Character Creation and Development
Campaign
Flavor
Origin
of Heroes
Knighthoods,
Wizards' Guilds, and other organizations
Game Mechanics
Character
Background Questions
Campaign Flavor
This campaign is intended to be full of action
and a sense of wonder, with heroes that are larger than life, evil villains,
beautiful damsels, and mystical powers. Heroes' actions matter,
whether in the small scope of a child restored to a family or in the larger
scope of an action that turns the tide of a war.
Creating a campaign with this feel requires
both opportunities for the heroes and player characters who are capable
of taking advantage of those opportunities.
Heroic Characters
The dictionary defines a hero as:
-
a person noted for feats of courage or nobility
of purpose, especially one who has risked or sacrificed his or her life
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a man of distinguished valor or enterprise
in danger, or fortitude in suffering; a prominent or central personage
in any remarkable action or event; hence, a great or illustrious person
-
a being of great strength and courage celebrated
for bold exploits
and heroic as:
-
worthy of a hero; bold; daring; brave; illustrious
-
surpassing the ordinary especially in size
or scale
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showing extreme courage; especially of actions
courageously undertaken in desperation as a last resort
with synonyms of: brave; intrepid; courageous;
daring; valiant; bold; gallant; fearless; enterprising; noble; magnanimous;
illustrious.
There are times and places for caution
and for care; there are times and places when heroes know that everything
hinges on chance and the proverbial throw of the dice. The heroes in this
campaign should be capable of heroic actions; it's not expected
that they are reckless or willing to throw away their lives on a whim,
but they should be capable of bold, daring actions when the situation calls
for them.
That doesn't mean that the heroes think
of themselves as such; nor does it mean that they want to do such actions.
It only means that they do them when necessary. A reluctant hero is as
much a part of heroic tales as someone that sets out to be a hero, and
is often the more interesting as we watch him develop and deal with a part
of him hitherto buried.
Pace of advancement and awarding of XP
The pace of advancement, at least initially,
of characters will more closely follow the Third Edition Dungeon Master's
Guide model for level advancement. That will be adjusted as necessary
based on how well it is working for the campaign. However, not all XP will
be awarded simply for handling encounters or destroying opponents; XP will
be awarded for good roleplaying, for exceptional play, and for generally
making the game fun for others. This is intended to encourage participation,
staying in character, and generally enhancing the game.
Note: many of the guidelines listed in
the Greyhawk
Campaign rules still apply; I will revise and move them over here in
a future version of this document.
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Origin of Heroes
The campaign is centered around the Silver
Marches area of Faerûn, and specifically the city of Silverymoon.
It is recommended that characters come from that area, but characters from
other areas of the world are permitted with DM approval. However, each
PC must have resided in Silverymoon or the Silver Marches for at least
the last 3 years (07/1370 - 07/1373 DR), and have a reason for being there
rather then where they were born.
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Knighthoods, Wizards'
Guilds, and other organizations
Heroes will have the possibility of joining
(or being inducted into) various organizations such as Knighthoods, Guilds,
the Harpers, and other organizations, provided they meet the requirements
of the organization. Those requirements are tbd.
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Game
Mechanics
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Character attributes are defined using the
point-buy system defined in the Dungeon Master's Guide, with 32
points to spend.
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All characters must be non-evil. CN is allowed
as long as that character does not have a negative or disrupting influence
on the game.
-
Characters get the maximum hit points for
their class at first level; at each level thereafter each character receives
75% of the maximum hit points for their class, rounded down.
-
All races in the Player's Handbook
are permitted. The following races from the Forgotten Realms Campaign
Setting are permitted:
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Humans
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Dwarves: Gold Dwarves, Shield Dwarves
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Elves: Moon Elves, Sun Elves
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Gnomes: Rock Gnomes
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Half-Elves
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Half-Orcs
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Halflings: Lightfoot Halflings, Strongheart
Halflings
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All classes in the Player's Handbook
are permitted. See the Forgotten Realms Campaign Setting for preferred
class regions.
