Character creation: Lamentations of the Flame Princess

This post will be the first of a series of entries, each showing the creation of a character in a different game. Today, I’ll show you the creation of a character in the D&D clone Lamentations of the Flame Princess Weird Fantasy Roleplaying, written by James Edward Raggi IV, and published by Lamentations of the Flame Princess. You can find the game in DriveThruRPG, and there is a free version of the main rulebook, without art or magic section, here.

This is a D&D clone with a bit of a dark twist, and a very big strange and weird twist. Specially in the published adventures, which are sometimes more like a Kult adventure than a D&D one.

Now, to the creation!

Step 1: Roll Ability Scores

I have to roll 3d6 for each ability score (Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom) in order, but I can swap a pair (only one pair) of values. Each value will have a modifier associated. If the sum of the abilities modifiers is less than zero, I can discard the rolls and roll again (the character is considered unsuitable).

I roll:

  • Charisma 10 (+0)
  • Constitution 11 (+0)
  • Dexterity 13 (+1)
  • Intelligence 11 (+0)
  • Strength 9 (+0)
  • Wisdom 13 (+1)

I like this set of abilities, so I won’t swap any. It seems probably like a thief with great common sense.

Step 2: Choose a Character Class

I have to choose a class between the four human classes (Cleric, Fighter, Magic-User and Specialist) and the three demi-human classes (Dwarf, Elf and Halfling). There are no restrictions to the classes, and the abilities have not a great influence in them.

Anyway, I choose to be a Specialist. This will determine my hit points, save throws and experience advancement.

As a Specialist, I have 4 skill points to determine what I can do better than others, between Architecture, Bushcraft, Climb, Languages, Search, Sleight of Hand, Sneak Attack, Stealth and Tinker.

I decide to spend:

  • 1 point to Languages (2 chances in 6 of using it successfully)
  • 1 point to Search (2 chances in 6)
  • 1 point to Climb (2 chances in 6)
  • 1 point to Tinker (2 chances in 6)

Determine Hit Points

As I am a Specialist, I will roll 1d6 to determine my hit points, and add my Constitution modifier (nothing for me). In any case, at first level I can not have less than 4 hit points.

I roll a 1, so I have the minimum 4 hit points.

Attack bonus and Saving Throws

As I am not a Fighter, my Attack Bonus is +1.

My Saving Throws are:

  • Paralyze 14
  • Poison 16
  • Breath 15
  • Device 14
  • Magic 14

Step 3: Select Alignment

I have to choose between Lawful (the universe has a unique irrefutable truth), Chaotic (touched by the flowing source of magic, always changing the universe) and Neutral. The only restrictions are to clerics (who must be Lawful) and elves and magic-users (who must be Chaotic)

As a thief, I don’t believe in something bigger than me, but also my common sense tells me against the ideas of the Chaotic alignment. So I will be Neutral.

Step 4: Determine Starting Possessions

All characters start with 3d6 x 10 silver pieces. Prices vary depending of a city or rural environment. I will suppose a city, more fitting for my burglar.

I roll 16, so I have 160 sp to spend.

First, I want to buy some Specialist Tools, to be able to Search and Tinker effectively. Well, they are 50 sp, so I still have 110 sp.

I don’t want to be Encumbered to avoid penalties to my Specialist skills, so I will buy only a leather armor, and won’t carry more than 6 kind of items.

  • Leather armor (25 sp), which gives me a base Armor Class of 14. It does not add to encumbrance.
  • As weapons,
    • a Garrote (5 sp), with a damage of 1d6 (can only be used from surprise or in a grapple, and lets me grapple the target);
    • a dagger (a  minor weapon) (5 sp), with a damage of 1d4 (but with a -2 to hit to targets with AC 15 or better);
    • and a sling (1 sp), with a damage of 1d4. It does not add to encumbrance.
  • 20 sling bullets (4 sp)
  • A sack (5cp) (the sack does not add to encumbrance)
  • A grappling hook (5 sp) and 50 feet of rope (3 sp).
  • 1 month of rent for a small room (30 sp).
  • 1 set of normal clothing (5 sp). It does not add to encumbrance.
  • 1 crowbar (2 sp).
  • 1 steel mirror (1 sp).  It does not add to encumbrance.
  • A map of the area (1 sp).  It does not add to encumbrance.

So I still have 22 sp and 5 cp. I am carrying 6 different items for encumbrance, so I have 1 point of encumbrance (but this is still “Unencumbered”).

Step 5: Choose a name

Finally, a name. I will be called Randolph Garret.

 

Final character

Randolph Garret, Level 1 Specialist

Abilities: Charisma 10 (+0), Constitution 11 (+0), Dexterity 13 (+1), Intelligence 11 (+0), Strength 9 (+0), Wisdom 13 (+1)

Saving Throws:(+1 for Wisdom when not spell related) Paralyze 14, Poison 16, Breath 15, Device 14, Magic 14

Specialist Skills: Languages (2/6), Search (2/6), Climb (2/6), Tinker (2/6)

Armor Class 15 (14 for Leather armor, +1 Dexterity)

Attack Bonus +1 (melee weapons), +2 (ranged weapons)

Weapons:

  • Garrote, +1 attack, 1d6 damage
  • Dagger +1 attack, 1d4 damage (-2 to hit AC 15 or better)
  • Sling +2 attack, 1d4 damage, 20 bullets

Other equipment:

  • A sack.
  • A grappling hook and 50 feet of rope.
  • 1 month of rent for a small room.
  • 1 set of normal clothing.
  • 1 crowbar.
  • 1 steel mirror.
  • A map of the area.
  • 22 sp, 5 cp

Encumbrance: 1 point (Unencumbered)