I am rebooting the Skavenslave RP, some of you may even recognise the ruleset I am basing this on.
Please only make one post in this thread per character. Post any questions/etc in the OOC thread (which I will make in a min)
Name:
Race:
Clan/Tribe/Nation:
Class/Level:
[bold]Stats[/bold]
STR:
DEX:
CON:
INT:
WIS:
CHA:
HP:
AC:
Speed:
Fort:
Reflex:
Will:
Skills:
Example Skill- x pts
Feats:
Special Abilities:
Languages:
Equipment:
Description:
Personality:
History:
Okay, onto character creation details.
STATS- You start with 6 random numbers. To get each of these, roll 4d6, and drop the lowest of the 4, then total the remaining 3. You can roll them yourself if you wish, or make a post in this thread to reserve your character's space and I will post your 6 scores in there for you.
You then assign these 6 scores to your 6 stats... which are the following-
STR(Strength)- How physically strong your character is. Useful for melee attacks, lifting things, carrying things, and the climb, jump and swim skills.
DEX(Dexterity)- How nimble, agile and dexterous you are. Useful for fiddly things, for avoiding attacks, for attack rogue or archer style. Useful for the Balance, Escape, Hide, Move Silently, Lockpicking, Ride, tumble and use rope skills.
CON(Constituion)- How tough you are and how much endurance you have, useful for resistince disease and illness, enduring damage. Useful for the concentration skill.
INT(Intelligence)- How smart and clever you are. Useful for remembering things, learning things, figuring things out, casting spells, etc. Used in the appraise, craft, disable device, forgery, knowledge, search and spellcraft skills.
WIS(Wisdom)- How wise you are. While int is academic smart, wisdom is best described as street-smart or zen smart. Used in the Heal, Listen, Spot, Profession, Sense Motive and Surival Skills.
CHA(Charisma)- How good you are at dealing with people, talking, being popular, etc. Used in the Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate and Perform Skills. Used by priests for magic instead of Int.
Saves: Your Saves are based on the modifiers of your stats (I will edit in the modifiers and saves for you)
The saves themselves are Fortitude, which is based on constitution, Reflex, which is based on dex, and will, which is based on wisdom.
HP: This keeps track of how hurt you are. If you hit 0 HP, you fall unconscious and are at risk of dying outright. I will edit this in for you.
SKILLS (Each character starts with an amount of skillpoints determined by their INT stat. I will tell you how many skillpoints you have based on class and stat.)
When you post your skills, just type in the ones you have points in.
Note that it costs 2 pts to put 1 pt into a skill that isn't a class skill for your character.
Appraise: How good at examining things, aswell as determining their value.
Balance: Does what it says on the tin.
Bluff: How good at lying to people you are.
Climb: Do I need to explain this?
Concentration: How good at keeping focused despite distractions. Essential for spellcasting.
Craft: How good at making things/repairing things you are. Some example craft skills are;
Blacksmithing, Engineering, Woodworking, Alchemy, Fleshshaping (Skaven
), Trapmaking, Fletching, Poison
Diplomacy: How good at convincing people of your point of view you are.
Disable Device: How good at disabling devices/disarming traps you are.
Disguise: How good at appearing to be someone you are not you are.
Escape: How good at escaping things such as traps or bindings you are.
Forgery: Skill at forging documents.
Gather Information: Skill at gathering information.
Handle Animal: Skill at handling animals/beasts/etc.
Heal: Skill at surgery, healing, medicine, etc.
Hide: does what it says on the tin.
Intimidate: Skill at scaring people. Can use strength or charisma.
Jump: Does what it says on the tin.
Listen: Skill at hearing noises.
Move Silently: Skill at moving without being heard.
Lockpicking: Skill at opening locks without a key
Perform: Skill at performing. Place in brackets what kind of performing (e.g. dancing, poetry, lute, drums, stand up comedy...)
Profession: Skill at a profession. E.g. Candlemaking, streetsweeping, prostitution, tax collecting, etc.
Ride: Skill at riding animals.
Search: Skill at looting/finding things.
Sense Motive: Skill at telling when someone is deceiving you.
