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CHARACTER GENERATION
So now that you’ve looked over the campaign setting you want
to create a character?
That’s great. But before you crack open your 3rd
edition Player’s Handbook and start rolling dice, we have a few special
rules that our community uses to make sure everyone starts off with the
same opportunities. Since our community is founded upon the concept of
solid role-playing, it is strongly suggested that you start off by coming
up with a character concept. Take a minute to think about who he (or she)
is, his personality, background, likes and dislikes. But hey… You’ve done
this before, right?
The create a character, you will probably need a copy of the 3rd
edition Dungeons and Dragons Player’s Handbook. All characters created must
comply with the rules presented in that book. We only permit first-level
characters to created; sorry, but there are no provisions for creating a
character at a higher level of experience or bringing an existing character
into this campaign. The rules for creating characters begin on page 4 of
the PHB. Use the instructions listed there with the following exceptions.
Ability Scores Generation
We do not use the default method of ability scores generation,
as detailed by the Player’s Handbook. Instead, we use one of the alternate
methods or generation as described in the Dungeon Master’s Guide. These
alternate methods can be found beginning on page 19 of that book. The
method we have selected to use is the Non-standard Point Buy. Characters
begin with 32 points to purchase ability scores. You may notice that this
is the maximum number of points allowed, and is recommended for
high-powered campaigns. Well, our games are generally not too high-powered…
but there are fewer magic items available than in a standard game. So those
extra points will give your character the edge he’ll need to survive.
Just in case you don’t have a copy of the DMG, we’ve
reproduced the rules for the Non-standard Point Buy that we use right here.
Point Buy: All abilities start at 8. Take 32 points and spread
them out among your abilities. For
ability scores up to 14, you buy them on a 1-for-1 basis. For abilities above 14, it costs a
little more (see Table 2-1: Point Costs for Ability Scores). This method
allows for maximum customization, and should generate characters with very
good scores.
Table 2-1: Point Costs for Ability Scores
Ability Point Ability
Point
Score Cost Score Cost
9 1 14 6
10 2 15 8
11 3 16
10
12 4 17
13
13 5 18
16
The scores you generate using this method
only represent a starting character. The scores will change, depending on
the race you select, level advancement, and events that occur during the
play of the game. But all Player Characters begin with the same potential:
32 points.
Race and Class
Select your race and class as described
in the PHB. All of the races and classes listed are available to be used as
Player Characters. Also, there is a new race available to player
characters: the High Orc (see appendix at end of document).
This may sound obvious, but try to select
original names for your characters. Characters with names like Merlin,
Gandalf, Elminster, and Conan are not likely to be permitted to play.
As a special note, those who wish to play
a character who is devoted to a particular deity, our campaign does not use
the standards gods of Greyhawk, which are those listed in the Player’s
Handbook. Instead, there are seven Core Gods that every culture has in
common. Each culture also has a few deities it worships exclusively. Your
character may worship one of the seven Core Gods, or he may worship a god
from his native culture. You may not begin play with a character who
worships a deity from a foreign culture.
All the deities used in our campaign, the
world of Rathora, are presented at the end of this document in shortened
form (appendix 2). There are seven Core Gods that are venerated by all
cultures, though the names vary from region to region. You must know what
your character’s native culture is before selecting a deity.
Hit Points
As the PHB states, at first level
characters begin with maximum hit points. Don’t bother rolling the dice,
just assume you rolled the highest number possible for a character of your
class. In this campaign, you automatically are awarded maximum hit point
each new level up to third level. Beginning at fourth level, players roll
hit points in an online room with the DM when they advance a level. This
system will help your character to successfully face challenges ,
especially at lower levels.
For those characters who begin play with
an animal companion (or companions), these creatures begin with average hit
points as described by their entries in the Monster Manual. Players who
gain animal companions through play must consult the Dungeon Master for
information on how to include these creatures.
Skills and Languages
Characters may select any Craft or
Profession listed under those skill descriptions. If you want to create a
new profession or skill, you may… but remember that it may not be approved when
you submit your character.
The Knowledge skill states that you may
create new areas of knowledge with the approval of the DM. Currently, no
new areas are open to player characters. Further, player characters may not
select Knowledge (the planes).
Speak Language: The Kalvarian Kingdom is
the dominant culture of the campaign world, and their language is
considered the Common tongue. Other regional dialects include Kilgaulan,
Kyozan, and Oracan; if your character comes from one of those cultures he also
receives that dialect as an automatic language. These regional dialects may
also be selected as bonus languages by any character.
Description
The character you play is ultimately up
to you. But no character exists in a vacuum… everyone comes from someplace,
everyone started off with parents, and so on. We encourage you to take a
few minutes to think about your character and decide on an appropriate
background for him. Part of the background should include his native
culture, the place he was born in, and events that shaped his personality.
In order to play, you must submit a background of no less than 200 words.
No, we don’t need you to write a book, but we do want to make sure that
each player character is firmly established as a distinct entity.
As mentioned in the PHB, standard
characters may select any good or neutral alignment. Player characters may
not select evil alignments, these are reserved for villains and monsters.
