Wednesday, April 14, 2010

Character Generation

Level: All characters begin at level one level below the average of the party. This is listed in the right sidebar below the roster on the front page of the blog.

Ability Scores: We will be using the Standard Point Buy method from pg. 169 of the Dungeon Master's Guide. Please add any racial adjustments AFTER distributing your 25 points. You can use this handy calculator to total up your 25 points.

Races & Classes: These have been detailed for you in previous points. You can select any race or class from the Player's Handbook. More options will become available later. To see how the core races and classes fit in to the current setting, you can visit their respective posts here on the blog.

Hit Points:  You begin play with maximum hit points at first level, but if you're starting higher than first, the rest will be rolled with a witness (usually the DM). If you're playing a creature with a level adjustment and bonus hit dice, you maximize one of those HD and then roll the rest (as well as all your additional levels). In addition, you do NOT maximize the first level HD of any new class you adopt (prestige or otherwise).

Alignment: You can choose any alignment you'd like other than lawful or chaotic evil (or any restricted from your class), but keep in mind that a choice of 'neutral evil' may come with inherent problems, and the more difficult it may become for your character, especially if the other players are NOT evil. While I'm willing to remain flexible with most players' choices, this is NOT a 'villain' campaign, so please try to create a situation in which your aims/goals can run in sync with the largely good or neutral tendencies of the majority.

Wealth: All characters begin with the 'average' wealth of their class from table 7-1 in the Player's Handbook. You can use this to purchase any weapons and equipment from the Player's Handbook. If you are starting at a level higher than 1st, use table 4-23 from the Dungeon Master's Guide (NPC Gear Value) to determine your total starting wealth. Up to 75% of such wealth can be used on magic items from that book, but only 10% of your total can be spent on magical consumables (potions, scrolls, and other one use items). Example: I'm level 8, I get 9400gp worth of equipment, 7050 of which can be spent on magic items, and 940 of that on consumable magic. Please note that your 'masterwork' cost for weapons and armor can be drawn from the mundane half of your wealth. Also: characters working for the Eidolorn Empire in a direct capacity related to the plot of the campaign will receive an additional 1000gp to spend however they wish, whether they are members of the Last Eidolorn, Church of Eleste, or Arkana Arkiva attaches assigned to the PCs' unit. PCs will inevitably be able to access the Party Treasure as well.

Background: Character backgrounds may be further developed later, but all initial PCs will begin in the employ of the Last Eidolorn guard, either as a Private ranked soldier (barbarian, bard, fighter, monk, ranger), an envoy of Eleste (cleric, paladin), an envoy of the Arkana Arkiva (sorcerer, wizard), or a 'contract' agent (druid, rogue). Those re-rolling after character deaths should try to make something that fits into the central theme/plot. Please establish in advance a relationship amongst your characters to save the trouble of introductions, or if you're coming in late, work with the DM to arrive at a plausible intro.

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