-
Prestige classes are permitted. See Expansions
- Prestige Classes for details.
-
All feats in the Player's Handbook
are permitted; as are most feats in the Forgotten Realms Campaign Setting.
See Expansions - Feats for details
on those and feats in other expansion books. Note that regional requirements
must be met for acquiring regional feats.
-
All skills in the Player's Handbook
are permitted, as are most skills in the Forgotten Realms Campaign Setting.
See Expansions - Skills for
details on those and spells in other expansion books.
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All domains in the Player's Handbook
are permitted; as are most feats in the Forgotten Realms Campaign Setting.
See Expansions - Domains for
details on those and feats in other expansion books.
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All spells in the Player's Handbook
are permitted, as are most spells in the Forgotten Realms Campaign Setting.
See Expansions - Spells for
details on those and spells in other expansion books.
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Wizards start with all of the 0-level spells
and 3+Int mod 1st-level spells, and 2+Int Mod spells for each level after
1st. (Hence, a 3rd-level wizard with an 18 Int would have in her
spellbook all of the 0-level spells, 13 1st-level spells (3+4 at 1st-level
and 2+4 at 2nd), and 6 spells of either 1st or 2nd level (another
2+4).)
-
Gold piece costs for writing spells into a
wizard's personal spellbook are waived. However, the time requirements
as listed in the Dungeon Master's Guide are still in effect.
-
Please inform the DM of any spells chosen
that are not from the Player's Handbook.
-
All deities in the Forgotten Realms Campaign
Setting are permitted; some deities in Faiths and Pantheons
may also be permitted. All Clerics must have a patron deity and all characters
should have a patron deity if they wish to be raised or resurrected.
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Each 1st-level character begins play with
the maximum amount of starting funds as defined by their class. For characters
starting at levels above first, this amount is replaced by the amount in
Table 5-1: Character Wealth by Level, page 145 of the Dungeon Master's
Guide. From this amount the character must purchase all equipment,
and may purchase magic items, subject to the DM's approval.
-
One of the starting equipment choices listed
under the character's home region in the Forgotten Realms Campaign Setting
may be chosen with DM approval. Note that items inappropriate for a character's
class or background will not be permitted.
-
Special, superior, masterwork, and magic items
are not available for general purchase except as starting equipment, and
then only with the approval of the DM. There will be in-game opportunities
to acquire them later.
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Characters are initially permitted to begin
this campaign at third level. As the average party level increases, new
characters will be permitted in at a level (tbd;
less than the average but possibly higher than the initial starting level).
Note, however, that the players have expressed concern about high turnover
of characters, and thus this should not be taken as encouragement for players
to change characters frequently.
Special Notes for Creating a Hero
In addition to the character creation steps
defined in the Player's Handbook, there are some special considerations
for the Forgotten Realms, and for this campaign.
-
The Forgotten Realms has the concepts of preferred
regions and regional feats. All of the feats in the Forgotten
Realms Campaign Setting are tied to regions, races, or deities. If
your starting region, race, or deity does not match one of those specified
on the feat, you may not take that feat. In addition, only certain classes,
races, and deities are preferred for a region; again, if you do not qualify,
you may not take the feat. (It is possible to qualify for a regional feat
by spending time in the region and taking at least 2 ranks of Knowledge
(<specified region>), providing the hero meets the other prerequisites
for the feat.)
-
Prestige classes often have feat or skills
requirements; if your character concept is such that one or more Prestige
Classes may be appealing, you may wish to consider preparing for that PClass
by planning when to take those feats or when to spend skill points on the
skill ranks.
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Character
Background Questions
The Character
Background Questions are a set of questions designed to encourage a
player to think about his hero's background and motivations, and to give
the DM ideas for adventure hooks as well as situations interesting for
the hero. While filling out the questionnaire as such is not absolutely
required, the DM should be provided with as much information on there (plus
any other interesting or relevant information) as possible.
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© Copyright Maryrita Steinhour, 2002.