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Making your Player Character Record Sheet

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Edited 1607490738
THE CHARACTER SHEET After deciding on the class(es) of your Character the DM will provide a Blank Class Specific Character Sheet for the Player, which will be found under the Bio/Info Tab of the character sheet. Sources you can use to create your new character are: 1st / 2nd Edtion Advanced Dungeons &amp; Dragons Player's Handbooks, Unearthed Arcana, Players Options Books: Assassin Barbarian Bard Cavalier Cleric Druid Fighter Illusionist Magic-User Monk Paladin Ranger Thief-Acrobat Thief Rules Cyclopedia Mystic Astonishing Swordsmen and Sorcerers of Hyperborea 2nd Edition: Lets start at the top all of the usual PC core classes are there:&nbsp; -Fighter: &nbsp;a swordsman, bowman, or other warrior type -&nbsp; Magician: &nbsp;a sorcerer who memorizes arcane formulæ and casts spells&nbsp; -&nbsp; Cleric: &nbsp;an armed and armoured mystic sorcerer&nbsp; -&nbsp; Thief: &nbsp;a nimble swordsman possessed of numerous specialized skills You get subclasses of the main four: From the fighter you get:&nbsp; -&nbsp; Barbarian: &nbsp;an outland warrior possessed of feral instincts -&nbsp; Berserker: &nbsp;a rampaging shock trooper renowned for unbridled battle rage&nbsp; -&nbsp; Cataphract (Knight): &nbsp;an armoured horseman and warrior elite -&nbsp; Huntsman: &nbsp;a wilderness warrior who glories in the hunt&nbsp; -&nbsp; Paladin: &nbsp;a champion who crusades for justice and Law&nbsp; -&nbsp; Ranger: &nbsp;a borderland fighter, frontiersman, and defender&nbsp; -&nbsp; Warlock: &nbsp;a spell-weaving fighter who wields steel and sorcery interchangeably From the Magician you get: -&nbsp; Cryomancer: &nbsp;a sorcerer who commands the elemental power of ice - &nbsp;Illusionist: &nbsp;a sorcerer who evokes phantasms and manipulates shadows and light -&nbsp; Necromancer: &nbsp;a sorcerer who practices black magic and communicates with the dead -&nbsp; Pyromancer: &nbsp;a sorcerer who commands the elemental power of fire -&nbsp; Witch (Wizard): &nbsp;a sorcerer who brews potions, divines portents, and lays curses&nbsp; The Cleric has some interesting choices:&nbsp; -&nbsp; Druid: &nbsp;a mystic sorcerer empowered by ancestral, elemental, and animistic spirits -&nbsp; Monk: &nbsp;a warrior-priest who strives for physical and mental mastery -&nbsp; Priest: &nbsp;a chaplain mystic of prodigious spell-casting capacity -&nbsp; Runegraver: &nbsp;a mystic warrior who carves runic spells on bone, metal, stone, and wood -&nbsp; Shaman (Witch Doctor): &nbsp;a primal sorcerer who confers with ancestral and totem spirits And the Thief adds their own flair to the mix:&nbsp; -&nbsp; Assassin:&nbsp; a thief who specializes in murder and intrigue -&nbsp; Bard (Skald): &nbsp;a warrior, scholar, and weaver of enchanted lyrics and/or music -&nbsp; Legerdemainist: &nbsp;an adept thief who also commands the power of sorcery -&nbsp; Purloiner: &nbsp;a religious thief who also practices the esoteric mysticism of a cleric -&nbsp; Scout: &nbsp;a lightly armed explorer, intelligence gatherer, and stealth master Adventurer, Conqueror, King (any not already in the AD&amp;D books) Dragon Magazine:&nbsp; <a href="http://bit.ly/2pJhdTb" rel="nofollow">http://bit.ly/2pJhdTb</a> The character sheet will be found in the "Current Player Characters" Folder. This 'PAPER' Sheet will be located under the 'BIO/INFO' Tab of the Roll20 Sheet.&nbsp; This 'Paper' Sheet&nbsp; NEEDS TO BE FILLED OUT IN FULL . This is to facilitate being able to copy/paste the 'Paper' sheet, into MS Word, for example and printing it out for use during a game. Then you will enter some of the information from the 'Paper' Character sheet into the 'Computerized' Section under the 'Character Sheet' Tab of the Roll20 Sheet. The 'Attributes &amp; Abilities' Tab is mainly something the DM will work with, however if a player knows of new local and global macros to use in game, please inform the DM. You then begin building your character, filling in information where required. The Ability Scores are rolled such that 4D6's (Command is: [[ 4d6d1r1 ]] ), are used &amp; the lowest roll cut from the total. It is ok to re-arrange the rolls after all six have been done to better accommodate the character. Everyone starts Level 1 with the maximum number of Hit Points for their character class, plus any constitution bonus. Then you roll the new die needed for each new level after that, again adding on the constitution bonus for each roll. Note #1: There is no minimum Ability score for an ability for a class, in this game. This is done to make it more challenging for the player like a handicap and so that it is easier to become a class you want to play, also helps avoid the tendency to fudge up the rolls. Then you would make roll to determine your starting cash (Gold), from which you will buy your starting armor, supplies and weapons. After that you pick your Non-Weapon Proficiencies. The number of slots you get is determined by class &amp; level of the character. There is a big listing of NWP's in it's own thread, for easy look up. Make sure you pick the number of languages you know: You start with Common, Dwarven, Elven, Gnome, Halfling, etc depending on the race of your character and the alignment language, then add any additional languages based on your intelligence score. Pick a Deity that your character worships: Any from the Deities and Demigods books, or from any adventure module, gazzetter, or setting can be used. Fill in your Saving Throws information. For game play it is recommended that you print-out your character sheet so that it is easier to look things up &amp; make edits as you gain or deplete supplies &amp; equipment &amp; to make notes on which spells are memorized or prayed for, for the day. You would then update the Main sheet under the bio/info tab when time permits, with the new info. As well as the 'Computerized' Sheet under the 'Character Sheet' tab, (During a pause in the game, or before or after the game). Global Macros have been created so that it is now quicker to Roll Non-Weapon Proficiencies and Saving Throws as well as Weapon and Spell Attacks and Initiative rolls from Action Macro Buttons, that will in some cases bring up a whispered menu of item choices to make rolls.
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Edited 1620281977
Magic-User's Starting Spells: