Borderlands 3 - House Rules and Character Creation
Posted: Thu Apr 30, 2020 10:57 am
Character Generation
Stats
Roll 4d6, keep the best 3, six times. Then put the numbers in whatever order you choose.
Starting Level
Single-classed PCs will start at the minimum number of experience points to be Third level.
Multiclass PCs will start at the minimum number of experience points to be Second level in both classes (unless the combination of classes prohibits this, which will be handled on a case-by-case basis).
Hit Points:
In the interest of making first level characters a bit more durable, hit point rolls for first level only that come up in the lower half of the range will default to the lowest number in the upper half, like so:
Warrior 6 hp
Wizard 3 hp
Priest 5 hp
Rogue 4 hp
So, if a Thief rolls less than 4 hit points on his starting roll, he gets 4 hit points.
Hit points for additional levels are rolled normally
Multiclassing:
Human PCs may multiclass.
Multiclass characters, human or otherwise, cannot pick more than one of the “optional” classes. (The “Optional”classes are the ones with an asterisk on Table 13 of the PHB).
This means that a Fighter/Mage, or Cleric/Ranger* or an Illusionist*/Thief would be acceptable, but not a Ranger*/Bard*.
Kits:
Kits are only available to single-class characters (unless it’s one of the multiclass specific kits). A multiclassed character should already be interesting enough without adding a kit to it.
Languages/proficiencies:
Additional non-weapon proficiencies can be taken in place of the additional languages granted for high intelligence.
Races:
All six standard races are available: human, elf, half-elf, dwarf, halfling, and gnome. I’d just as soon not see any gnomes and halflings, unless your heart is set on playing one.
Elves are tall and slim. When rolling randomly for height and weight add a foot in height and 40 lbs to the numbers given in Table 10 – Average Height and Weight.
Dwarf females are usually bearded and resemble males so closely that it is difficult for non-dwarves to distinguish them from males. Gender equality is so central to dwarven society that the dwarven language does not even have gender-specific pronouns.
Gnomes are small. Subtract a foot in height and use half the weight from Table 10 – Average Height and Weight.
Half Elves are also tall and slim. Use the human values for height, but subtract 20 lbs from the numbers given in Table 10 – Average Height and Weight.
Money and Equipment:
Since the PCs are starting at third level, it can safely be assumed that they have had a little bit of an adventuring career before the campaign opens. Therefore, the PCs will begin with whatever standard (non-magical) equipment they need, within reason of course. In addition, they will start with cash in their pockets equal to ½ the normal starting money for a first level character.
Armor and Weapons:
Some armor and weapon types will not be available for starting PCs due to the culture of the campaign setting (see the Campaign Background section for more specific information). Weapons and armor considered exotic will be available only to non-humans and to characters from foreign lands.
Chain mail is the most common form of armor in use among professional fighters.
Piecemeal armor rules (as presented in the Complete Fighter’s Handbook) will apply.
Class-specific info
Priests
Edged weapons:
Clerics may use edged weapons, provided such weapons are associated with the cleric’s deity. A cleric of a sea god could certainly use a trident, but not a battleaxe. (The prohibition against clerics using edges weapons is a vestige from the early years of the game, apparently intended to keep the cleric class from becoming overpowered. There is plenty of historical precedent for priests using edged weapons.)
Spells:
Clerics must choose their standard number spells at the beginning of each day. Bonus spells (the ones granted for high wisdom), however, need not be chosen in advance and can be picked at the time of casting as needed. This is intended to represent the deity granting an additional measure of autonomy to the wisest of clerics.
Cure Light Wounds:
Cure Light Wounds restores 1d8+caster's lvl hit points, to a maximum of +5.
Warriors
Weapon Specialization:
Warriors may only specialize in a single weapon.
(The exception is warriors using the Myrmidon kit, or the Gladiator kit, both of which receive the ability to specialize in a second weapon as a special ability).
Because of the current state of war in the empire, the vast majority of human male warriors in the campaign will have served in the legions, or in the militia of a local baron, prior to starting their adventuring career. Legion veterans must take shortsword as one of their starting proficiencies and will start the game having already served at least a three-year term of enlistment (thus starting three years older), but will be entitled to certain benefits customarily extended to veterans. Demi-human and female warriors may or may not have served in the legions.
