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 11 August, 2006

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King's Tears Campaign Character Creation Guidelines

Based on the Living City Campaign Character Creation Guidelines Version 3.01-November, 2000.  Use those guidelines for making Living City characters suitable for tournament play.

Characters made with these guidelines are illegal for Living City play.  To create a character, you will need a Player's Handbook (PHB) and the Forgotten Realms Campaign Setting (FRCS) book.  Players who do not have these books may make characters at the table using the DMs books.  You may substitute the FR Guidelines for the FRCS if you don't own it.

When options are added for characters, you may add them to your character at the next normal opportunity, level advancement. You may never re-make a character because we have added a new option. See "Adding New Material" near the end of these guidelines for more information.

To create a 1st level character, turn to page 4 of the PHB and use the steps outlined in the Character Creation Basics section except where they are modified as outlined below or in FRCS. The hierarchy for which source takes precedence is as follows: these Character Creation Guidelines, Forgotten Realms Campaign Setting, Player's Handbook.
Score Cost Modifier
6 -- -2
7 -- -2
8 0 -1
9 1 -1
10 2 0
11 3 0
12 4 +1
13 5 +1
14 6 +2
15 8 +2
16 10 +3
17 13 +3
18 16 +4
19 -- +4
20 -- +5

Step 1: Ability Scores

To put all players on an even footing, use the Nonstandard Point Buy method of ability score generation, found in Chapter 2 of the Dungeon Master's Guide (DMG). This setting is considered a "High Fantasy Campaign;" hence, each character uses 32 points distributed among all six statistics, just as the DMG indicates on page 20.

Apply racial modifiers to ability points after the base scores are determined. You may not buy your abilities below 8 or above 18. Thus, ability points range from 8-18 for humans, and 6-20 for nonhumans.

Ability points gained as your character advances in level do not use this chart; they are full points and may be added as explained in the PHB.

Step 2: Choose Race, Region, and Class

Race and Gender
Players may choose from the following races:
bulletDwarves:  shield dwarf, gold dwarf
bulletElves: moon elf, sun elf, wild elf, wood elf
bulletGnome: rock gnome
bulletHalflings: strongheart halfling, and lightfoot halfling.
bulletHalf-Elves: half-moon elf, half-sun elf, half-wild elf, half-wood elf, half-drow
bulletHalf-orc: House rule: decide if you are raised among orcs or humans

Descriptions, game mechanics, and role-playing hints are included in the FRCS. Use the following substitutions for some races starting weapons; this list supercedes the table in the Equipment chapter, but not the class lists, except for elves where applicable.
bulletDwarves:  Dwarven Waraxe and Urgrosh are Martial Melee weapons; the Rapier, Trident, Scimitar, Falchion, and Scythe are Exotic Melee weapons.
bulletElves:  Greataxe, Greatclub, and Greatsword are Exotic Melee weapons; they may use their bows and sword regardless of class restrictions on weapons (with the further exception of actual vows of pacifism, etc.)
bulletGnomes: Gnome Hooked Hammer is a Martial Melee weapon; the Trident is an Exotic Melee weapon.
bulletHalflings:  No changes.
bulletHumans:  No changes.
bulletHalf-Elves:  No changes.
bulletHuman-raised Half-Orcs:  No changes.
bulletOrcs and Orc-raised Half-Orcs:  Orc Double-axe is a Martial Melee weapon; the Trident and Rapier are Exotic Melee Weapons. 

Please play characters of your own real-world gender.  Cross-gender characters will not be allowed this year.

You must choose a region in which your character grew up (or at least gained most of her early experience). Your region helps define your character as part of the world of Toril and provides additional choices for which feats and equipment you can have, but also may limit your choice of class.

You may choose to be from any region given in FRCS. All regions and their corresponding regional feats are allowed, with the following exceptions:
bulletGray Dwarf; Drow Elf; Deep (Svirfneblin) Gnome, Ghostwise Halfling - These 4 are not allowed at all
bulletEvermeet- Only elves (with no drow blood whatsoever) are allowed to take this region.  Being from Evermeet will come with some background restrictions.
bulletRashemen- You may be from Rashemen, but may not select the Ethran feat at first level.

