Character Sheets (now deprecated)
See also: Do not mock these worthless excuses for layouts until you have personally provided me with better. ;)
5e Character Sheet.docx
5e Character Sheet.pdf
Revised Character Sheets - now with two font options (now deprecated)
5e Character Sheet 9-24-13.docx / 5e Character Sheet 9-24-13.pdf (uses BlackFlag as before)
5e Character Sheet alt font 9-24-13.docx / 5e Character Sheet alt font 9-24-13.pdf (uses Times New Vespasian)
Alchemy Rules
Character Creation Rules
Ability scores are created in the following manner. Roll 4d6, drop the lowest die from each, six times; arrange to taste. Then roll 2d6 and take the stat spread from the following table, arranging the numbers to your taste. Use either set of ability scores (don't forget to apply bonuses for race and class to both groups).
2: 15, 14, 13, 12, 12, 11
3: 15, 15, 13, 12, 11, 10
4: 16, 15, 12, 11, 11, 10
5: 16, 14, 14, 12, 11, 8
6: 16, 16, 12, 10, 10, 10
7: 17, 15, 12, 11, 10, 8
8: 17, 14, 12, 11, 10, 10
9: 18, 13, 13, 10, 10, 8
10-11: 18, 14, 11, 10, 10, 8
12: 18, 12, 12, 10, 10, 10
Weekly Upkeep Rules
Beneficial effects are cumulative - so 250 silver in upkeep gets you both the virtual hit die for healing and the minimum hit die result.
Weekly Upkeep in Silver |
Modifier |
0 |
-2 hit dice per day of healing available |
10 |
-1 hit die per day of healing available |
50 |
No modifier |
100 |
Minimum roll on all hit dice for healing is half the die's maximum value |
250 |
+1 virtual hit die per day of healing available |
500 |
Gain advantage on all saving throws against disease effects
|
1000 |
Gain proficiency in Charisma (High Society) as long as you maintain this status |
5000 |
+2 virtual hit dice per day of healing available
|
10000 |
Once per week, perform the Recuperate downtime action in a single long rest |
50000 |
Gain one Trait of the Noble or Knight backgrounds |
Starlock Weapons (Draft, for discussion)
Pistol: d8 damage. Qualities: Ammunition (Range 30/90), Loading. Weight 3 lb, Cost 250 sp
Musket: d10 damage. Qualities: Ammunition (Range 40/120), Loading. Two-Handed, Weight 10 lb, Cost 500 sp
Rifle: d12 damage. Qualities: Ammunition (Range 150/600), Heavy, Loading, Two-Handed, Special. Weight 12 lb, Cost 1000 sp.
Special: The long barrel of the rifle makes it easy to foul a shot even from 10 feet away. You can't shoot targets within 5 feet of you, and you have disadvantage on your attack roll if a creature hostile to you is within 10 feet of you.
Starting Equipment
Characters start play at 4th level. In addition to their standard starting gear, they have 600 sp and one Common or Uncommon magic item (let me know what you pick; there are a few magic items that are removed or significantly modified in Aurikesh).
Modifications to Core Rules
1. Character Generation: 4d6 drop lowest for one column. Roll 2d6 for a safety-net column. Pick either one.
2. +5 hit points at first level, in addition to max hit points at first level.
3. Give Ground: when you take damage from a melee attack, you may spend your reaction to reduce the damage by 1d6 and move 5' away from the attacker. The attacker may immediately follow you into the space you just left.
4. Agonizing Blast and Repelling Blast are banned. The Warlock class has a few other changes going on; inquire for details.
5. All cantrips for all spellcasters deal a flat +2 damage, unless you have a feature that would grant a greater bonus (but see #4).
6. When you gain a level, you do not roll a hit die. You gain hit points equal to the die's average value, rounded up (so a d10 grants 6 hit points) plus your Con modifier.
7. At 8th level, clerics gain both +Wis to damaging cantrips and +d8 (of appropriate damage type) to weapon attacks, rather than each domain granting one or the other.
8. PC classes that would grant immunities (mainly paladin and monk) instead grant advantage and +d6 on any relevant saving throw. If this benefit is not applicable, I will create an ad-hoc ruling. You will not be immune to things.
9. Upkeep: I will call for upkeep when appropriate. Sometimes you get a few free days. Especially if a character hasn't been active in a long while, you may get free weeks or months.
10. If two character abilities conflict in absolute statements in a way that isn't readily resolvable, flip a coin; the winner of the coin toss gets to apply their rule in this one case. If it comes up again in a later round, flip the coin again.
11. If there's an exploration montage, expect a mix of normal D&D rules and borrowed rules from other games.
12. This is probably obvious, but I'm comfortable with spot rulings for cool stunts. The important thing is to keep it fresh and not keep using the same trick. This is not so much a rule as guidance.
13. The friends cantrip is somewhat altered.
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