User:Wizardoest/House Rules/Character Generation
The following are the rules for character generation for the Lone Rock City campaign. Last updated March 2007
Step 1: Contact DM with Character Concept
The first step is to make sure that your character idea will work in the campaign. Characters who are Lawful Good may not work well with the current party. Evil characters are disallowed by default, but a PC may slide into evil. Currently no party members are known to be evil. As the party evolved, it is not recommended that a character be strongly lawful.
Send a one or two sentence concept to Randy, the DM.
Step 2: Character Personality Questionaire
Once a concept has been determined for your character, please fill out the following questionaire about your PC. Not everything has to be filled out. This is mostly just to get your imagination going.
- 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:
- One
- Two
- 2 Friends:
- One
- Two
- Reactions under stress:
- Lifestyle (poor, moderate, rich, luxury):
- Goals, long and short term:
- One sentence character summary:
Step 3: Build your PC
Current starting level for new PCs is 9th 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.
A small script for calculating ability points with this method can be found in the main navigation.
Races
You may choose any race and class option described in the Player’s Handbook v.3.5. Nonstandard races (i.e. nonPlayer Handbook races) are usually permitted, as long as they are passable in human society. 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 half-elf must know what kind of elven subrace the parent was. Races of Faerun (RoF) 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: Must declare parentage
- Half-Orcs
- Halflings: Ghostwise, Lightfoot, Strongheart
Languages
When picking bonus languages, new characters are free to choose from the languages and dialects that are listed in the PHB or Forgotten Realms Campaign Setting. Additional languages may be selected after DM approval.
Note that the FR human languages are not used in the campaign.
Patron Diety
All characters must select at least one patron deity or pantheon from the Forgotten Realms diety list.
Age
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
Reference Permitted and Denied Classes for information on classes.
Hit Points
At creation assign your starting character the maximum hit points possible for the first level of the chosen class. For each additional character level, use the following: d4=3, d6=4, d8=5, d10=7, and d12=8.
Skills and Feats
Note that Knowledges (local) is split into different Forgotten Realm regions.
Ability bonuses to Intelligence are applied before skill points are calculated. For example a 4th lvl wizard applies 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 fairly open, but anything not core or already used by a PC will have to be approved.
Equipment and Magic Items
- Starting gold is 3/5ths for items and 1/5 for consumables. (It is assumed that the remaining 1/5 was used to get you to your current level.) Consumables are defined as potions, oils, wands, scrolls, and single use magic items.
- Access is open to the following items:
- Weapons
- Special Materials: Cold Iron and Alchemical Silver
- Enhancement Bonus: +1 to +5
- Enchantments: DMG valued up to +2
- Armor
- Special Materials: Mithral (This requires 1 rank in Local [LRC] that isn't virtual)
- Enhancement Bonus: +1 to +5
- Enchantments: DMG valued up to +2 or costing 18,000 gp
- Consumables
- All potions, scrolls, wands in the DMG, provided that a character of your level could cast it. (This is to prevent the purchase of scrolls of Meteor Swarm or Time Stop.)
- Any one-time use item from the Minor Wondrous Items chart in the DMG.
- Weapons
- Any item that is not listed as open must be approved by the DM prior to being used in the campaign.
For crafting, spend 5gp for each 1xp spent. Starting gold is 3/5 of what an 8th level character should have. All character sheets are maintained on this site. Randy will help you in creating an character sheet.
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. Players not familiar with Lone Rock City may not make it their home region.
House Rules
House rules can be found here.
Bonus Knowledge (Local-LRC) Ranks
For every character level spent in the Lone Rock City a free rank (not point) in Knowledge (Local-LRC) is granted to the PC.