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Character Abilities

Character abilities are generated using the point buy method described on page 169 of the DMG. Use a 32 point pool for buying ability scores. Racial Mods are figured afterwards.



 


9=1 14=6
10=2 15=8
11=3 16=10
12=4 17=13
13=5 18=16

All characters start play at level 1 with Max HP for their class + 1d6. The additional 1d6 reflects level 0 and my belief that all characters were something else before becoming whatever class they are. The Con mod is not added to this additional 1d6.

Character Races



 
 
 
 


Humans
Dwarves
Elves
Half Elves
Gnomes
Halflings
Half Orcs
 
Page 172 in DMG: Monsters as Races: None with more than a +1 Level adjustment

Character  Classes
This is the final word on what classes I allow in my game. If you ask for something not seen here and I say No, take that as Final.



 


CLASS
BOOK/Page
DESCRIPTION
ninja  CAd  5 Highly skilled spies and assassins, ninjas can master a broad range of skills and combat techniques.
scout CAd  10 A scout has some training in weapons and a unique combat style that favors fast movement and devastating attacks.
spellthief  CAd  13 Spellthieves use skill and arcane magic to drain the abilities of their opponents and turn their foes' own powers against them.
warlock  CAr  5 A supernatural character whose sinister powers are inborn abilities, not spells.
warmage  CAr  10 A militant spellcaster whose training focuses on battlefield magic.
favored soul  CD  6 Favored souls cast divine spells by means of an innate connection rather than through laborious training and prayer, so their divine connection is natural rather than learned.
spirit shaman  CD  14 By bargaining with living spirits, the spirit shaman gains power over the natural world and mighty divine magic.
hexblade   CW  5  Combining the dynamic powers of martial prowess and arcane might, the hexblade presents a deadly challenge to opponents unused to such a foe.
swashbuckler  CW  11  The swashbuckler embodies the concepts of daring and panache.
barbarian A ferocious warrior who uses fury and instinct to bring down foes.
beguiler  PH2  6 If you delight in manipulating others, either to their disadvantage or for their own good, then the beguiler is the class for you.
bard  ECS  34 A performer whose music works magic -- a wanderer, a tale-teller, and a jack-of-all trades.

cleric 
ECS  34 A master of divine magic and a capable warrior as well.
druid  ECS  36 One who draws energy from the natural world to cast divine spells and gain strange magical powers.
fighter  ECS  38  A warrior with exceptional combat capability and unequaled skill with weapons.
monk  ECS  38 A martial artist whose unarmed strikes hit fast and hard -- a master of exotic powers.
paladin  ECS  39 A champion of justice and destroyer of evil, protected and strengthened by an array of divine powers.
ranger  ECS  41 A cunning, skilled warrior of the wilderness.
rogue  ECS  41 A tricky, skillful scout and spy who wins the battle by stealth rather than brute force.
sorcerer  ECS  42 A spellcaster with inborn magical ability.
wizard  ECS  42 A potent spellcaster schooled in the arcane arts.
dragon shaman  PH2  11 If you gaze at dragons with awe and aspire to share their power and majesty, then the dragon shaman is the class for you.
duskblade PH2  19 If you find you can't choose between being an arcane spellcaster who zaps your enemies with powerful spells and a nimble, powerful front-line melee character who lays them low with a sword, the duskblade is the perfect class for you.
knight  PH2  24 The knight class is a great choice if you want to play a tough, durable melee combatant whose strong personality allows you to manipulate your foes.

The ONLY Prestige Classes I am allowing for now are those found in the DMG. This may change.

Character Alignment

I prefer players stay with good alignments though a slight leaning toward evil is acceptable unless the player goes overboard.

Starting Gold

I allow 200GP regardless of class or race

Note on Skills

There are no cross class restrictions on skills unless of course a particular skill is just not applicable to your class. Maximum Rank is +5 over your character level. Players may add a one time bonus of +2 to a single skill that reflects a character's background.

Character Development

Though not mandatory I would like at least some idea of your character's past. A paragraph or two of backstory helps to flesh out a character and gives some depth and possible avenues for creative role play between characters.

HOUSE RULES

1. If you are in the game please keep OOC comments in P2P or use /notice.
2. Be respectful of the other players, no fighting, arguing or PKs
3. It is impossible to list everything that I may have a different interpretation on regarding some rules in this game. If something comes up that has not been adressed before, my ruling is final for the duration of the game. Later if you want to discuss it I am happy to do so. Just do not be upset if even after that I still uphold the previous ruling.
4. I very strongly stress role play, even in combat. Instead of "I roll to hit" something more like "I draw back my sword and quick as a striking adder plunge it deep into the orcs guts" or similar is better.

Character Hosting
Once your character is complete please use one of the Character hosting sites. Here is one I use for my own http://www.thetangledweb.net/ . Be sure to make the character publically available so I can look it over.

Experience Point Rewards

There are several ways to earn XP in my campaigns. The usual way by killing or otherwise neutralising an encountered monster. I use a simple method I have found to be fair. I take the XP value of the monster and divide that by the number of HP it has and award that XP per HP for every point of damage a character puts into the monster. This applies to spellcasters as well.

Combat is not the only means of getting XP. I also allow XP for good and very good RP. If you RP poorly you won't get this and after a time you may be looking for another game because I do stress RP. Interaction between party members as well as with NPCs and even the monsters makes great RP. Call me old fashioned but that is what the game is about, not who has the biggest sword or can cast the baddest spells.

Problem solving is another way you may get Bonus XP. Not just solving riddles and puzzles but figuring strategies and tactics for the party. Coming up with new and innovative ways to overcome obstacles. Possibly using diplomacy instead of your sword to make your way through an encounter.
 
 

Okay thats about all I have for now. If I come up with anything else I'll post it on my Forum. The Forum is also available for player use. Have Fun and Good Gaming.