Sleight of Hand: Skill at concealing your actions/picking pockets.
Spellcraft: Skill at casting spells.
Spot: Skill at seeing things.
Survival: Skill at surviving in the wilds, making fires, navigating forests, etc.
Swim: Does what it says on the tin.
Tumble: Skill at moving past enemies without getting attacked, etc.
Use Rope: Skill at tying knots, climbing ropes, lassoing things, etc.
Feats: Feats are various special abilities/proficiencies. You get these based on class, plus one bonus one at char creation, and more bonus ones as you level up. I will assign these to you based on your characters description/bio rather than list the rather long list of them here.
Armour Class (AC): This is how good your defenses against attack are, based on your armour and dexterity (for dodging).
Languages: You get basic languages from your race, and extras based on your character.
Equipment: To start with you have whatever is appropiate to your character, within reason. But you might not get to keep it all!
Now, here are the available Races:
Skaven- +2 dex, -2 str, base speed of 30, +2 to listen and climb, darkvision, scent special ability, knows language of Queekish, +2 to survival underground.
Skaven Classes: Clanrat, Stormvermin, Grey Seer, Plague Monk, Gutter Runner, Packmaster, Warlock Engineer, Scavenger.
Human- Base speed 30, 1 extra feat at level 1, extra skill points, knows language of Riekspiel.
Human Classes: Fighter, Rogue, Merchant, Barbarian, Bard
Goblin: -2 str, +2 dex, -2 cha, small size, base speed 30, darkvision, +4 to move silently, ride & handle animal (last two only apply to wolves or spiders, depending on tribe), knows orcish, +2 to survival underground.
Goblin Classes: Fighter, Sneaky Git, Shaman, Looter, Squig Herder
Orc: +4 str, -2 int, -2 wis, -2 cha, base speed 30, knows orcish language, illiterate
Orc Classes: Barbarian or Fighter
Rat Ogre: +10 str, -2 dex, +4 con, -4 int, -4 cha, Large size, base speed 40, darkvision, +5 natural armour bonus, dumb beast (rat ogres do not know language of any kind, so communicate only throughgrunts/growls/roars/hitting things), +2 to survival underground.
Class: Barbarian
Classes:
BARBARIAN
Class Skills: Climb, craft, handle animal, intimidate, jump, listen, ride, survival, swim.
Proficiencies: Simple/Martial Weapons, Light armour, medium armour, shields (except tower shields)
Special Abilities: Fast movement (+10 speed)
Illiteracy (Cannot read or write)
Rage: Can go into a beserk rage once per battle, a certain amount of times per day based on level.
Recomended stats: Str, Con, Dex, Wis
BARD
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape, Gather Information, Hide, Jump, Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, swim, tumble
Proficiencies: Simple, Longsword, rapier, sap, short sword, shortbow, whip, light armour
Special Abilities: Bardic Music (Once per day per level can use music to inspire or effect those around them)
Recommended Stats: Charisma, Dex, Int
PLAGUE MONK
Class Skills: Concentration, Craft, profession, spellcraft.
Spells: Plague Monks know spells from the lore of Pestilence.
Profiencies: Simple Weapons, Light Armour, Flails,
Special Abilities: Aura of Evil
Recommended stats: Wisdom, Con
FIGHTER/CLANRAT
Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim
Profiencies: all one handed or ranged simple/martial weapons, spears, all armour, shields (except tower shields)
Bonus Feat: Gets a bonus feat at first level. May not select two handed weapon feats.
Recommended stats: Strength, con, dex.
STORMVERMIN
Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim
Profiencies: All simple/martial melee weapons, all armour, shields, tower shields.
Bonus Feat: Gets a bonus feat at first level. May not select dual wielding feats.
Recommended stats: Stength, Con, Dex
ROGUE/GUTTER RUNNER/Sneaky Git
Class Skills: Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape, Forgery, Gather Information, Intimidate, Jump, Listen, Move Silently, Lockpicking, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope
Proficiencies: Simple weapons, hand crossbow, rapier, sap, shortbow, shortsword, light armour. Gutter Runners are also proficient with shurikens, blowpipes, bombs, but not with hand crossbows or shortbows.