Stats
Roll 4d6, keep the best 3, six times. Then put the numbers in whatever order you choose.
Starting Level
Single-classed PCs will start at the minimum number of experience points to be Third level.
Multiclass PCs will start at the minimum number of experience points to be Second level in both classes (unless the combination of classes prohibits this, which will be handled on a case-by-case basis).
Hit Points:
In the interest of making first level characters a bit more durable, hit point rolls for first level only that come up in the lower half of the range will default to the lowest number in the upper half, like so:
Warrior 6 hp
Wizard 3 hp
Priest 5 hp
Rogue 4 hp
So, if a Thief rolls less than 4 hit points on his starting roll, he gets 4 hit points.
Hit points for additional levels are rolled normally
Multiclassing:
Human PCs may multiclass.
Multiclass characters, human or otherwise, cannot pick more than one of the “optional” classes. (The “Optional”classes are the ones with an asterisk on Table 13 of the PHB).
This means that a Fighter/Mage, or Cleric/Ranger* or an Illusionist*/Thief would be acceptable, but not a Ranger*/Bard*.
Kits:
Kits are only available to single-class characters (unless it’s one of the multiclass specific kits). A multiclassed character should already be interesting enough without adding a kit to it.
Languages/proficiencies:
Additional non-weapon proficiencies can be taken in place of the additional languages granted for high intelligence.
Races:
All six standard races are available: human, elf, half-elf, dwarf, halfling, and gnome. I’d just as soon not see any gnomes and halflings, unless your heart is set on playing one.
Elves are tall and slim. When rolling randomly for height and weight add a foot in height and 40 lbs to the numbers given in Table 10 – Average Height and Weight.
Dwarf females are usually bearded and resemble males so closely that it is difficult for non-dwarves to distinguish them from males. Gender equality is so central to dwarven society that the dwarven language does not even have gender-specific pronouns.
Gnomes are small. Subtract a foot in height and use half the weight from Table 10 – Average Height and Weight.
Half Elves are also tall and slim. Use the human values for height, but subtract 20 lbs from the numbers given in Table 10 – Average Height and Weight.
Money and Equipment:
Since the PCs are starting at third level, it can safely be assumed that they have had a little bit of an adventuring career before the campaign opens. Therefore, the PCs will begin with whatever standard (non-magical) equipment they need, within reason of course. In addition, they will start with cash in their pockets equal to ½ the normal starting money for a first level character.
Armor and Weapons:
Some armor and weapon types will not be available for starting PCs due to the culture of the campaign setting (see the Campaign Background section for more specific information). Weapons and armor considered exotic will be available only to non-humans and to characters from foreign lands.
Chain mail is the most common form of armor in use among professional fighters.
Piecemeal armor rules (as presented in the Complete Fighter’s Handbook) will apply.
Class-specific info
Priests
Edged weapons:
Clerics may use edged weapons, provided such weapons are associated with the cleric’s deity. A cleric of a sea god could certainly use a trident, but not a battleaxe. (The prohibition against clerics using edges weapons is a vestige from the early years of the game, apparently intended to keep the cleric class from becoming overpowered. There is plenty of historical precedent for priests using edged weapons.)
Spells:
Clerics must choose their standard number spells at the beginning of each day. Bonus spells (the ones granted for high wisdom), however, need not be chosen in advance and can be picked at the time of casting as needed. This is intended to represent the deity granting an additional measure of autonomy to the wisest of clerics.
Cure Light Wounds:
Cure Light Wounds restores 1d8+caster's lvl hit points, to a maximum of +5.
Warriors
Weapon Specialization:
Warriors may only specialize in a single weapon.
(The exception is warriors using the Myrmidon kit, or the Gladiator kit, both of which receive the ability to specialize in a second weapon as a special ability).
Because of the current state of war in the empire, the vast majority of human male warriors in the campaign will have served in the legions, or in the militia of a local baron, prior to starting their adventuring career. Legion veterans must take shortsword as one of their starting proficiencies and will start the game having already served at least a three-year term of enlistment (thus starting three years older), but will be entitled to certain benefits customarily extended to veterans. Demi-human and female warriors may or may not have served in the legions.