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Final Fantasy Basic (Recruiting)
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<blockquote data-quote="KirayaTiDrekan" data-source="post: 6465560" data-attributes="member: 6755061"><p>Pregens!</p><p></p><p>These were created using 16, 15, 14, 13, 12, 10 for ability scores, which is a bit generous for BECMI, but these are supposed to be heroes of prophecy so it works.</p><p></p><p>House Rule #1: No alignment languages (if you don't know what that means, don't worry about it).</p><p>House Rule #2: We won't be worrying about basic traveling supplies like rations, water, etc. PCs are assumed to have what they need for overland travel.</p><p>House Rule #3 We also won't be worrying about encumbrance.</p><p></p><p>If you'd like to play one of these characters, gender, appearance, personality, and name are all up to you.</p><p></p><p>[sblock=Cleric]</p><p></p><p>You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a Cleric of Light, the ancient religion of the Sky People. You have an affinity for Elemental Water and the Time Sphere of Power and you carry a darkened crystal with a greenish-blue coloring to it. </p><p></p><p>Class: Cleric</p><p>Level: 1</p><p>Element: Water</p><p>Sphere: Time</p><p>Alignment: Neutral</p><p></p><p>XP: 0 (+10% bonus)</p><p>XP for next level: 1500</p><p></p><p>Str: 14 (+1)</p><p>Int: 12 (+0)</p><p>Wis: 16 (+2)</p><p>Dex: 10 (+0)</p><p>Con: 15 (+1)</p><p>Cha: 13 (+1)</p><p></p><p>HP: 7</p><p>AC: 2</p><p></p><p>War Hammer - +1 to hit, 1d6+1 damage</p><p>Sling + 30 pellets - +0 to hit, 1d4 damage, range: 40 (+1 to hit)/80 (no adjustment to hit)/160 (-1 to hit)</p><p></p><p><strong>Saves</strong></p><p></p><p>Death Ray/Poison: 11</p><p>Magic Wands: 12</p><p>Paralysis/Turn to Stone: 14</p><p>Dragon Breath: 16</p><p>Rod/Staff/Spell: 15</p><p></p><p><strong>Turning Undead</strong></p><p></p><p>Roll 2d6 to determine success then roll 2d6 to determine number of hit dice of undead affected.</p><p></p><p>Skeleton: 7</p><p>Zombie: 9</p><p>Ghoul: 11</p><p></p><p><strong>Spells</strong></p><p></p><p>Gained at 2nd level.</p><p></p><p><strong>Equipment</strong></p><p></p><p>Warhammer</p><p>Sling + 30 pellets</p><p>Plate Armor</p><p>Shield</p><p>Holy Symbol</p><p>17 Gold Pieces</p><p></p><p><strong>Weapon Mastery</strong></p><p></p><p>War Hammer - Basic</p><p>Sling - Basic[/sblock]</p><p></p><p>[sblock=Fighter]</p><p></p><p>You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a capable warrior. You have an affinity for Elemental Earth and the Matter Sphere of Power and you carry a darkened crystal with a brownish coloring to it. </p><p></p><p>Class: Fighter</p><p>Level: 1</p><p>Element: Earth</p><p>Sphere: Matter</p><p>Alignment: Lawful</p><p></p><p>XP: 0 (+10% bonus)</p><p>XP for next level: 2000</p><p></p><p>Str: 16 (+2)</p><p>Int: 10 (+0)</p><p>Wis: 12 (+0)</p><p>Dex: 14 (+1)</p><p>Con: 15 (+1)</p><p>Cha: 13 (+1)</p><p></p><p>HP: 9</p><p>AC: 3</p><p></p><p>Normal Sword - +2 to hit, 1d8+2 damage</p><p>Long Bow + 20 Arrows - +1 to hit, 1d6 damage, range: 70 (+1 to hit)/140 (no adjustment to hit)/210 (-1 to hit)</p><p>Dagger - +2 to hit (+1 to hit when thrown), 1d4+2 damage, range: 10 (+1 to hit)/20 (no adjustment to hit)/30 (-1 to hit)</p><p>Spear - +2 to hit (+1 to hit when thrown), 1d6+2 damage, range: 20 (+1 to hit)/40 (no adjustment to hit)/60 (-1 to hit)</p><p></p><p><strong>Saves</strong></p><p></p><p>Death Ray/Poison: 12</p><p>Magic Wands: 13</p><p>Paralysis/Turn to Stone: 14</p><p>Dragon Breath: 15</p><p>Rod/Staff/Spell: 16</p><p></p><p><strong>Combat Options</strong></p><p></p><p>Lance Attack - Double damage dice with a lance when attacking from a charging mount (mount must move at least 20 yards.