You can choose your region first, or your class first, but you still must choose a region.  In the FRCS, starting on page 22, is a description of how each class fits into the FR setting, including what regions are favored by each class.  The only way to get the bonus equipment is to have a class that is favored in the region you choose.
bulletGood regions to choose for this campaign: Aglarond, Hordelands, The Great Dale, Mulhorand, Rashemen, Thesk, and Thay

Another note on regions. As per the FRCS, characters may also have access to regional feats after purchasing 2 ranks of Knowledge (local) for that region. However, your character must acquire the skill ranks and spend 365 days living in the region. This means your character may be out of play for at least a year, if you choose a region that the campaign is not currently visiting.

Nearly all the information in Chapter 2: Classes of the PHB applies to the character classes in this campaign. The entries that follow focus on what is peculiar to this campaign rather than summarizing the facts in the PHB and FRCS.

Barbarians may not come from any civilized area.  You must start play as a Barbarian if you intend to have this class.

Clerics must serve a specific, non-evil deity from the FRCS. If you multi-class, your new class must allow your current patron deity as well. See the section "Changing Deities" later in this document, for information regarding the penalties for changing patron deities. 

There are many deities to choose from, below is a short list of easy choices for human clerics.  Deities with a region in parenthesis are particularly good choices as these are regions in the campaign area. 
bulletGood choices for this campaign: Azuth, Chauntea (Aglarond), Deneir, Eldath, Gond (Mulhorand), Helm, Ilmater, Kelemvor, Lathander, Lliira, Mielikki (Rashemen), Milil, Mystra (Rashemen), Nobanion, Oghma, Red Knight (Mulhorand), Savras, Selune (Aglarond), Silvanus, Sune, Tempus, Torm, Tymora, Tyr, Waukeen (Thesk)

Druids must serve a specific, non-evil deity from the FRCS. If you multi-class, your new class must allow your current patron deity as well. See the section "Changing Deities" later in this document, for information regarding the penalties for changing patron deities.

There are many deities to choose from, below is a short list of easy choices for human druids.  Deities with a region in parenthesis are particularly good choices as these are regions in the campaign area. 
bulletGood choices for this campaign: Chauntea (Aglarond), Eldath (The Great Dale), Gwaeron Windstrom, Mielikki (Aglarond, Rashemen)

Druids may begin play with one animal companion. Others may be acquired according to the class description in the Player's Handbook. Druids who either live or spend more than 1/2 of their time in city or the towns that surround the city may only acquire half the normally allowed hit dice of animal companions, as wild animals won't live in the city.

No changes or additions of note.

Monks may be from any non-evil monastic order, as listed in the FRCS. Belonging to an order is not required for the character, but to take advantage of the multi-classing options available to monks in the FR campaign, the monk must belong to a published order and use that order's multi-classing options.

Paladins may choose any of the following as a patron deity, and may never have a patron deity who is not on this list:
bulletBest for this campaign:  Azuth, Chauntea, Deneir, Eldath, Helm, Gwaeron Windstrom, Ilmater, Jergal, Kelemvor, Lathander, Mielikki, Milil, Mystra, Red Knight, Savras, Sune, Torm, Tyr
bulletOther Choices: Hathor, Horus-Re, Isis, Osiris, Hoar, Nobanion, Siamorphe,  Ulutiu,  Arvoreen, Baervan Wildwonderer, Baravar Cloakshadow, Berronar Truesilver, Clangeddin Silverbeard, Cyrrollalee, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Gorm Gulthyn, Marthammor Duin, Moradin, Segojan Earthcaller, Shiallia Peryroyl, Urogalan, Yondalla

A ranger must choose a non-evil patron deity by the time the character reaches 4th level in the Ranger class.

