One-shot Character Creation

Class & Race:

Whatever you want.

Alignment:

Homebrew Alinement chart can be found at the bottom of the page.

Ability score options:

Roll 4d6 and drop lowest.
Do so 7 times, then pick 6.

F E A T S:

Everyone gets 1 Feat for free, Humans get 2.

Starting Level:

All characters will start at level 5

Health:

Roll for your hit points as normal. However, if you don't like your roll, you can take the average instead.

Gear:

You get:
  • Your class's starting gear.
  • Starting wealth for your class and background.
  • An additional 200gp.
  • One item from the 1178 Trinkets table.
  • Two Common Potions, Either from SRD or this table:Potions.

You can use your starting gold to buy anything found in the SRD and found in the links below before the campaine.

Deem Leem's Misc Rules

Misc

  • Roll Ties. Succeed in favor of the person that rolled.
  • Bag of holding. Explode contents when ruptured. Crafted with 6th-level spells.
  • Temp HP. Temp HP stacks.
  • Removed Feats. The Alert, Sentinel, and all UA skill feats.
  • The Magic Initiate is unavailable to casters.
  • Removed Races. Orcs and Aasimar.
  • Falling damage. You take 1/2 damage if you land on "soft" objects or creatures.
  • Attack
  • Nonlethal Melee. Melee weapons can deal lethal or nonlethal damage at will.
  • Nonlethal Ranged. Ranged weapons requier special sleeper ammunition.
  • Plunging Attack. You must be falling at normal speeds above the target. Deals 1 level of crit per 10ft.
  • Bomb Attacks. Creatures make a Dex save to move out of AOE if they have movement left.
  • Dual typing. All weapons and/or spells with two damage types will use the 1st type, unless the target
    is resistant or immune, in which case the 2nd type will be used.
  • Non-Nat Crits. If attack roll ≥ target AC*2, it's a critical hit. Does not apply to spells.
  • Using creatures as clubs Deals 1d8 BLD + 1 PSY. Full to target, half to "club".
  • Battle Master Parry. As a reaction, Add your Str/Dex to your AC for an incoming attack that you can see.
  • Parry stacking. AC bonus from multiple items/abilities with/named parry can stack.
  • Oppertunity Attacks. Auto hits the target. Can't add sneak atk, smite, spells, or use weapon arts.
  • Disengage Action. No longer uses a creature's action, instead uses 5 ft of movement.
  • Parry. Successfully parrying an attack triggers an opp atk.
  • Spell
  • Ascended Spells. Require 2 slots to cast. Can be learned by any caster with the needed spell slots.
  • Must be learned from a tome or scroll.
  • Draws more attention than normal spells.
  • Counter Spell v Ascended Spells. Combine required spell slots and use that. Ie: 4+3=7th level.
  • Spell Casting Time. 1 Spell above 0th level per turn, not per round.
  • Out of spell slots Casters can continue casting but gain 1 exhaustion per spell level.
  • Changed/Removed Rules

    • Controlling the actions of other players is not allowed.


    RemovedWhy / Notes
    Alert FeatOP AF.
    UA Skill FeatsBorring/OP.
    Magic Init FeatUnavailable to casters.
    Sentinel FeatDeem Leem's Misc Rules.
    Disengage ActDeem Leem's Misc Rules.
    Aasimar RaceReplaced.
    Orc RaceNot in world lore.
    Ready ActionReactions no longer
    need them.

    Random Gender Chart

    Gender has no bearing on ability
    — John Bloodborne


    1d6 AttractionGender
    1HomoCis-Fem
    2HeteroTrans-Fem
    3BiAmab-Enby
    4PanAfab-Enby
    5AceCis-Masc
    6DemiTrans-Masc

    Alignment Chart v.4

    A replacement for the traditional alignment chart.

    Alignments are not to be used as a definitive position, your character should regularly shift around the chart within a day or two.   What you pick here should be your character's baseline.  

    Special alignments:

    • Horny. Will drop everything to bang something, May or may not have standards.
    • Drugs. Will sell the party for drugs.
    • Obedient. Think robots, they do what is within their parameters and nothing else.
      Some buttons for rolling: 1d9 , or 2d3


    AlignmentLawfulAmbivalentChaotic
    SelflessMoral code based on helping othersDoes their best for those around them."I'm going to make the world a better place and that is a threat."
    NeutralNeither helpful nor harmful to others.100% case-by-case. Go with the flow.Daddy issues and people with nothing left to lose.
    SelfishMoral code based solely on personal gainDoes whatever is their own best interest.Believe themselves to be above the law.