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SDRPG Character Creation Guide (v4)

The document provides ancestry and background information for character creation in a roleplaying game, including descriptions of common races like human, elf, dwarf and goblin, as well as character classes such as fighter, priest, thief and wizard. Game mechanics are outlined for abilities, languages, equipment, armor, weapons, money and other attributes to generate a character.

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Kevin Brennan
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
87 views

SDRPG Character Creation Guide (v4)

The document provides ancestry and background information for character creation in a roleplaying game, including descriptions of common races like human, elf, dwarf and goblin, as well as character classes such as fighter, priest, thief and wizard. Game mechanics are outlined for abilities, languages, equipment, armor, weapons, money and other attributes to generate a character.

Uploaded by

Kevin Brennan
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Ancestry

HALF-ORC (pg.16) ELF (pg. 16) HUMAN (pg.11) DWARF (pg. 16) GOBLIN (pg.16) HALFLINC (pg.11)
Earnest & Tenacious Graceful & Focused Ambitious & Adaptive Hardy & Industrious Clever & Perceptive Humble & Mischievous
+ Extra Language : Orcish + Extra Languages : Elvish, Sylvan + Extra Language : choose one + Extra Language : Dwarvish + Extra Language : Goblin + Bonus: be invisible for 3
+Bonus : +l to melee attack & +Bonus : +l to ranged attack common language +Bonus : extra 2 HP at Levell & +Bonus : can 't be surprised rounds once per day
melee damage rolls rolls or spellcasting checks + Bonus : extra talent at Levell Advantage on HP roll per level

Class
FICHTER (pg. 1B) PRIEST (pg . 20) THIEF (pg. 22) WIZARD (pg. 24)
+ Weapon Mastery : choose a weapon & add l+ ½ your + Deity : choose a god & holy symbol (free to carry) + Backstab : add l+½ your level of dice to damage + Extra Languages : pick 2 common & 2 rare
level to attack & damage rolls when you use it + Extra language: pick one rare language rolls on beings who are unaware of your attack +Spells : pick three tier l wizard spells (pg. 52)
+ Advantage : on either Strength or Dexterity checks + Spells : pick two tier l priest spells (pg. 51) +Tools : everything you need is hidden on you + Extra Spells : study spell scrolls (l day, DC lS)
+ Extra Slots: equal to your Constitution modifier + Extra Gear: can use any armors or shields +Advantage : on climbing , disguising, hiding, +Gear: no armor & only dagger or staff
+ Extra Gear : can use any weapons, armors, or shields + Extra Spell : 'Turn Undead' (pg. 72) lockpicking, pickpocketing, sneaking, traps + 1d4 HP : at each level (+Con mod at Levell)
+ l dB HP : at each level (+Con mod at Levell) + ld6 HP: at each level (+Con mod at Levell) + 1d4 HP : at each level (+Con mod at Levell) + Talent (2d6) : 2 : random magic item, 3-7 : +2
+ Talent (2d6) : 2 : extra mastered weapon, 3-6 : +l to + Talent (2d6) : 2 : Adv on a spell you know, 3-6 : +l + Talent (2d6) : 2 : Adv on initiative, 3-5 : +l dice to to Int stat or +l to spellcasting, 8-9 : Adv on
attack rolls, 7-9: +2 to Str, Dex or Con stat, 10-11 : +l to attack rolls, 7-9 : +l to spellcasting, 10-11 : +2 backsta b, 6-9 : +2 to Str, Dex, or Cha stat, l 0-11 : a spell you know, l 0-11 : pick an extra spell ,
AC to armor type, 12 : pick talent or +lx2 to stats to Str or Wis stat, 12 : pick talent or+ lx2 to stats +l to attack rolls, 12 : pick talent or +lx2 to stats 12 : pick talent or+ lx2 to stats

