Drinking & Dragons

Difference between revisions of "User:Wizardoest/House Rules/Character Generation"

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Ability Scores
Ability Scores
To put all players on an even footing, the LRC campaign uses the nonstandard point buy method for ability scores (page 169 of the Dungeon Master’s Guide v.3.5.) Players have 32 points to spend. Apply racial adjustments to ability adjustments after the base scores are determined. Thus, ability scores range from 8—18 for humans, and 6—20 for nonhumans.
To put all players on an even footing, the LRC campaign uses the nonstandard point buy method for ability scores (page 169 of the Dungeon Master’s Guide v.3.5.) Players have 32 points to spend. Apply racial adjustments to ability adjustments after the base scores are determined. Thus, ability scores range from 8—18 for humans, and 6—20 for nonhumans.
[pre]
Ability Costs Cost Score Modifier
Ability Costs Cost Score Modifier
— 6 -2
— 6 -2
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— 19 +4
— 19 +4
— 20 +5
— 20 +5
 
[/pre]
Races
Races
You may choose any race and class option described in the Player’s Handbook v.3.5. Nonstandard races (i.e. non Player Handbook races) are permitted by special circumstance, though they must be passable in human society. Monster levels, such as those found Savage Species are acceptable for creatures that would be too powerful at 2nd level. When applicable, choosing a subrace is mandatory. For example a dwarf would be a Hill or Mountain Dwarf; a halfling would be a Tallfellow or Ghostwise Halfling; and a halfelf must know what kind of elven subrace the parent was. Races of Faerun is a great resource for races and is available–to borrow–from the DM. The following is a list of subraces from RoF:
You may choose any race and class option described in the Player’s Handbook v.3.5. Nonstandard races (i.e. non Player Handbook races) are permitted by special circumstance, though they must be passable in human society. Monster levels, such as those found Savage Species are acceptable for creatures that would be too powerful at 2nd level. When applicable, choosing a subrace is mandatory. For example a dwarf would be a Hill or Mountain Dwarf; a halfling would be a Tallfellow or Ghostwise Halfling; and a halfelf must know what kind of elven subrace the parent was. Races of Faerun is a great resource for races and is available–to borrow–from the DM. The following is a list of subraces from RoF:

Revision as of 13:26, 1 September 2005

This page is a copy/paste just to make sure that these notes are kept. No new characters should need to be created. Contact Randy if you need to create a PC.

• Full name: • Birth date: • Birth order (eldest, second, youngest, etc.): • Parents (or Guardian) and parent’s occupations as well as additional family information: • Major childhood influences, traumas, events, emotional wounds: • Talents: • Flaws, vulnerabilities: • Strengths: • Religious affiliation/Patron Diety: • Attitudes, personality type–introvert or extrovert, optimist or pessimist: • Primary relationships, marital status and capacity for intimacy: • Occupation: • Education: • Taste in clothes: • Food preferences: • Health habits: • Recreation activities or hobbies: • Pets: • Favorite possessions: • Mannerisms, expressions, gestures: • Worst physical trait: • Best physical trait: • Reason he or she is motivated: • 2 Enemies: • 2 Friends: • Reactions under stress: • Lifestyle (poor, moderate, rich, luxury): • Goals, long and short term:

Please note that character generation for this campaign leans very heavily on the character creation rules from the Living Greyhawk campaign (LGCS).

Characters start at 2nd level.

Ability Scores To put all players on an even footing, the LRC campaign uses the nonstandard point buy method for ability scores (page 169 of the Dungeon Master’s Guide v.3.5.) Players have 32 points to spend. Apply racial adjustments to ability adjustments after the base scores are determined. Thus, ability scores range from 8—18 for humans, and 6—20 for nonhumans. [pre] Ability Costs Cost Score Modifier — 6 -2 — 7 -2 0 8 -1 1 9 -1 2 10 +0 3 11 +0 4 12 +1 5 13 +1 6 14 +2 8 15 +2 10 16 +3 13 17 +3 16 18 +4 — 19 +4 — 20 +5 [/pre] Races You may choose any race and class option described in the Player’s Handbook v.3.5. Nonstandard races (i.e. non Player Handbook races) are permitted by special circumstance, though they must be passable in human society. Monster levels, such as those found Savage Species are acceptable for creatures that would be too powerful at 2nd level. When applicable, choosing a subrace is mandatory. For example a dwarf would be a Hill or Mountain Dwarf; a halfling would be a Tallfellow or Ghostwise Halfling; and a halfelf must know what kind of elven subrace the parent was. Races of Faerun is a great resource for races and is available–to borrow–from the DM. The following is a list of subraces from RoF:

Dwarf Arctic, Gold, Gray (Duergar), Shield, Urdunnir, Wild

Elf Aquatic, Avariel, Drow, Moon, Sun, Wild, Wood

Gnome Svirfneblin, Forest, Rock

Orc Gray, Mountain, Orog

Half-Elves

Half-Orcs

Halflings Ghostwise, Lightfoot, Strongheart

Human Calishite, Chondathan, Damaran, Illuskan, Mulan, Rashemi, Tethyrian, Other

When picking bonus languages, new characters are free to choose from the languages and dialects that are listed in the PHB. Additional languages may be selected after DM review.

All characters must select at least one patron deity or pantheon from the Forgotten Realms diety list.

A character may begin play at any age from adulthood to old age, as defined in the age section of Chapter 6: Description, in the PHB. Age adjustments to ability scores will not be reflected in character creation.

Classes All core classes and expanded classes from WotC materials are allowed. This includes Psionicist, Psion, etc. Sorcerers must declare the heritage that provides the arcane spells. For example, Dragon, Fey, Elemental, Celestial, etc.

Hit Points At creation assign your starting character the maximum hit points possible for the chosen class. For each additional character level, assign hit points according to the new class by taking rolling for hit points, rerolling ones.

Skills and Feats Note that Knowledges (local) will be split into different Forgotten Realm regions. Ability bonuses to Intelligence are applied before skill points are calculated. For example a 4th lvl wizard applys their stat boost to Intelligence. The new Int score is then used to calculate skill points for the wizard’s 4th lvl.

Feat access is open to any feat listed as Access Any in the LGCS. Anything not on that list may still be permitted after DM review. (I don’t disallow much.) Feats from nonWotC sources are permitted after DM review. (I highly recommend looking at the feats in the Arcanis book…) The regional feat section of the FR guidebook is used.

Home Region Each character will have to declare a region of FR as their home. This grants the PC access to certain feats and starting equipment.

Equipment All players receive max starting gold based on class, with no modifier for the level kick. Any nonmagical, nonrare item may be purchased (there may be exceptions) and magic items that are regularly available in the LGCS are available for purchase during character generation. For example, if a wizard wanted to buy some 1st lvl scrolls with his starting gold, he is permitted to do so though only from the list of scrolls in the DMG.

House Rules House rules will be posted to this site. On the sidebar you will note that there is an option to sort by topic. If you click the House Rule link it will show you all the house rules that have been posted.

Special There are two special characters available to those who would like to play them. They are the roles of the faternal twin daughters of the High Court Wizardess Lori Harpell. (Yes, those Harpells). Each twin (both female) is a polarized version of magic; the one is completely unaffected by arcane and divine magic (as if having an unbeatable SR) and as such gets a stat boost at every third level instead of every fourth; while the other is infused with so much magic that she causes spells that effect her (and cast by her) to have a 5% chance of going awry (roll on the Rod of Wonder chart in the DMG).