</p><p></p><p>Set Spear vs. Charge - Double damage dice with a spear, pike, sword shield, or lance vs. a charging opponent (opponent must move at least 20 yards before reaching the character). Spear attack interrupts opponent's attack and prevents it if the opponent is killed. Set Spear vs. Charge may only be used when the character has initiative and usually only in the first round of combat.</p><p></p><p>(More combat options are gained at 9th level.)</p><p></p><p><strong>Equipment</strong></p><p></p><p>Normal Sword</p><p>Long Bow + 20 Arrows</p><p>Dagger</p><p>Spear</p><p>Chain Mail</p><p>Shield</p><p>9 Gold Pieces</p><p></p><p><strong>Weapon Mastery</strong></p><p></p><p>Normal Sword - Basic</p><p>Long Bow - Basic</p><p>Dagger - Basic</p><p>Spear - Basic[/sblock]</p><p></p><p>[sblock=Magic-User]</p><p></p><p>You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a capable wizard. You have an affinity for Elemental Fire and the Energy Sphere of Power and you carry a darkened crystal with a reddish coloring to it. </p><p></p><p>Class: Magic-User</p><p>Level: 1</p><p>Element: Fire</p><p>Sphere: Energy</p><p>Alignment: Chaotic</p><p></p><p>XP: 0 (+10% bonus)</p><p>XP for next level: 2500</p><p></p><p>Str: 10 (+0)</p><p>Int: 16 (+2)</p><p>Wis: 14 (+1)</p><p>Dex: 13 (+1)</p><p>Con: 15 (+1)</p><p>Cha: 12 (+0)</p><p></p><p>HP: 5</p><p>AC: 8</p><p></p><p>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)</p><p>Staff - +0 to hit, 1d6 damage</p><p></p><p><strong>Saves</strong></p><p></p><p>Death Ray/Poison: 13</p><p>Magic Wands: 14</p><p>Paralysis/Turn to Stone: 13</p><p>Dragon Breath: 16</p><p>Rod/Staff/Spell: 15</p><p></p><p><strong>Spells</strong></p><p></p><p>You can memorize and cast one 1st level spell per day. You will gain more spells per level as you advance. </p><p></p><p>1st Level Spells Memorized: Sleep </p><p></p><p><em>Spellbook</em></p><p></p><p>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 at an arcane library available in most towns.</p><p></p><p>1st Level Spells: Read Magic, Sleep</p><p></p><p><strong>Equipment</strong></p><p></p><p>Dagger</p><p>Staff</p><p>Spellbook</p><p>112 Gold Pieces</p><p></p><p><strong>Weapon Mastery</strong></p><p></p><p>Dagger - Basic</p><p>Staff - Basic[/sblock]</p><p></p><p>[sblock=Thief]</p><p></p><p>You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a skilled thief. You have an affinity for Elemental Air and the Thought Sphere of Power and you carry a darkened crystal with a whitish blue coloring to it. </p><p></p><p>Class: Thief</p><p>Level: 1</p><p>Element: Air</p><p>Sphere: Thought</p><p>Alignment: Neutral</p><p></p><p>XP: 0 (+10% bonus)</p><p>XP for next level: 1200</p><p></p><p>Str: 14 (+1)</p><p>Int: 12 (+0)</p><p>Wis: 10 (+0)</p><p>Dex: 16 (+2)</p><p>Con: 13 (+1)</p><p>Cha: 15 (+1)</p><p></p><p>HP:5</p><p>AC: 5</p><p></p><p>Normal Sword - +1 to hit, 1d8+1 damage</p><p>Long Bow +20 Arrows +2 to hit, 1d6 damage, range: 70 (+1 to hit)/140 (no adjustment to hit)/210 (-1 to