st level.

Character Creation Step Six: Money and Equipment

Money

Roll 3d6 and multiply the result by 10. This is your character's beginning gold, which they can spend on weapons, armor and equipment.

Money Conversions
1 silver piece (sp) = 10 copper pieces (cp)
1 electrum piece (ep) = 5 silver pieces (sp) = 50 copper pieces (cp)
1 gold piece (gp) = 2 electrum pieces (ep) = 10 silver pieces (sp) = 100 copper pieces (cp)
1 platinum piece (pp) = 5 gold pieces (gp) = 10 electrum pieces (ep) = 50 silver pieces (sp) = 500 copper pieces (cp)

Weapons

2H indicates this weapon requires two hands to use.
S indicates a small weapon usable by a halfling.
c indicates a Cleric can use this weapon.

Axe, Battle - 7 gp, 1d8 damage, 60 cn, 2H
Axe, Hand - 4 gp, 1d6 damage, 10/20/30 (short/medium/long range), 30 cn, S

Bow, Short - 25 gp, 1d6, 50/100/150, 20 cn, 2H, S
Bow, Long - 40 gp, 1d6, 70/140/210, 30 cn, 2H
Crossbow, Light - 30 gp, 1d6, 60/120/180, 50, 2H, S
Crossbow, Heavy - 50 gp, 2d4, 80/160/240, 2H

Blackjack - 5 gp, 1d2, 5cn, S, c
Club - 3 gp, 1d4, 50 cn, c
Hammer, Throwing - 4 gp, 1d4, 10/20/30, 25 cn, c
Hammer, War - 5 gp, 1d6, 50 cn, c
Mace - 5 gp, 1d6, 30 cn, c
Staff - 5 gp, 1d6, 40 cn, c

Dagger - 3 gp, 1d4, 10/20/30, 10 cn, S
Silver Dagger - 30 gp, 1d4, 10/20/30, 10 cn, S

Halberd - 7 gp, 1d10, 150 cn, 2H
Javelin - 1 gp, 1d6, 30/60/90, 20 cn
Lance - 10 gp, 1d10, 180 cn
Pike - 3 gp, 1d10, 80 cn, 2H
Polearm - 7 gp, 1d10, 150 cn, 2H
Poleaxe - 5 gp, 1d10, 120 cn, 2H
Spear - 3 gp, 1d6, 20/40/60, 30 cn
Trident - 5 gp, 1d6, 10/20/30, 25 cn

Sword, Short - 7 gp, 1d6, 30 cn, S
Sword, Normal - 10 gp, 1d8, 60 cn
Sword, Bastard - 15 gp, 1d6+1 (one-handed), 1d8+1 (two-handed), 80 cn
Sword, Two-Handed - 15 gp, 1d10, 100 cn, 2H


Blowgun (Small) - 3 gp, nil damage (used to deliver poisons), 10/20/30, 6 cn, S
Blowgun (Medium) - 6 gp, nil damage (used to deliver poisons), 20/25/30, 15 cn
Net - 1 sp/sq ft, nil damage (used to entangle), 10/20/30, 1 cn/sq ft.
Sling - 2 gp, 1d4, 40/80/160, 20 cn
Whip - 1 gp/ft of length, 1d2, 10 cn/ft of length

Arrows (20) - 5 gp, 2 shots per cn
Arrow, Silver - 5 gp, 2 shots per cn
Crossbow Bolts (30) - 10 gp, 3 shots per cn
Crossbow Bolt, Silver - 5 gp, 3 shots per cn
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

Armor

Shield - 10 gp, AC (-1), 100 cn
Leather Armor - 20 gp, AC 7, 200 cn
Scale Mail - 30 gp, AC 6, 300 cn
Chain Mail - 40 gp, AC 5, 400 cn
Banded Mail - 50 gp, AC 4, 450 cn
Plate Mail - 60 gp, AC 3, 500 cn
Suit Armor - 250 gp, AC 0, 750 cn

Adventuring Gear

* 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

Character Creation Step Seven: Finishing Touches

Determine your character's alignment by choosing from Lawful, Neutral, or Chaotic. Choose a name, a bit of background and personality, and your character's appearance. Ask the DM for any additional details.[/sblock]
 

Ben Reilly

First Post
Here's what I was able to come up with:

Rolled stats:

STR 12, DEX 6, CON 13, INT 13, WIS 13, CHA 9

These are the modified stats.

STR 16, DEX 6, CON 13, INT 9, WIS 9, CHA 9

This was my roll for HP:

1d8+13=19

Money:

3d6+10+10+10=44

Gear:

Sword, Short - 7 gp, 1d6, 30 cn, S
Leather Armor - 20 gp, AC 7, 200 cn
Backpack - 5 gp, 20 cn (can carry up to 400 cn)
Boots, Plain - 1 gp, 10 cn*
Rope (50 ft.) - 1 gp, 50 cn
Rations, Standard (1 week) - 5 gp, 200 cn
Torches (6) - 1 gp, 120 cn
Waterskin/Wineskin - 1 gp, 5 cn (30 cn when full)

Alignment:

Neutral

Backstory:

Merrick grew up in the Wyvernsbane Duchy. His parents were in the military and raised their only son in that way. When Merrick was old enough he left his parents house and the town he grew up in. Merrick resented the lifestyle in which he was raised and decided to forge out on his own. Merrick ended up being associated with a guild and was slowly making a name for himself by taking jobs that others wouldn't. Merrick never let any of that bother him because it was just a job to him. The one thing that Merrick took from his parents was to to live his life by a set of in breakable rules. It was because of that way of living that caused Merrick to be hunted by his guild. When Merrick refused to kill a man in front of his child the guild leader ordered Merrick to be killed as well. Merrick fought his way out of the situation and is trying to hide from his former employer.

Appearance:

Merrick is 6 foot and weighs 220 lbs. He has grayish/blue eyes and has light brown colored hair. His skin color is a light tan and he has light scars on him from training with weapons.

If I need anything else let me know. I hope I did all of that properly. Thank you for the easy to follow guide!

*edited to make the url work*
 
Last edited:

KirayaTiDrekan

Adventurer
+13 on hit points? Where did that come from? At first level your hit points should be, for a fighter, 8 + Con mod, which in your case would be +1, so 9 hp total. Sorry if that wasn't clear in the guide. I'll fix it.

Also, the ability score adjustments work on a 2 for 1 basis - subtract 2 from one score to add 1 to your prime requisite. So your Strength should be 14.

Finally, rolling for gold should have been 3d6x10. I.e., multiply whatever you rolled by 10. So, based on your roll, you should have 140 gold pieces to play with.
 

Ben Reilly

First Post
Ohh oops. Guess I read that all wrong. Sorry! Math is like a foreign language to me.

The hit points I had just added the con to my roll. Didn't know that there was a certain formula to it.

I thought I had done the stats right though. I took the INT and WIS points down 4 points each and raised my strength up 4 points. Is that not correct?!
 

KirayaTiDrekan

Adventurer
Ohh oops. Guess I read that all wrong. Sorry! Math is like a foreign language to me.

The hit points I had just added the con to my roll. Didn't know that there was a certain formula to it.

I thought I had done the stats right though. I took the INT and WIS points down 4 points each and raised my strength up 4 points. Is that not correct?!

Oh, oops. I didn't notice that you had lowered Intelligence as well. Sorry about that. You are good to go on that score. :)
 


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