COIN (pg. 33, 34, 3S, 269) WEAPONS (pg. 37) LANGUAGES (pg. 32)
ALIGNMENT & DEITIES (pg . 27,2B,29)
•Dagger : d4, l gp, any class Common:
• Start with 2d6 x 5 gold pieces (gp) •Lawful : Madeera (creation & order), Terragnis (honor &justice)
•Club : d4, S cp, Priest, Thief •Javelin : d4, 5 sp
• l gp = 10 sp = 100 cp • Neutral : Gede (revelry & nature), Ord (knowledge & wisdom) • Common (you & most humanoids)
•Staff: d4, 5 sp, Priest, Wizard • Dwarvish • Elvish • Giant • Goblin
• First 100 coins are free to carry •Chaotic: Memnon (destruction & chaos), Ramlaat (strength &
• Shortbow : d4, 6 gp, 2-handed, Thief • Merran (Aquatic folk) • Orcish
• Next 100 coins require l gear slot war), Shune (sorcery & ambition)
• Shortsword : d6, 7 gp, Thief • Reptilian (Reptile folk)
•Spear : d6, 5 sp •Mace : d6, 5 gp, Priest • Sylvan (Fey folk)
•Crossbow : d6, B gp, 2-handed, Priest, Thief • Thanian (Beast folk)
ARMOR & AC (pg.33,36) BACKGROUND (pg.26)
• Longsword : dB, 9 gp, Priest
• No Armor: lO+Dex, any class l Urchin 2 Wanted 3 Cult Initiate 4 Thieve's Guild Rare :
•Longbow : dB, B gp, 2-handed
•Leather: ll+Dex, 10 gp, Thief 5 Banished 6 Orphaned 7 Wizard's Apprentice 8 Jeweler • Celestial (Angels)
• Bastard sword : dB or dl0 (2h), 10 gp, 2 slots
• Chainmail : l3+Dex, 60 gp, 2 slots 9 Herbalist l O Barbarian 11 Mercenary 12 Sailor 13 Acolyte • Diabolic (Demons, Devils)
• Greataxe: dB or dl0 (2h) , 10 gp, 2 slots
• Platemail : 15, 130 gp, 3 slots 14 Soldier 15 Ranger 16 Scout 17 Minstrel 18 Scholar • Draconic (Dragons)
• Warhammer : dl0, 10 gp, 2-handed, Priest
• Shield : +2 if held, 10 gp 19 Noble 20 Chirurgeon (medical practitioner) • Primordial (Elder things)
• Greatsword : dl2, 12 gp, 2-handed, 2 slots
Extra Classes
BARD (sdrpg.io/bard) RANGER (sdrpg.io/ranger)
+ Magical Dabbler : can use Spell Scrolls & Wands (Charisma). Rolling al gets a Wizard Mishap (pg. 46) +Herbalism : can make an Intelligence check to create herbal remedies. Failed remedies require rest
+Inspire: One near target gains a luck token (Charisma check, DC 12) to try again. Successful remedies must be used in 3 rounds or they will expire.
+Fascinate : Transfix near targets of Level 4 or less for ld4 rounds (Charisma check, DC lS) DC 11 : Salve: Heall HP, DC 12: Stimulant: can't be surprised (10 rounds) , DC 13: Foebane: Advantage
+Prolific: +ld6 to your learning rolls & group's carousing rolls on attack & damage to a creature type (ld6 rounds) , DC 14 : Restorative: End a poison or disease,
+Advantage : on oration, performing arts, lore, and diplomacy DC 15 : Curative: Potion of Healing (pg. 310)
+ Extra Languages : pick 4 common & l rare language +Gear : leather armor, chainmail, dagger, longbow, longsword, shortbow, shortsword, spear, staff
+Gear: leather armor, chainmail, shield, crossbow, dagger, mace, shortbow, shortsword, spear, staff +Advantage: on navigation, tracking, bushcraft, stealth, and wild animals
+ l d6 HP : at each level (+Con mod at Levell) + l dB HP: at each level (+Con mod at Levell)
+ Talent (2d6) : 2 : random priest or wizard wand, 3-6 : +l to attack or Magical Dabbler rolls, 7-9 : +lx2 + Talent (2d6) : 2: pick a weapon to deal dl2 dmg, 3-6 : +l to melee or ranged atk & dmg, 7-9 : +l to
to stats, l 0-11 : -3 to DC of Inspire & Fascinate, 12: pick a talent Str, Dex, or Int stat, 10-11 : gain Adv with an herbal remedy, 12 : pick talent or +lx2 to stats

Tier 1 Spells
CURE WOUNDS (pg.SB) HOL V WEAPON (pg. 62) LIGHT (pg. 64) PROTECTION FROM EVIL (pg. 68) SHIELD OF FAITH (pg. 70)
Priest • Instant • Close Priest • 5 rounds • Close Priest • Wizard • 1 hour • Close Priest • Wizard • Focus • Close Priest • 5 rounds • Self
Touch a target & they instantly Touch a weapon & it gains a Touch an object & it will Focus to give Chaotic beings close to you disadvantage on attack Gain a +2 bonus to your armor
regain HP equal to 1 + ½ your +l bonus to attack & damage illuminate near distances for rolls & hostile spell checks. They also can't possess, compel, or class for 5 rounds.
level of d6s (rounded down) . rolls for 5 rounds. one hour of real time. beguile you. You can exorcise entities if they fail a Charisma check.

