Difference between revisions of "Characters (Red Age)"
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Revision as of 04:20, 24 April 2022
Red Age > Rules > Characters
Basics
Level
Level | XP | PROF (HALF) | HP | Life | Feat Points | Attack | ||
---|---|---|---|---|---|---|---|---|
High | Mid | Low | ||||||
1 | 0 | 1 (0) | 5 | 11 | 2 | +2 | +1 | +0 |
2 | 2k | 8 | 11 | 3 | +3 | +1 | ||
3 | 4k | 2 (1) | 11 | 12 | +4 | +2 | ||
4 | 8k | 14 | 12 | 4 | +5 | +3 | ||
5 | 16k | 3 (1) | 17 | 13 | +6 | +2 | ||
6 | 32k | 20 | 13 | 5 | +7 | +4 | ||
7 | 65k | 4 (2) | 23 | 14 | +8 | +5 | ||
8 | 130k | 26 | 14 | 6 | +9 | +3 | ||
9 | 250k | 5 (2) | 29 | 15 | +10 | +6 | ||
10 | 370k | 32 | 15 | 7 | +11 | +7 | ||
+1 | +120k | +1 | +1 |
Retiring
- Once you reach 5th level, any time you are in a place of safety, you can Retire to Safety. You take your personal share of money and items (some gifts to the party might be negotiated with the DM) and either head off into the sunset or settle down to a (probably) comfortable but not earthshaking position (perhaps running a popular tavern, becoming a civic official, etc). You're safe from personal peril, and might be in a position to offer some occasional support to your old companions.
- Once you reach 9th level, you can Rest on Your Laurels. You depart or settle down, becoming a person of influence and importance, perhaps ruling a fief, becoming a court wizard or head of an academy, a wealthy merchant or guildmaster, etc. You can even become a major leader as long as you do it somewhere comfortably far away from the rest of the adventure.
Stats
Hit Points & Life
- HP (up to 10th) = 2 + class starting bonus hp + ((3+VIG+class bonus hp) x level)
- Above 10th: +(1+heroic class bonus hp) per level
- If multiclassing, use your single highest (class starting bonus hp) and the (class bonus hp) and /or (heroic class bonus hp) for the individual class levels gained.
- Reserve HP: equal to normal HP. Converted into HP through rest, putting an upper limit on near-term natural recovery.
- Life (rounding down) = 10 + VIG + SPT + PROF
Attack, Defense, & Saves
Combat Proficienies
Background
A brief description of your culture, upbringing, and previous life (e.g. escaped northern slave turned sailor).
- You may know how to play an instrument, sail a boat, herd animals, perform court etiquette, forge a plow, recite local history, etc. You aren't masterful, but you can be competent, or even professional (mastery or unique prowess requires a feat).
- You can perform actions using the knowledge and skills of your background. If the outcome is in doubt, make a check using the appropriate Stat Bonus.
- PCs are assumed to be competent adventurers as part of their background, able to handle pack animals, start campfires, forage and hunt a little, tie knots, make camp, etc.
- Through play and downtime actions, you can add to your background, learning new skills, languages, etc.