Special Abilities: Sneak Attack, Trapfinding.
Recommended Stats: Dex, int, widsom.
GREY SEER
Class Skills: Bluff, Concentration, Craft, Profession, Spellcraft, Diplomacy, Gather Information, Intimidate, Sense Motive,
Proficiencies: Dagger, Shortsword, staff
Spells: Grey Seers know spells from the Lores of Ruin and Pestilence. Uses int.
Bonus Feat: Scribe Scroll
Recommended Stats: Int, Dex
SHAMAN
Class Skills: Bluff, Concentration, Craft, Profession, Spellcraft
Proficiencies: Simple Weapons
Spells: Knows spells from the Little Waaagh!. Uses charisma.
Recommended Stats: Charisma, dex,
WARLOCK ENGINEER
Class Skills: Appraise, Bluff, Concentration, Craft, Diplomacy, Disable Device, Gather Information, Lockpicking, Profession, Search, Spellcraft
Proficiencies: Simple & Martial Weapons, Light+Medium Armour, Firearms, Bombs.
Spells: Can know spells from the Lore of Ruin. Uses int.
Recommended Stats: Int, dex.
PACKMASTER
Class Skills: Climb, Craft, escape, handle animal, heal, intimidate, listen, profession, ride, spot, survival, swim
Proficiencies: Simple Weapons, Things Catcher/Prods, Light Armour
Special Ability: May have either a rat swarm, a pack of giant rats or a wolf rat as a pet. Bonus to interactions with Rat Ogres. Only class able to use Craft: Fleshshaping
Bonus Feat: Starts with Animal Affinity.
Recommended Stats: Cha, Wisdom, Int, Dex
MERCHANT/LOOTER/SCAVENGER
Class Skills: Appraise, Bluff, Craft, Concentration, Diplomacy, Disable Device, Forgery, Gather Information, Heal, Lockpicking, Profession, Search, Ride, Sense Motive, Sleight of Hand
Proficiencies: Simple, Light Armour
Bonus Feat: starts with an extra bonus feat related to crafting.
Recommended stats: int, cha, dex.
Please only make one post in this thread per character. Post any questions/etc in the OOC thread (which I will make in a min)
Name:
Race:
Clan/Tribe/Nation:
Class/Level:
[bold]Stats[/bold]
STR:
DEX:
CON:
INT:
WIS:
CHA:
HP:
AC:
Speed:
Fort:
Reflex:
Will:
Skills:
Example Skill- x pts
Feats:
Special Abilities:
Languages:
Equipment:
Description:
Personality:
History:
Okay, onto character creation details.
STATS- You start with 6 random numbers. To get each of these, roll 4d6, and drop the lowest of the 4, then total the remaining 3. You can roll them yourself if you wish, or make a post in this thread to reserve your character's space and I will post your 6 scores in there for you.
You then assign these 6 scores to your 6 stats... which are the following-
STR(Strength)- How physically strong your character is. Useful for melee attacks, lifting things, carrying things, and the climb, jump and swim skills.
DEX(Dexterity)- How nimble, agile and dexterous you are. Useful for fiddly things, for avoiding attacks, for attack rogue or archer style. Useful for the Balance, Escape, Hide, Move Silently, Lockpicking, Ride, tumble and use rope skills.
CON(Constituion)- How tough you are and how much endurance you have, useful for resistince disease and illness, enduring damage. Useful for the concentration skill.
INT(Intelligence)- How smart and clever you are. Useful for remembering things, learning things, figuring things out, casting spells, etc. Used in the appraise, craft, disable device, forgery, knowledge, search and spellcraft skills.
WIS(Wisdom)- How wise you are. While int is academic smart, wisdom is best described as street-smart or zen smart. Used in the Heal, Listen, Spot, Profession, Sense Motive and Surival Skills.
CHA(Charisma)- How good you are at dealing with people, talking, being popular, etc. Used in the Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate and Perform Skills. Used by priests for magic instead of Int.
Saves: Your Saves are based on the modifiers of your stats (I will edit in the modifiers and saves for you)
The saves themselves are Fortitude, which is based on constitution, Reflex, which is based on dex, and will, which is based on wisdom.