We use the Ranger Revisited by Monte Cook, not the Ranger from the PHB. You can download the PDF file from Monte Cook's site.

No changes or additions of note.

Sorcerer and Wizard
Starting spells for Wizards, Sorcerers, and Bards are outlined in the PHB in the their class descriptions.  You may choose familiars from FRCS and the PHB according to the rules presented there.

Please also be aware of the House Rules regarding spells and magic items.

Prestige Classes
The following Prestige Classes are allowed for PCs: Arcane Archer, Archmage, Champion, Devotee, Disciple, Dwarven Defender, Hierophant, Loremaster, Runecaster, Seeker, and Shadowdancer. PCs must qualify for these classes as described in the DMG and FRCS. Other prestige classes may become available as time goes by.

Step 3: Hit Points

At 1st and 2nd level, assign your character maximum hit points for its class, including any Constitution bonuses. For each additional character level, assign hit points according to the new class by 75% of the maximum value for the class (rounding down), then adding any Constitution bonus. For example, a character adds 3 hit points upon gaining a new level in the Sorcerer class, plus any Constitution bonus, if applicable. A character adding a level of Fighter adds 7 plus Constitution bonus.

Paladin bonded mounts also use 75% of maximum hit points per hit die to calculate hit points. Druid animal companions use the standard "average hit point" values from the Monster Manual or other source describing them.

Step 4: Skills

Players should follow the guidelines listed in the PHB with regards to calculating and choosing skills.

A few skills need brief additional rulings:
bulletAlchemy Skill and Craft Skill: These skills do not allow you to craft items other than the ones that PCs can purchase normally (see Step 5).
bulletKnowledge skill: Knowledge skills cannot be anachronistic. Remember that the more specific a field of knowledge, the lower the difficulty class for information related to that knowledge - it is better to be specific in what you know. Knowledge skill ranks only allow Synergy bonuses to other skill checks at the DM's discretion.
bulletPerform Skill: Home Rule: Buy Perform as Craft (ranks go to a specific performance type), Bards have additional ability to Perform, applying their ranks to 4+Cha performance types at 1st level and +1 performance types each level after. 
bulletSkill Focus: Home Rule: The Skill Focus feat is worth +3 instead of +2.

Step 5: Select Feats

You may select feats using the guidelines in the PHB. In addition to the feats listed in the PHB, players may choose the feats listed in the FRCS. Please note that some of these feats are "regional" feats, and as such, are restricted to characters from that region, as mentioned in the FRCS.  Please note the following restrictions:
bulletRestricted Feats:  PCs are not allowed to take the following feats from the FRCS: Ethran, Sadistic Training, and all Shadowweave Magic Feats.
bulletSkill Focus: Home Rule: The Skill Focus feat is worth +3 instead of +2.

Step 6: Equipment

A starting character receives the maximum amount of gold pieces for its class.

Players may purchase any equipment from Chapter 7: Equipment in the PHB, with the exception of tanglefoot bags, smoke sticks, and thunderstones. These items may become available through play.  You may not purchase magical items for your character except through play opportunities.

The Carrying Capacity rule is used in this campaign, so keep track of what your character is carrying and how much it weighs.

Step 7: Describe Your Character

You must choose an alignment from among the following: Lawful Good, Lawful Neutral, Neutral Good, Neutral, or Chaotic Good. Your alignment choice must meet all requirements for your character's class.
bulletPlease note: no alignment allowed in the campaign is a free ticket to play an evil PC in any way. Evil characters (as determined by actions) are not permitted in the campaign. Any infraction of this will result in the immediate loss of said character. PERIOD.

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. The character may be of any height and weight allowed by the height and weight tables for the character's race.

Step 8: Patron Deity

All characters in this campaign are expected to choose a non-evil patron deity, as outlined in the Forgotten Realms Campaign Setting. Those that do not choose a patron deity are not allowed to be brought back from the dead in any fashion. The worship of evil deities is not allowed for player characters.

