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Updated 
 11 August, 2006

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Duty & Deity 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 also substitute the FR Guidelines for the FRCS if you don't own it.

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

You can either proceed as if you were creating a 1st level character (recommended), then advance that character to 10th (character) level, or you can try to figure out how many skill points and feats of what kind and earned where-ever.  In the end, you need to have a 10th level character.
bulletNo more than 2 classes, including prestige classes, total. (Think simple, straight-forward characters.  After all, this is just one adventure, one weekend-- you don't need to put that much effort into min/maxing.)

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.
bulletHuman
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 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.

Region
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 (A standard LC rule- it's easier to keep than not)
bulletEvermeet- Only elves (with no drow blood whatsoever) are allowed to take this region.

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.

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.

Class
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
Barbarians may not come from any civilized area.  Your first level must be as a Barbarian if you intend to have this class.

Cleric 
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.

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)

Druid
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.

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, Eldath, Gwaeron Windstrom, Mielikki. Silvanus

Druids may have two animal companions, as wild animals don't plane travel well.

Fighter
No changes or additions of note.

Monk
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.

Paladin
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

Ranger
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.

A ranger must choose a non-evil patron deity, see the Druid list above for some good choices for humans although other choices are available.

Rogue
No changes or additions of note.

Sorcerer and Wizard
Wizards may have all the 0-level spells, 2x effective wiz level+ Int mod in 1st and 2nd level spells, 1x effective wiz level in 3rd and 4th level spells, and 1x effective wiz level in 5th level spells.  Sorcerers and Bards know their maximum number of spells, as per the charts. 

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 be available with special permission.

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

Don't bother with trying to figure out how much money you are spending on gear; just pick some out of the PHB and FRCS that is appropriate, with one exception: you may only choose 4 items off Table 7-9 of the PHB (Special and Superior Items).

Once you have some basic gear, you may purchase 16,000 gp of magic; no single item may be worth more than 8,500 gp.  Fighters can get an additional +2 worth of bonuses to their primary weapon for free if they buy a +2 weapon and clear their weapon with the DM.  Scrolls are limited to 7th level and below.  Wands of 3rd level may be purchased with 25 charges for 6,000 gp each.  Those characters that can create items may use this money to create up to 4 scrolls, 8 potions, 3 wondrous items, 3 wands, and 1 weapon or piece of armor, with a value up to 8,500 and wands can be created with 3rd level spells.

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.

Step 9: Playing your Character

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.
 


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