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Fallen Dreams

3e D&D Living World

 

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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