Sunday, January 4, 2026

 Continuing with our Basic Fantasy pregenerated characters let's roll some stats.

ST: 13 IQ: 9 WS: 11 DX: 14 CN: 8 CH: 10

I think we having the makings of a thief here. I was considering asking my GM if I could use point swapping to get his DX up to 15 in order to get the higher experience bonus for a prime requisite of 15 or higher, but double checking the core rules, Basic Fantasy, has no increase in experience for high prime requisites.

Just another reminder that the various clones/neo-clones/simulacra of TSR D&D, especially early ones, have minor deviations due to designer taste and an effort not to get sued.

I still asked myself to swap points in order to max out the dexterity bonus for missile weapons. At the 2:1 rate suggested and the limit on lowering to 9 I got the following values.

ST: 9 IQ: 9 WS: 11 DX: 16 CN: 8 CH: 10

I want the pre-gens to have humans of each class and pairs of demi-humans, one fighter and other iconic class, except the elves who will both be fighter-magic-user combinations like in Holmes. Let's make this fine gentleman not a thief but a respectable halfling burglar. Halflings in Basic Fantasy must have a dexterity of 9 as must thieves. We're covered. Regardless of class they cannot roll hit dice larger than d6 but classic thieves are a d4 hit dice class. To that we take a -1 due to constitution of eight. I lucked out and got a 4 for 3 HP.

HP: 3

Just gold and equipment is left. I'm already sick of this after three days. The templates that are standard in Adventurer Conqueror King Imperial Imprint are looking better with each character. Of course, after saying that I get my best roll yet, 13 for 130gp.

Thieves cannot wear armor heavier than leather or shields. Halflings need two hands for medium weapons anyway making shields a poor choice.

Our thief will wear leather armor. He'll use some of the gold saved on metal armor and a shield to be well equipped weapon wise. A longsword, a silver dagger, and a shortbow with 20 arrows plus a couple of silver arrows sound like a strong load out. All of that plus a quiver for the arrows will set him back 89gp leaving him 41gp for other gear.

Thief's tools, excuse me, burglar's tools, set our character back 25gp leaving 16gp for other gear. Let's trust we won't face lycanthropes right out of the gate and give up the silver dagger for  three normal one (but we'll keep the arrows) which move our net gold up to 35gp.

Now we can get a backpack, a regular lantern, six flasks of oil, a week of rations, a waterskin, a map case, and a tinderbox for 29gp. That leaves him 5gp to find lodging while looking for adventure.

He can't afford paper, quill, and ink yet but our young halfling, raised on stories of his uncle's adventures years before his birth were full of treasure maps found so he's got a map case already. For those wondering about the lantern, in BFRGP halflings do not have any form of dark vision.

Now our young bounder needs a name. Among halflings Tobold means daring which seems appropriate.

And with that Tobold the Burglar arrives in our border fort and meets a rather brash woman named Maria looking for companions on an expedition to the ruins of a fort destroyed in the Were Wars.

For the heck of it I ran a description of him through NightCafe a few times. Typical AI graphics screwed up the idea of drawing the bow and I left in the metal gauntlet. I don't do this enough to be good at prompting,  but I think this gets the idea.



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