Death by Mirrors
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#17
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You're overthinking a little, yes ^^ but also sheets certainly look overwhelming for a beginner.
I will cover the basic look of a filled character sheet in spoilers, so you get an idea of what to put where. For now, let's look at your rolls. Again, lowest value is discarded, so your stats are 16, 17, 13, 11, 15, 12. Assign them to the six stats however you imagine your character. As a wizard it's probably a good idea to make INT your highest stat (this is the one you'll be using for your spells). Second highest maybe CON or DEX. Of course if you prefer you can also be the strong wizard who gained muscle from carrying around heavy books instead, or the pretty yet shy student hiding in the library. There are many different ways to be a wizard.
As a human you're considered an adult at 18 and have an average life span of 90 years. Other than dwarfs (who tend to be lawful and to some extent good) and orcs (who tend to be chaotic and to some extent evil), you can freely choose your alignment. Do you believe in the law and the leaders of your land, or will you do whatever you deem right, even if it's against the rules? Do you help others or are you first and foremost working towards your own interests? Or do you prefer not to take sides at all?
Your base walking speed is 30. This means you can outrun mdom's character, should you ever wish to do so. You know how to speak a foreign language of your choice. It can be something you encounter in your day to day life (eg. dwarven or elvish), or since you read a lot of books it may also be something exotic like the language of dragons or elementals. You have normal vision, without a torch you can't see very far at night. Since you are a human, you get +1 to all six of your stats (but no other perks like darkvision or resilience).
An average character sheet template looks something like this.
You can safely ignore "inspiration" and "death saves" for now. We won't need these during character creation. Your proficiency bonus is +2. Your speed is either 25 (mdom) or 30 (Kaderin).
On the left you see your six stats. Write the number in the small ellipse. For Kaderin: 17, 18, 14, 12, 16, 13 in any order you want. For mdom: 11, 13, 10, 10, 14, 15 and add 2 to whatever number you decide to be your constitution and 1 to your strength. Your ability modifier comes into the bigger rectangle. This is a bonus you will add to dice rolls during the game. It depends on the stat. So for example 16 wisdom gives you a +3 wisdom modifier.
10-11: 0
12-13: +1
14-15: +2
16-17: +3
18-19: +4
Armor class depends on the kind of armor you're currently wearing, or you dexterity modifier when you're not wearing any armor.
Your initiative is identical to your dexterity modifier.
At the beginning, you do not have any temporary hit points. You may gain some during the game through magic or special items. Your max hit points are (mdom: 8 + your constitution modifier) (Kaderin: 6 + your constitution modifier).
Personality traits, ideals, bonds and flaws are something you decide. There's no dice roll involved, just your imagination. You may be someone who can never resist a bet. Or you want to adopt every stray dog you come across. Maybe you have sworn to never kill a child, even if it's a demon toddler. Or you hope to join the artisan's guild one day. You may treasure your crossbow, a family heirloom. Or you always come when your old mentor calls you for help, even if that means a week long journey through the realm. And perhaps you're afraid of heights, or you can't tell nice people from manipulative ones.
Saving throws are identical to the corresponding ability modifier (when you're not proficient) or the ability modifier +2 (when you're proficient). You can write the ability modifier on the blanks and cross or fill the circle in front of it for those you're proficient in.
You will note skills each show a stat in brackets. The modifier of that stat is the modifier of the skill. So in general you will do better in things that correspond with your high stats, but you can nevertheless get a lucky roll and succeed at a task you'd normally suck at. Again, if you're proficient in a certain skill, fill the circle and you can add +2 to that skill's modifier.
@everyone
Even though you have rolled some dice, the creature doesn't look satisfied yet. "Pardon me, I don't think we have even been properly introduced each other. My name is Pelimestari, and you are...?" (reveal your character's name, or state you want to play under your own name)
Even though the conversation seems rather polite, an inexplicable shiver runs down your spine. The dice feel cold in your hand, and as you look at them you notice they have begun to glow. Did your name evoke this magic?
"You shouldn't keep them idle between your fingers like that", Pelimestari remarks. "Better assign them to your six abilities to be safe."
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Posted 12-22-2018, 11:29 AM
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