HP: This keeps track of how hurt you are. If you hit 0 HP, you fall unconscious and are at risk of dying outright. I will edit this in for you.
SKILLS (Each character starts with an amount of skillpoints determined by their INT stat. I will tell you how many skillpoints you have based on class and stat.)
When you post your skills, just type in the ones you have points in.
Note that it costs 2 pts to put 1 pt into a skill that isn't a class skill for your character.
Appraise: How good at examining things, aswell as determining their value.
Balance: Does what it says on the tin.
Bluff: How good at lying to people you are.
Climb: Do I need to explain this?
Concentration: How good at keeping focused despite distractions. Essential for spellcasting.
Craft: How good at making things/repairing things you are. Some example craft skills are;
Blacksmithing, Engineering, Woodworking, Alchemy, Fleshshaping (Skaven
Diplomacy: How good at convincing people of your point of view you are.
Disable Device: How good at disabling devices/disarming traps you are.
Disguise: How good at appearing to be someone you are not you are.
Escape: How good at escaping things such as traps or bindings you are.
Forgery: Skill at forging documents.
Gather Information: Skill at gathering information.
Handle Animal: Skill at handling animals/beasts/etc.
Heal: Skill at surgery, healing, medicine, etc.
Hide: does what it says on the tin.
Intimidate: Skill at scaring people. Can use strength or charisma.
Jump: Does what it says on the tin.
Listen: Skill at hearing noises.
Move Silently: Skill at moving without being heard.
Lockpicking: Skill at opening locks without a key
Perform: Skill at performing. Place in brackets what kind of performing (e.g. dancing, poetry, lute, drums, stand up comedy...)
Profession: Skill at a profession. E.g. Candlemaking, streetsweeping, prostitution, tax collecting, etc.
Ride: Skill at riding animals.
Search: Skill at looting/finding things.
Sense Motive: Skill at telling when someone is deceiving you.
Sleight of Hand: Skill at concealing your actions/picking pockets.
Spellcraft: Skill at casting spells.
Spot: Skill at seeing things.
Survival: Skill at surviving in the wilds, making fires, navigating forests, etc.
Swim: Does what it says on the tin.
Tumble: Skill at moving past enemies without getting attacked, etc.
Use Rope: Skill at tying knots, climbing ropes, lassoing things, etc.
Feats: Feats are various special abilities/proficiencies. You get these based on class, plus one bonus one at char creation, and more bonus ones as you level up. I will assign these to you based on your characters description/bio rather than list the rather long list of them here.
Armour Class (AC): This is how good your defenses against attack are, based on your armour and dexterity (for dodging).
Languages: You get basic languages from your race, and extras based on your character.
Equipment: To start with you have whatever is appropiate to your character, within reason. But you might not get to keep it all!
Now, here are the available Races:
Skaven- +2 dex, -2 str, base speed of 30, +2 to listen and climb, darkvision, scent special ability, knows language of Queekish, +2 to survival underground.
Skaven Classes: Clanrat, Stormvermin, Grey Seer, Plague Monk, Gutter Runner, Packmaster, Warlock Engineer, Scavenger.
Human- Base speed 30, 1 extra feat at level 1, extra skill points, knows language of Riekspiel.
Human Classes: Fighter, Rogue, Merchant, Barbarian, Bard
Goblin: -2 str, +2 dex, -2 cha, small size, base speed 30, darkvision, +4 to move silently, ride & handle animal (last two only apply to wolves or spiders, depending on tribe), knows orcish, +2 to survival underground.
Goblin Classes: Fighter, Sneaky Git, Shaman, Looter, Squig Herder
Orc: +4 str, -2 int, -2 wis, -2 cha, base speed 30, knows orcish language, illiterate
Orc Classes: Barbarian or Fighter
Rat Ogre: +10 str, -2 dex, +4 con, -4 int, -4 cha, Large size, base speed 40, darkvision, +5 natural armour bonus, dumb beast (rat ogres do not know language of any kind, so communicate only throughgrunts/growls/roars/hitting things), +2 to survival underground.