As far as the starting age for your
character, he must fall in the adult category. You cannot begin play as a
character who has not yet reached adulthood, nor may your character begin
as middle-aged (or older). Although it is possible for a character to die
of old age, we do not use the Aging Effects table on page 93 of the PHB. Characters
do not gain or lose abilities just because they advance in age.
Equipment
The PHB includes a table for random
starting gold. Don’t bother rolling dice to see what you get; just pretend you
rolled the maximum result possible for your class and start buying
equipment! Believe me, you’ll need every break you can get. Anything you
want to buy in the Equipment section, including special and superior
equipment, is available… as long as you have the gold to pay for it. Wise
players will choose their starting gear carefully. We do keep track of each
character’s carrying capacity (see page 142, PHB), so be sure to total the
weight of all your equipment as well.
Finishing Up
Once you’ve finished creating your
character, fill out one of our standardized character sheets (they are in
WebRPG format). They are posted on our web site (called FD3e.rpg), and you
can locate it here:
Finished characters may be submitted to
this address:
Fallen_dreams_3e@yahoo.com
Once the sheet is filled out and
submitted, you will receive an email with a day or two from a Player
Representative. He will look over you proposed character and send you back
an email confirming your characters approval. If your character is not
approved, the email will explain why it was not approved and what changes
need to be made.
Now that you have a character ready to
play, it’s time to find a game to join! Check our web site regularly for a
current schedule of games and times they are being played.
https://www.angelfire.com/rpg/fallendreams
Do you still have questions that need to
be answered? There is a message board dedicated to answering player’s
questions at the following address:
The
administrators will make certain you get a prompt reply to any questions
you might have.
Good Gaming!
Appendix: HIGH ORC RACIAL
TRAITS
High Orc Traits
+2 CHA, -2 CON. High Orcs
are almost the opposite of their brutish cousins. They are far more
graceful and elegant. Unlike standard orcs, High Orcs have a natural magic
ability in their blood.
Medium-Size: High Orcs are
slightly smaller than standard orcs. Use the tables for humans when
calculating age, height, and weight (page 93 of the PHB). They have no
special bonuses or penalties due to their size.
High Orcs have a base speed
of 30 feet.
Low-Light Vision: High Orcs
can see twice as far as a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. They retain the ability to
distinguish color and detail under these conditions.
+4 racial bonus to Knowledge
(Arcana), Scry, and Spellcraft. Magic runs through the blood of every high
orc, thus their study of these related subjects is particularly intensive.
+2 racial bonus to Diplomacy
checks. High Orcs have a highly developed sense of elegance and style, as
well as much experience in dealing with varying cultures. Due to the
antipathy between High Orcs and standard orcs, this bonus is lost when
dealing with standard orcs.
Automatic Languages: Common
(Kalvarian), Oracan, and Orc. Bonus Languages: Any; high orcs pride
themselves on erudition, and may learn obscure languages for no other
reason.
Favored Class: Sorcerer. A
multiclass high orc’s sorcerer class does not count when determining
whether he suffers an XP penalty (see Experience for Multiclass Characters,
page 56 of PHB) Sorcery comes naturally to a high orc, as magic is in their
blood.
Appendix 2: Deities in Brief
Deity (Name) Alignment Domains Fav.
Weapon
The Light (NG) Sun, Protection,
Good, Strength Heavy Mace
The Sword (LN)
War, Strength,
Law, Destruction Bastard
Sword
The Beast (CN) Animal, Chaos,
Destruction, Strength Greataxe
The Healer (LG) Good, Healing,
Plant, Protection Quarterstaff
The Skull (NE)
Death, Evil,
Knowledge, Trickery Scythe
The Storm (CE) Water,
Air, Evil, Destruction Trident
The Elements (TN) Animal, Air, Earth,
Fire, Plant, Water Scimitar
Kalvarian Names:
Light is Aldin, Sword is Cordus, Beast is Todak, Healer is Naloria, Skull
is Tal, Storm is Elanius, Elements is Mentus
Kilgaulan Names:
Light is Belenus, Sword is Nuada, Beast is Taranis, Healer is Maeve Cecth,
Skull is Arawn, Storm is Leah, Elements is Daghdha
Oracan Names: Light
is Teru, Sword is Chark, Beast is Shuno, Healer is Kemiyo, Skull is Zaden,
Storm is Fija, Elements is Andamakazin
Kalvarian Deity Alignment Domains Fav.
Weapon
Vorin (LN) Law, Knowledge,
Protection Longsword
Nabelneeb (CN)
Chaos, Luck,
Trickery Rapier
Anotch (LN) Law, Magic,
Knowledge Dagger
Kilgaulan Deity Alignment Domains Fav.
Weapon
Oghma (TN) Travel, Luck,
Trickery, Knowledge Long Bow
Ghovnu (NG)
Earth, War,
Strength, Protection, Healing Warhammer
Brigid (CG) Fire, Magic,
Knowledge Short Sword
Silvanus (TN) Animal, Plant,
Earth, Water, Air, Fire Longspear
Math (NE) Magic, Evil, Knowledge Quarterstaff
Oracan Deity Alignment Domains Fav.
Weapon
Ghoroth (LN) Magic, Knowledge,
Protection Dagger
Nuy (TN)
Protection, Luck,
Travel Rapier
Aia Brightheart (LG) Healing, Good,
Strength Light Flail
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