hit)</p><p></p><p><strong>Saves</strong></p><p></p><p>Death Ray/Poison: 13</p><p>Magic Wands: 14</p><p>Paralysis/Turn to Stone: 13</p><p>Dragon Breath: 16</p><p>Rod/Staff/Spell: 15</p><p></p><p><strong>Thief Abilities</strong></p><p></p><p>Open Locks: 15%</p><p>Find Traps: 10%</p><p>Remove Traps: 10%</p><p>Climb Walls: 87%</p><p>Move Silently: 20%</p><p>Hide in Shadows: 10%</p><p>Pick Pockets: 20%</p><p>Hear Noise: 30%</p><p></p><p>Back Stab: If the thief is undetected, a special backstab attack may be performed with a +4 to hit and double damage dice.</p><p></p><p><strong>Equipment</strong></p><p></p><p>Normal Sword</p><p>Long Bow + 20 Arrows</p><p>Leather Armor</p><p>Thieves' Tools</p><p>20 Gold Pieces</p><p></p><p><strong>Weapon Mastery</strong></p><p></p><p>Normal Sword - Basic</p><p>Long Bow - Basic[/sblock]</p><p></p><p>If someone would like to play an Elf, Dwarf, Halfling, or Mystic but aren't familiar with the Basic rules, just let me know and I'll cook up a pregen for you. </p><p></p><p>These four pregens will be added to the first post in this thread.</p></blockquote><p></p>
[QUOTE="KirayaTiDrekan, post: 6465560, member: 6755061"] Pregens! These were created using 16, 15, 14, 13, 12, 10 for ability scores, which is a bit generous for BECMI, but these are supposed to be heroes of prophecy so it works. House Rule #1: No alignment languages (if you don't know what that means, don't worry about it). House Rule #2: We won't be worrying about basic traveling supplies like rations, water, etc. PCs are assumed to have what they need for overland travel. House Rule #3 We also won't be worrying about encumbrance. If you'd like to play one of these characters, gender, appearance, personality, and name are all up to you. [sblock=Cleric] You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a Cleric of Light, the ancient religion of the Sky People. You have an affinity for Elemental Water and the Time Sphere of Power and you carry a darkened crystal with a greenish-blue coloring to it. Class: Cleric Level: 1 Element: Water Sphere: Time Alignment: Neutral XP: 0 (+10% bonus) XP for next level: 1500 Str: 14 (+1) Int: 12 (+0) Wis: 16 (+2) Dex: 10 (+0) Con: 15 (+1) Cha: 13 (+1) HP: 7 AC: 2 War Hammer - +1 to hit, 1d6+1 damage Sling + 30 pellets - +0 to hit, 1d4 damage, range: 40 (+1 to hit)/80 (no adjustment to hit)/160 (-1 to hit) [B]Saves[/B] Death Ray/Poison: 11 Magic Wands: 12 Paralysis/Turn to Stone: 14 Dragon Breath: 16 Rod/Staff/Spell: 15 [B]Turning Undead[/B] Roll 2d6 to determine success then roll 2d6 to determine number of hit dice of undead affected. Skeleton: 7 Zombie: 9 Ghoul: 11 [B]Spells[/B] Gained at 2nd level. [B]Equipment[/B] Warhammer Sling + 30 pellets Plate Armor Shield Holy Symbol 17 Gold Pieces [B]Weapon Mastery[/B] War Hammer - Basic Sling - Basic[/sblock] [sblock=Fighter] You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a capable warrior. You have an affinity for Elemental Earth and the Matter Sphere of Power and you carry a darkened crystal with a brownish coloring to it. Class: Fighter Level: 1 Element: Earth Sphere: Matter Alignment: Lawful XP: 0 (+10% bonus) XP for next level: 2000 Str: 16 (+2) Int: 10 (+0) Wis: 12 (+0) Dex: 14 (+1) Con: 15 (+1) Cha: 13 (+1) HP: 9 AC: 3 Normal Sword - +2 to hit, 1d8+2 damage Long Bow + 20 Arrows - +1 to hit, 1d6 damage, range: 70 (+1 to hit)/140 (no adjustment