Changing Patron Deities
Divine spell-casters (clerics, druids, paladins, rangers of 4th class level or higher, and members of certain prestige classes) suffer serious penalties for changing patron deities. Any of the aforementioned character classes that change patron deities must pay an NPC priest of the new deity who to cast the atonement spell at least 500 gp plus a magic item worth 500 gp per character level; then spend at least 163 days in contemplation and undertaking a quest. If the magic item is worth more, the priest does not make change. Please note that the atonement can only be cast by the local NPC high priest of the patron deity you are changing to; NO PC priests are allowed to cast this atonement spell for other PCs.

Divine spellcasters who are reincarnated as a different race may change to the racial deity for the new race which most closely matches the spheres and interests of the deity from the old race. This change does not cost anything. If the same character changes to a new racial deity that has different spheres or interests than the old one, the character must pay the full cost for changing deities. For example, a human divine spellcaster is reincarnated as an elf. The character previously served Sune. The character can change deities to Hanali Celanil, the Elven "equivalent" of Sune, with no cost. A change to any other Elven deity requires the character to pay the full cost.

Characters not receiving divine class powers may change patron deities as they desire.

Step 9: Playing your Character

Learning New Arcane Spells
Wizards learn two new arcane spells when advancing a class level in the Wizard class; these are learned as part of raising level. Any additional spells the wizard wants to learn cost additional time as described on page 155 of the Player's Handbook: one day to learn the spell, and one additional day per spell level to write it into a spellbook. This campaign requires a Spellcraft check in order to learn a new spell, as per the PHB.

Sorcerers and bards must choose their spells from the appropriate spell lists, unless they have a special certificate that allows them to do otherwise. Sorcerers and bards learn new spells over the course of the campaign and as part of raising level, and do not incur additional day costs.

Restricted Spells
There are three spells that has been deemed restricted.
bulletThe wish spell is allowed for PC use, under the following provisions: the only uses are those listed in the bullet points, as shown in the PHB listing of the spell, with this exception: Any magic items created by the casting of this spell only exist for the adventure in which the spell was cast, and disappear after 1/ten-day per level.
bulletMiracle is restricted to the 1st three bullets in section 1 of the spell and the 3 bullet points in section 2 of the spell, as listed in the PHB.
bulletPolymorph other effects end at the end of the adventure in which the spell was cast, and are not permanent.

You will be issued certificates for things and favors that your character acquires during adventure play and through other means. These certificates include information on the item or favor that you will need in order to use it in play.

Trade Policy: Certificates indicate whether they can be traded between characters. If a certificate can be traded, and is traded, then a complete trade history must appear on the back of the certificate. The information for each trade must include the player name and character name of the person trading the item away and the person accepting the item, and the date of the trade. This all must be completely legible, and the history must show the progress of the certificate from the original owner (on the front) to the current owner. No player can trade item certificates between his or her own PCs, no matter by what means (including passing through several other characters' hands).

Making Things
Non-magical crafted items do not require certificates. Magic items will require certificate, and the DM will make a note of the XP you spent.
bulletBrew Potion: Creating a potion takes material resources (gold) and experience points as indicated in the PHB. Creating a potion costs 1 day. Potions created this way may not be traded, but may be given to other PCs to consume during an adventure.
bulletScribe Scroll and Cast Rune: Creating a scroll or rune takes material resources (gold) and experience points as indicated in the PHB or FRCS. The time to scribe a scroll should be calculated from the description in the Scribe Scroll Feat in the PHB. The minimum cost is 1 day, and always round up to the next whole day. Scrolls and runes created this way may not be traded, but may be given to other PCs to use during an adventure.
bulletOther magic creation feats: Costs (in gold, experience points, and days) for creating other magic items are covered on a case-by-case basis. These items require certificates.

Please also be aware of the House Rules regarding spells and magic items.


This page designed and written by Catherine Keene, unless otherwise stated. 2001-2005.
Direct comments and site problems to her at:
This page was updated on Friday, August 11, 2006