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Character Creation
Abilities
Base ability scores are determined using the Point Buy method, per the following table:
Characters have 40 points to spend. Any racial adjustments (see Races) or standard level-dependant ability increases are applied after the base ability scores have been determined.
Starting Experience Points
New players generate characters using lowest XP total of existing characters, less 10%.
Existing players generate characters using the XP total of their old character less 10%.
Alignment
Characters must be non-evil.
Hit Points
Characters gain maximum Hit Points for their Hit Dice type at first level, per the Player's Handbook, then use the best of two dice thereafter.
Eg: if the character is a rogue (D6 Hit Dice), then at first level they automatically get 6 hit points, adjusted for CON, and at second and later levels throw two D6, taking the highest roll.
Races
There are some modifications to the standard racial traits presented in the Player's Handbook, especially with regard to Dwarf and Elf sub-races, and Half-Elves. See the Races page for the details of each Race.
Classes
Most Classes have all the features presented in the Player's Handbook, with the following exceptions:
- Druids must be female, and are followers of the Urthe Mother
- Sorcerers follow one of three specialist paths: that of the Adept, wielders of the power of true magic, accomplishing the impossible; that of the Chosen who harness the power of the elements, a gift from the Urthe itself; and that of the Mystics, masters of the mind and will, from whom no secret is safe. Each Mage invokes the forces at their command in a different manner - by Semblance, by Sign, or by Sound.
See the Sorcerer (Adept), Sorcerer (Chosen) and Sorcerer (Mystic) pages for the details of each sub-type.
Multi-Classing
Apart from the restriction on Sorcerer subtypes multiclassing as another Sorcerer subtype, any class can be multiclassed (including Paladin and Monk) as long as Alignment is compatible.
Familiars/Special Mount/Animal Companions
Characters who are entitled to a Familiar (Sorcerer or Wizard), Special Mount (Paladin), or Animal Companion (Druid or Ranger) as a class feature, may instead select any Feat for which they meet the prerequisites. They may later acquire the Familiar/Special Mount/Animal Companion should they choose to do so in place of any other bonus or level-dependent Feat.
Note that any special abilities of the Familiar or Special Mount, or the type/abilities of an Animal Companion will be based on the level at which it is acquired, eg: the Familiar of an 8th level Sorcerer who gained the familiar at 6th level would be effectively 3rd level.
Additionally, any non-Druid or non-Ranger character may take the following new Animal Companion Feat, at any time in place of a regular Feat, providing they meet the prerequisites:
Animal Companion [General]
Experience Points Awards
As well as the standard experience points awards for defeating monsters, characters will also gain experience points for solving puzzles, deactivating traps and the like, posting contribution, clever ideas and good roleplaying generally.
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