to hit)/210 (-1 to hit) Dagger - +2 to hit (+1 to hit when thrown), 1d4+2 damage, range: 10 (+1 to hit)/20 (no adjustment to hit)/30 (-1 to hit) Spear - +2 to hit (+1 to hit when thrown), 1d6+2 damage, range: 20 (+1 to hit)/40 (no adjustment to hit)/60 (-1 to hit) [B]Saves[/B] Death Ray/Poison: 12 Magic Wands: 13 Paralysis/Turn to Stone: 14 Dragon Breath: 15 Rod/Staff/Spell: 16 [B]Combat Options[/B] Lance Attack - Double damage dice with a lance when attacking from a charging mount (mount must move at least 20 yards. Set Spear vs. Charge - Double damage dice with a spear, pike, sword shield, or lance vs. a charging opponent (opponent must move at least 20 yards before reaching the character). Spear attack interrupts opponent's attack and prevents it if the opponent is killed. Set Spear vs. Charge may only be used when the character has initiative and usually only in the first round of combat. (More combat options are gained at 9th level.) [B]Equipment[/B] Normal Sword Long Bow + 20 Arrows Dagger Spear Chain Mail Shield 9 Gold Pieces [B]Weapon Mastery[/B] Normal Sword - Basic Long Bow - Basic Dagger - Basic Spear - Basic[/sblock] [sblock=Magic-User] You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a capable wizard. You have an affinity for Elemental Fire and the Energy Sphere of Power and you carry a darkened crystal with a reddish coloring to it. Class: Magic-User Level: 1 Element: Fire Sphere: Energy 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 [B]Saves[/B] Death Ray/Poison: 13 Magic Wands: 14 Paralysis/Turn to Stone: 13 Dragon Breath: 16 Rod/Staff/Spell: 15 [B]Spells[/B] 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 [I]Spellbook[/I] 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 at an arcane library available in most towns. 1st Level Spells: Read Magic, Sleep [B]Equipment[/B] Dagger Staff Spellbook 112 Gold Pieces [B]Weapon Mastery[/B] Dagger - Basic Staff - Basic[/sblock] [sblock=Thief] You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a skilled thief. You have an affinity for Elemental Air and the Thought Sphere of Power and you carry a darkened crystal with a whitish blue coloring to it. Class: Thief Level: 1 Element: Air Sphere: Thought Alignment: Neutral XP: 0 (+10% bonus) XP for next level: 1200 Str: 14 (+1) Int: 12 (+0) Wis: 10 (+0) Dex: 16 (+2) Con: 13 (+1) Cha: 15 (+1) HP:5 AC: 5 Normal Sword - +1 to hit, 1d8+1 damage Long Bow +20 Arrows +2 to hit, 1d6 damage, range: 70 (+1 to hit)/140 (no adjustment to hit)/210 (-1 to hit) [B]Saves[/B] Death Ray/Poison: 13 Magic Wands: 14 Paralysis/Turn to Stone: 13 Dragon Breath: 16 Rod/Staff/Spell: 15 [B]Thief Abilities[/B] Open Locks: 15% Find Traps: 10% Remove Traps: 10% Climb Walls: 87% Move Silently: 20% Hide in Shadows: 10% Pick Pockets: 20% Hear Noise: 30% Back Stab: If the thief is undetected, a special backstab attack may be performed with a +4 to hit and double damage dice. [B]Equipment[/B] Normal Sword Long Bow + 20 Arrows Leather Armor Thieves' Tools 20 Gold Pieces [B]Weapon Mastery[/B] Normal Sword - Basic Long Bow - Basic[/sblock] If someone would like to play an Elf, Dwarf, Halfling, or Mystic but aren't familiar with the Basic rules, just let me know and I'll cook up a pregen for you. These four pregens will be added to the first post in this thread. [/QUOTE]
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