TURN UN DEAD (pg. 72) ALARM (pg. 54) BURNING HANDS (pg.56) CHARM PERSON (pg.56) DETECT MAGIC (pg.SB)
Priest • 5 rounds • Near Wizard • 1 day• Close Wizard • Instant • Close Wizard • 1d8 days • Near Wizard • Focus • Near
Use your holy symbol and undead near you make a Charisma Touch an object & for a day Emit flames in a close area. One near humanoid of Lv2 or less Focus to sense magic near you .
check. They flee for 5 rounds if they fail. They are destroyed if you w ill know if any unwanted Creatures take ld6 damage. will be friendly with you for 1d8 You can discern basic properties
they fail by 10+ points & are equal or less than your level. creature gets close to it. Flammable objects ignite. days or until you hurt them. in 2 rounds. Barriers block this.

FEATHER FALL (pg. 60) FLOATING DISK (pg.61) HOLD PORTAL (pg.62) MAGE ARMOR (pg. 64) MAGIC MISSILE (pg. 65) SLEEP (pg. 71)
Wizard • Instant • Self Wizard • 10 rounds • Near Wizard • 10 rounds • Near Wizard • 10 rounds • Self Wizard • Instant • Far Wizard • Instant • Near
Your falling speed will instantly Create a disk that can carry up to Close a portal near you for 10 Your armor class is 14 (or 18 on Roll with advantage to instantly Living creatures near you instantly
slow until you safely land. 20 slots for 10 rounds near you . It rounds. Knock spells or Strength critical success) for 10 rounds. deal 1d4 damage to a target up fall asleep if they are Lv2 or less.
can't cross pits or drop-offs. checks can open it again. to a far distance. They awaken if injured or shaken.

BASIC GEAR (pg. 34, 35, 278) LEVEL O (pg.14, 33, 116) CRAWLING KIT (pg. 36)
• Arrows (20): l gp, 20 per slot, for shortbows or longbows + You only have Stats, Ancestry, Background, Alignment, and Gear A backpack of gear for 7 gp,
• Backpack: 2 gp, first one is free to carry, l per slot otherwise + If you survive the adventure, you level up and pick a Class perfect for a quick game :
• Caltrops: 5 sp, 1 bag per slot, l damage & half speed for 10 rounds if stepped on + You can use any gear, armor, or weapons until you level up + Flint & Steel
• Crossbow Bolts (20): 1 gp, 20 per slot, for crossbows only + Your HP equals your Constitution modifier (minimum of l) + Torch
•Crowbar: 5 sp, l per slot, pry things open with advantage + If your HP drops to 0, you die instantly + Torch
• Flint & Steel: S sp, l per slot, always succeed at routine fire making + You start with l d4 items. Pick each item with l d l 2 : + Rations (3)
•Gems : pg. 278, 10 per slot, easier to carry than bags of gold 1 Torch 2 Dagger 3 Wood Pole, 10' 4 Shortbow & 5 arrows + Iron Spikes (10)
• Grappling Hook : l gp, 1 per slot, no rope included • Empty Flask: 3 sp, l per slot 5 Rope, 60' 6 Flask of Oil 7 Crowbar 8 Iron Spikes (10) + Grappling Hook
• Iron Spikes (l OJ: 1 gp, 10 per slot, they have holes for rope • Mirror: 10 gp, 1 per slot 9 Flint & Steel 1 O Grappling Hook 11 Club 12 Bag of Caltrops + Rope, 60'
•Lantern: 5 gp, l per slot, needs oil, can hide light, illuminates double-near distances
• Flask of Oil: 5 sp, l per slot, can cover close-sized area & burns 1d4 dmg for 4 rounds
• Wood Pole, 1O': 5 sp, l per slot • Rations (3): 5 sp, 3 per slot, food & water for a day STAT: MODIFIER (pg. ls)
• Rope, 60': 1 gp, 1 per slot •Torch: 5 sp, l per slot, illuminates near distances •l -3:-4 •4-5:-3 •6-7:-2 •8-9:-1 •10-11:0 •12-13:+l •14-15:+2 •16-17:+3 •18+:+4

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