Wednesday, April 10, 2013

Character Creation Rules

Here are some basic rules for making your character.

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Level: You start at level 1. This will primarily be a heroic tier campaign. Plan to get to level 10. If a character dies or retires, your new character will enter the campaign with the current party’s XP total.

Stats:
22 point buy (PHB 1, PG 17). Here are some common stat arrays that you can plug in and use.

*18, 14, 11, 10, 10, 8
*18, 13, 13, 10, 10, 8
*18, 12, 12, 12, 10, 8
*16, 16, 13, 11, 10, 8
*16, 16, 12, 12, 10, 8
*16, 14, 14, 13, 10, 8

Classes:
I do not require you to have all four roles (leader, striker, defender, controller) covered. Play what you want to play and hope it works out. For the time being, I am only allowing Essentials classes along with several homebrewed classes. Here is the official list of the classes I am allowing in this campaign. I am sure you can find something to play with these options. If you’re really having trouble, talk to me.

CONTROLLERS:
-Binder [Warlock. Heroes of Shadow.]
-Bladesinger [Wizard. Neverwinter Campaign Setting.]
-Freediver [Psion. Terra Nullius - Modified from NeuroSpasta.]
-Grounder [Barbarian.
Terra Nullius - Modified from Amethyst.]
-Hunter [Ranger. Heroes of the Forgotten Kingdoms.]
-Mage [Wizard. Heroes of the Fallen Lands.]
-Protector [Druid. Heroes of the Feywild.]
-Sha'ir [Wizard. Heroes of the Elemental Chaos.]
-Sniper [Ranger. Terra Nullius - Modified from Amethyst.]
-Witch [Wizard. Heroes of the Feywild.]

DEFENDERS:
-Berserker [Barbarian. Heroes of the Feywild.]
-Cavalier [Paladin. Heroes of the Forgotten Kingdoms.]
-Knight [Fighter. Heroes of the Fallen Lands.]
-Soldier [Fighter. Terra Nullius - Modified from Amethyst.]
-Vanguard [Monk. Terra Nullius - Modified from Amethyst.]
 

LEADERS:
-Medic [Cleric. Terra Nullius - Modified from Amethyst.]

-Officer [Warlord. Terra Nullius - Modified from Amethyst.]
-Sentinel [Druid. Heroes of the Forgotten Kingdoms.]
-Skald [Bard. Heroes of the Feywild.]
-Warpriest [Cleric. Heroes of the Fallen Lands.]

STRIKERS:
-Blackguard [Paladin. Heroes of Shadow.]
-Elementalist [Sorcerer. Heroes of the Elemental Chaos.]
-Engineer [Artificer.
Terra Nullius - Modified from Amethyst.]
-Executioner [Assassin. Heroes of Shadow.]
-Gunmage [Sorcerer. Terra Nullius.]
-Gunslinger [Rogue. Terra Nullius - Modified from Amethyst.]
-Hexblade [Warlock. Heroes of the Forgotten Kingdoms.]
-Samurai [Monk. Terra Nullius.]
-Scout [Ranger. Heroes of the Forgotten Kingdoms.]
-Slayer [Fighter. Heroes of the Fallen Lands.]
-Thief [Rogue. Heroes of the Fallen Lands.] 

Available Races:
Mechanically, nothing is different about the races used in Terra Nullius. Thematically, there is a lot different about the races. You can find roleplaying information about each race in the campaign setting document. Other than that, races fall under three categories: available, available upon request, and not available. Talk to me about what race you're considering. If a race has a dash (-) next to it, it is a subrace of the race before it. For example, halflings are just considered to be another type of dwarf. If a race has been renamed, the original race appears in brackets like so: [race].

Human
-Half-dwarf [Mul]
-Half-elf
-Half-hengeyokai [Longtooth Shifter, Razorclaw Shifter]

Elf
-Eladrin
-Drow

Dwarf
-Gnome
-Halfling

Hengeyokai

Manaborn

-Genasi
-Tiefling
-Deva
-Dragonborn
-Automaton [Warforged]

Not Available: These races don’t exist, or if they do, they’re rare or haven’t been discovered by the majority of races on Terra Nullius. As such, they’re inappropriate to play in this campaign.

Bladeling, Bugbear, Bullywug, Changeling, Duergar, Githyanki, Githzerai, Gnoll, Goblin, Goliath, Half-Orc, Hamadryad, Hobgoblin, Kalashtar, Kenku, Kobold, Minotaur, Orc,
Pixie, Revenant, Satyr, Shadar-kai, Shade, Shardmind, Svirfneblin, Thri-Kreen, Tinker Gnomes, Vryloka, Wilden.