Class: Barbarian
Classes:
BARBARIAN
Class Skills: Climb, craft, handle animal, intimidate, jump, listen, ride, survival, swim.
Proficiencies: Simple/Martial Weapons, Light armour, medium armour, shields (except tower shields)
Special Abilities: Fast movement (+10 speed)
Illiteracy (Cannot read or write)
Rage: Can go into a beserk rage once per battle, a certain amount of times per day based on level.
Recomended stats: Str, Con, Dex, Wis
BARD
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape, Gather Information, Hide, Jump, Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, swim, tumble
Proficiencies: Simple, Longsword, rapier, sap, short sword, shortbow, whip, light armour
Special Abilities: Bardic Music (Once per day per level can use music to inspire or effect those around them)
Recommended Stats: Charisma, Dex, Int
PLAGUE MONK
Class Skills: Concentration, Craft, profession, spellcraft.
Spells: Plague Monks know spells from the lore of Pestilence.
Profiencies: Simple Weapons, Light Armour, Flails,
Special Abilities: Aura of Evil
Recommended stats: Wisdom, Con
FIGHTER/CLANRAT
Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim
Profiencies: all one handed or ranged simple/martial weapons, spears, all armour, shields (except tower shields)
Bonus Feat: Gets a bonus feat at first level. May not select two handed weapon feats.
Recommended stats: Strength, con, dex.
STORMVERMIN
Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim
Profiencies: All simple/martial melee weapons, all armour, shields, tower shields.
Bonus Feat: Gets a bonus feat at first level. May not select dual wielding feats.
Recommended stats: Stength, Con, Dex
ROGUE/GUTTER RUNNER/Sneaky Git
Class Skills: Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape, Forgery, Gather Information, Intimidate, Jump, Listen, Move Silently, Lockpicking, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope
Proficiencies: Simple weapons, hand crossbow, rapier, sap, shortbow, shortsword, light armour. Gutter Runners are also proficient with shurikens, blowpipes, bombs, but not with hand crossbows or shortbows.
Special Abilities: Sneak Attack, Trapfinding.
Recommended Stats: Dex, int, widsom.
GREY SEER
Class Skills: Bluff, Concentration, Craft, Profession, Spellcraft, Diplomacy, Gather Information, Intimidate, Sense Motive,
Proficiencies: Dagger, Shortsword, staff
Spells: Grey Seers know spells from the Lores of Ruin and Pestilence. Uses int.
Bonus Feat: Scribe Scroll
Recommended Stats: Int, Dex
SHAMAN
Class Skills: Bluff, Concentration, Craft, Profession, Spellcraft
Proficiencies: Simple Weapons
Spells: Knows spells from the Little Waaagh!. Uses charisma.
Recommended Stats: Charisma, dex,
WARLOCK ENGINEER
Class Skills: Appraise, Bluff, Concentration, Craft, Diplomacy, Disable Device, Gather Information, Lockpicking, Profession, Search, Spellcraft
Proficiencies: Simple & Martial Weapons, Light+Medium Armour, Firearms, Bombs.
Spells: Can know spells from the Lore of Ruin. Uses int.
Recommended Stats: Int, dex.
PACKMASTER
Class Skills: Climb, Craft, escape, handle animal, heal, intimidate, listen, profession, ride, spot, survival, swim
Proficiencies: Simple Weapons, Things Catcher/Prods, Light Armour
Special Ability: May have either a rat swarm, a pack of giant rats or a wolf rat as a pet. Bonus to interactions with Rat Ogres. Only class able to use Craft: Fleshshaping
Bonus Feat: Starts with Animal Affinity.
Recommended Stats: Cha, Wisdom, Int, Dex
MERCHANT/LOOTER/SCAVENGER
Class Skills: Appraise, Bluff, Craft, Concentration, Diplomacy, Disable Device, Forgery, Gather Information, Heal, Lockpicking, Profession, Search, Ride, Sense Motive, Sleight of Hand
Proficiencies: Simple, Light Armour
Bonus Feat: starts with an extra bonus feat related to crafting.
Recommended stats: int, cha, dex.