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Scarlet SeasThis is the One-Page Version of the really long Character Creation Guide I make up for each campaign. Here's the one Julie and I put together for the Scarlet Seas Greyhawk Campaign. Pirates!
Swashbucklers! Adventurers of
the High Seas! This campaign
features adventures set in the Hold of the Sea Princes, a Greyhawk nation in the
tropical southlands of the Flanaess. This
country of scurvy sea dogs and steamy plantations is under the thumb of the
ruthless Scarlet Brotherhood, invaders from across the 1st
Level 1)
Ability Scores: 40
pt. Point Buy (DMG p. 20) 2)
Race:
PHB, Humans primary. a)
Humans
pick an ethnic sub-race that determines starting languages and religions. 3)
Gender: Play your own gender. 4)
Alignment: No evil.
CN with express permission. 5)
Classes: PHB, or Complete series
with express permission. a)
Piratey Classes available. We have
handouts. b)
Prestige
classes need to be approved. Core
rules and Complete series primary. c)
Using
Greyhawk gods. Divine casters must
choose. No evil.
6)
Hit Points: No dice rolling.
Max 1st and 2nd level.
75% of die type for all other levels.
7)
Skills: A reminder that specific
Knowledge Skills will be of some benefit, and: a)
Knowledge
Alchemy and Craft skills only allow you to make items you can normally purchase.
b)
Home Rule:
Bards have the additional ability to Perform, applying their ranks to 4+Cha
performance types at 1st level and +1 performance types each level after. 8)
Feats:
PHB, nothing evil, Complete series with express permission. 9)
Equipment: Max starting gold.
No tanglefoot, smoke stick, thunderstone, or magic. 10)
Character Description: a)
Human
sub-races have distinct features. See
the hand-out. b)
Age:
Characters
should be young people starting their lives.
Even educated persons should be under the human-equivalent of 25. i)
Home
Rule:
All PC races mature to adulthood between the ages of 15 and 20.
The aging process slows down dramatically at that point for many races. 11)
Gods:
All characters choose a patron deity.
Non-Evil, Greyhawk gods. We
have a list. 12)
Histories and Journals: a)
History
(one or more pages, don’t exceed three) gets you additional starting shit.
Minor magic, feats, languages, knowledge, and 2nd level. b)
Journaling
gets you additional XP. 100 x
current level per game session. 13)
House Rules of Note: a)
Critical Hits and Fumbles: Using
crits and fumbles off a nifty chart. Mostly
fun, not too complicated. b)
Combat Expertise: Drop the +5 cap on the feat,
pirates don't wear a lot of armor. Starting
After 1st Level 1)
New Characters start one level behind the party’s lowest level.
Creation is as above and; 2)
Money and Equipment: For each level after 1st, add 750 gp; 3)
Magic items can be purchased for characters above 3rd level
with your “starting gold”. Items
must be approved by the DM and cannot exceed in power those items that have been
earned by the party. 4)
Histories still count for earning additional magic, feats, languages,
knowledge, and maybe one level. |
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