Drinking & Dragons

IK:Character Creation: Difference between revisions

From Drinking and Dragons
upped the one that doesn't continue to affect you as you advance in levels
 
(3 intermediate revisions by 2 users not shown)
Line 8: Line 8:
== Generation ==
== Generation ==
I will be using the point buy system from page 169 of the Dungeon Master's Guide.  You will get 29 points to purchase ability scores.  You will choose or roll for one of the following extras to help differentiate characters.  If you choose, you get the written option.  If you roll 1d6 (with Daryl as a witness) you get the option in the paretheses.
I will be using the point buy system from page 169 of the Dungeon Master's Guide.  You will get 29 points to purchase ability scores.  You will choose or roll for one of the following extras to help differentiate characters.  If you choose, you get the written option.  If you roll 1d6 (with Daryl as a witness) you get the option in the paretheses.
# Increase point buy to 31 points.  (33)
# ''Blooded:'' Increase point buy to 31 points.  (33)
# x2 starting gold and one free item upgrade to masterwork.  Future weapons and armor you purchase only cost half as much to be made masterwork, and get a +2 bonus to appraise checks (x2.5; +4)
# ''Pennywise:'' x2 starting gold and one free item upgrade to masterwork.  Future weapons and armor you purchase only cost half as much to be made masterwork, and get a +2 bonus to appraise checks (x2.5; +3)
# One skill as a permanent class skill. (at +1)
# ''Trained:'' One skill as a permanent class skill. (at +2)
# +2 HP at first level. (+3)
# ''Stout:''  +2 HP at first level and +1 every time you get a "daryl" feat. (+3; +1.5)
# +3 skill points at first level. (+4)
# ''Skillful:'' +3 skill points at first level. and +1 every time you get a "daryl" feat. (+4; +1.5)
# 450 XP.  (550)
# ''Adept:'' +450 XP.  Never XP penalties for multiclassing.  (add +5% XP per XP award)


== Wealth ==
== Wealth ==

Latest revision as of 21:52, 20 May 2007


Source Material

D&D 3.5 edition. I'll generally allow anything from the Wizards of the Coast books that will not clash with the setting (and my preferences) too terribly. Note that the Iron Kingdom one of the character guides (Character Primer and Lock & Load: there are two in order to have all the item and deity info), L&L, was written for D&D 3.0 and may be subject to conversion details. I am skeptical of non-WotC books (including WotC magazines) and am going to say blanketly they're denied until allowed.

I am fairly lenient with replacing/substituting racial requirements for Prestige Classes and Feats with other things. I'm not too big on racial restrictions. Everyone gains one extra "Any" favored class allowed for multiclassing (So humans have two). No psionics.

Generation

I will be using the point buy system from page 169 of the Dungeon Master's Guide. You will get 29 points to purchase ability scores. You will choose or roll for one of the following extras to help differentiate characters. If you choose, you get the written option. If you roll 1d6 (with Daryl as a witness) you get the option in the paretheses.

  1. Blooded: Increase point buy to 31 points. (33)
  2. Pennywise: x2 starting gold and one free item upgrade to masterwork. Future weapons and armor you purchase only cost half as much to be made masterwork, and get a +2 bonus to appraise checks (x2.5; +3)
  3. Trained: One skill as a permanent class skill. (at +2)
  4. Stout: +2 HP at first level and +1 every time you get a "daryl" feat. (+3; +1.5)
  5. Skillful: +3 skill points at first level. and +1 every time you get a "daryl" feat. (+4; +1.5)
  6. Adept: +450 XP. Never XP penalties for multiclassing. (add +5% XP per XP award)

Wealth

Starting gold is maximum for that class and not rolled.

Hit Points

Hit points will be maximum at first level, and rolled each level thereafter. Any rolls of "1" will be rerolled.

Skill Points

Every character will gain one extra skill point per level that must be spent on a cross-class skill. This is a bonus that does not get multiplied by 4 at first level, and stacks with a human's bonus skill point.

Bonus Feats

At character levels 2, 5, 10, 15, and 20 (though I doubt we will play this campaign until twenty.), the character recieves a bonus feat from the list that follows. Each feat may be selected only once. I will entertain other suggestions that may fit this feat slot.

  • Toughness, Skill Focus, Dash (CW), Mechanikal Specialty (IK).
  • Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuassive, Self-Sufficient, Stealthy, Burrow Friend (RS), Mechanikal Aptitude (IK).
  • (Tentative, undecided -- talk me into it.) Combat Casting, Endurance, Simple Weapon Proficiency, Inside Connection (RD), Complementary Insight (RD), Menacing Demeanor (RD), Combat Loading (IK).
  • (Checked these books, no more noticed eligible feats: CW, CA, CV, CD, RS, RW, RD, SS, FB, Dr, LM, LD, MH, VD, ED, IK. See the Discussion page for a legend.)

Questions

Q Can Improved Toughness be taken as this bonus feat?

A: ABSOLUTELY NOT. It is not in the same powerscale at all as the rest. Normal toughness may be.