Alignment:
Pick one of the following - Lawful Good, Good, Unaligned, Evil, or Chaotic Evil.

Theme:
You may select one theme at character creation. If you desire a theme that thematically doesn't fit your character or one that is tied to elements outside of this campaign (e.g. Forgotten Realms), then please contact me and we'll change the roleplaying/story aspects of theme. This should be your "one big thing" to help set you apart from the other party members.

Background:
You may select one general background (one that results in training for one skill, a +2 bonus to a trained skilled, or an extra language). You may not choose one from the following: Forgotten Realms, Dark Sun, Eberron, Encounters, Neverwinter, or Scales of War.

Equipment:
You do not pick your own equipment. Tell me what kind of weapons and armor your character would favor and from there I will pick out the majority of your initial equipment (what your character would have realistically acquired over their life). Along with your equipment, I will send you a small GP budget which you may use to pick up anything else you really want.

Basic Attacks:
You use your primary ability modifier when you make melee and ranged basic attacks. This allows a wizard to pick up a weapon and have an actual chance at hitting with it. It also gives several classes the viable basic attack they need. This game also has two additional basic attacks that can be used with Spread and Auto weapons. Please see the Weapons section of the house rules document for more information on that. In addition, basic attacks gain keywords based on the power source of your class. For example, if you're an artificer, your basic attacks gain the Arcane keyword.

Inherent Bonuses:
On Terra Nullius, magic items that aren't consumable are rare. However, mana is still around you and a part of who you are as a person, even if you're a martial character. As a result of this mana empowerment, PCs gain inherent bonuses. This also fixes the 4e math problem in a low magic item campaign (which this is).
*At level 2, 7, 12, 17, 22, and 27, you gain a +1 enhancement bonus to attack and damage rolls.
*At level 4, 9, 14, 19, 24, and 29, you gain a +1 enhancement bonus to all defenses.
*At level 6, 16, and 26, you gain a +2 item bonus to damage rolls.

Feat Bonuses:
To address what many people call "feat taxes", PCs on Terra Nullius gain a few feat bonuses automatically. This is meant to encourage you to use your feats on creative stuff. As a note, the feat bonus to your attack and damage rolls applies to all the weapons and implements you use. This is meant to encourage you to not be afraid of picking up an enemy's weapon and using it or switching up weapons in mid-combat.
*At level 1, 11, and 21, you gain a +1 feat bonus to Fortitude, Reflex, and Will.
*At level 1, 11, and 21, you gain a +1 feat bonus to all attack and damage rolls.
*You choose one of the following secondary benefits:
-You gain a +1 bonus to damage rolls against bloodied enemies. This bonus increases to +2 at level 11, and +3 at level 21.

-You gain a +1 bonus to damage rolls against enemies that you have combat advantage against. This bonus increases to +2 at level 11, and +3 at level 21.

-You gain a +1 bonus to damage rolls against enemies that aren't adjacent to any creatures besides you. This bonus increases to +2 at level 11, and +3 at level 21.

-You gain a +1 bonus to damage rolls against enemies that you hit while charging. This bonus increases to +2 at level 11, and +3 at level 21.

-You gain a +1 bonus to damage rolls against enemies that are larger than your size category. This bonus increases to +2 at level 11, and +3 at level 21.

-When rolling damage for an attack, you can reroll one damage die that results in a 1. You must use the second result.

-You can draw or stow an item as a free action once on your turn.

-You gain proficiency with a single implement of your choice. This does not include superior implements.

-You do not provoke opportunity attacks when you make ranged and area attacks.
When you make a melee weapon attack with a staff, the weapon’s reach for that attack increases by 1.

-When you hit an enemy with an attack that that lets you slide the target, you may knock the target prone instead of sliding them.

-You gain a +1 feat bonus to pull, push, and slide effects that you cause.

-Your allies gain a +1 shield bonus to AC when in the same encounter as you.

-You gain a +2 bonus to all defenses against opportunity attacks.

-You gain a +2 bonus to all defenses against charge attacks.

-You gain a +1 shield bonus to AC and Reflex when you hold a weapon or implement in your off-hand.

-When you attack an enemy, that enemy cannot gain combat advantage against you until the start of your next turn.

-Enemies adjacent to your conjurations or summoned creatures grant combat advantage. An enemy that is immune to fear is immune to this effect.

-Your attack rolls against allies take a -5 penalty.

-You ignore partial cover and superior cover with attacks that you make.

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