Character Creation Rules

Character Concept

The starting group of characters will meet during the Last War, in Cyre. Therefore, all characters must have some reason to be in Cyre, whether as part of the war effort or just in the wrong place at the wrong time. If it is absolutely impossible for the character to be in Cyre during the Last War, the player will be asked to substitute a different character for the first adventure.

Characters started after the game begins will meet the group in Sharn. The only restrictions on background are those listed below, with a reminder that the character needs to be able to move around the continent freely.

Starting Level:

Characters start at average character level of the group.  The goal is to keep PCs on roughly the same power level, so players will not be penalized for bringing in a new character after their previous character has died.

Character Options:

The primary sourcebooks for the campaign are the Player's Handbook and the Eberron Campaign Setting. Material from other D&D sourcebooks produced by Wizards of the Coast (the Complete series, etc) will be allowed on a case-by-case basis, and require a majority vote from the group. Material from D&D sourcebooks not produced by Wizards of the Coast (such as Monte Cook's Arcana Unearthed) are only allowed with a unanimous vote from the group.

Ability Scores:

Character stats are generated by spending a set amount of points. Each character receives 30 points to purchase their stats (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). These ability scores are then adjusted for racial modifiers.

Ability Score

Point Cost

 

Ability Score

Point Cost

9

1

 

14

6

10

2

 

15

8

11

3

 

16

10

12

4

 

17

13

13

5

 

18

16

Races:

Any race listed in the Player's Handbook and the Eberron Campaign Setting is allowed. Characters also have the option of choosing a race from a different book or a template (celestial, half-dragon, etc), though any non-standard race or template is subject to approval (see Character Options, above). Any race or template that has a level adjustment can only be taken if the adjusted level of the character is equal to the character level allowed at character creation (see Starting Level, above)

Players can find level equivalents on page 22 of the Dungeon Master's Guide. Templates can be found in the Monster Manual, as well as other allowed sourcebooks.

Classes:

All standard classes from the Player's Handbook and the Eberron Campaign Setting are available. In addition, players can propose variants of current classes. An example of a minor variant would be a desert paladin with no animal skills or special mount, instead gaining Wilderness Lore, bonuses on heat/fire saves, and other abilities dealing with desert survival. All such variants require a unanimous vote of approval by the group.

Alignment:

Evil alignments are not allowed because of the difficulties they present to a novice DM. All other alignments are allowed, although Chaotic Neutral is discouraged.

Hit Points:

At 1st level, assign your character maximum hit points for its class, including any Constitution bonuses. For each additional character level or hit dice, assign hit points according to the new class by 75% of the maximum value for the class, then adding any Constitution bonus. Keep track of fractional hit points for future levels, but round down for purposes of how many hit points are currently available to the character.

For example, a 4th level rogue with a 12 Constitution would have 23.5 hit points, rounded down to 23 (7+5.5+5.5+5.5). At 5th level, that total would rise to 29 hit points.

Skills and Feats:

Skills and feats may be chosen from the Player's Handbook and the Eberron Campaign Setting. Other suppliments can be used as listed in Character Options (see above). Players should follow the guidelines in the Player's Handbook with regards to calculating and choosing skills and feats.

Equipment and Money:

The initial adventure for the campaign will provide equipment for the characters. After that adventure, characters will be 2nd level and receive money equal to the maximum starting gold for their class, plus 1000 gold pieces. This gold can be used to buy magic items at the campaign coordinator's discretion, although it is suggested that characters limit themselves to a maximum of one permanent magic item.

Characters brought into the game after the initial adventure receive an amount of gold pieces roughly equivalent to the average character wealth of the group, with a minimum value equal to the PC wealth by level guidelines (pg 135 DMG). Magic items can be bought at the campaign coordinator's discretion.

Action Points:

Because of the set experience award given per session, Action Points are also awarded on a per-adventure basis. Every adventure, a character receives a number of action points equal to half their normal maximum (rounded down). Any points from previous sessions are lost. Thus, a standard 1st level character would have 2 Action Points, and a 2nd level character would have 3 Action Points. Add any adjustments from class abilities and feats before halving the total - thus, a 1st level character with Heroic Spirit would have 4 Action Points.

© 2004-2006 Casey McGirt



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