Character Creation Rules

Jul 19, 2017 6:18 am
Post your character details here.

Ability Scores
Customized ability scores - Standard 27 point buy (PHB 13)
Or
Roll:
  * 4d6 drop the lowest, down the line: Str, Dex, Con, Int, Wis, Cha.
  * If the sum of all the bonuses is below +2, you may re-roll.
  * Scores may be reduced and improved by trading 1 point for 1 point. However, no score may be raised above 8 and no score reduced below 13.
  * After adjusting scores, you may replace any one of them with a 16.
  * You start the game with 1 inspiration point if you roll your stats. :fistbump: :explosion:

Hit Points
Take the standard per level or roll. If you roll, you may re-roll 1's and 2's, but then must take the result of the re-roll. Take the max at 1st level as usual.

Equipment
Roll for your starting wealth by class (PHB page 143) or take the starting equipment options gained from your background and class.

Races
Human and Variant Human only.

Languages
Each subrace has their own language. Yuoric is considered the "common" tongue. If a character speaks a language, it cannot always be assumed that he can read and write the language. The ability to read and write is far less common in this game setting than in more advanced settings. Many people raised in civilized lands (The Nadrilian West, The Markelands, Kortella, Pylosean, Esosan, and Voldruv) can puzzle out simple writings they encounter, but intermediate and more advanced writing may be indecipherable to them depending on their upbringing. Those from the barbaric, rural, or less developed lands (Gaeirmund, The Danneinkiff, Ingvael, Korsi, Bishtaan, Heshba, Jbail) are quite likely to be effectively illiterate. It is up to the player, based on background, feats, intelligence, and proficiencies, to decide whether or not their PC is fully literate.
[ +- ] Written Languages
Human Subraces
The different kinds of humans are cultures more than true subraces. Choose one of these subraces.
TODO: Add example names to each subrace
[ +- ] Human, Yuoric (+1 Con, Int, or Cha; Feat)
[ +- ] Human, Dannein (+1 Str, Con, or Wis; Feat; The First Gods)
[ +- ] Human, Kortellan (+1 Con, Int, or Cha; Feat)
[ +- ] Human, Pylosean (+1 Str, Dex, or Cha; Feat)
[ +- ] Human, Esosanean (+1 Dex, Int, or Wis; Feat)
[ +- ] Human, Alijanian (+1 Dex, Con, or Int; Feat; Alijanian Martial Arts)
[ +- ] Human, Gaeirmundi (+1 Dex, Con, or Wis; Feat)
[ +- ] Human, Korsian (+1 Str, Dex, or Int; Feat)
Rare Foreigners
Many lands are extremely far away from the region of the West Marches, across vast oceans and huge expanses of land. Even some lands that are closer than others do not have cultural trends that project their people out for foreign ventures in the far west. The people from these regions are less likely to be featured in the stories of western expansion on the continent of Nadril, and definitely do not frequent the region of the campaign in any significant number. These sub-races are reviewed briefly below however and are selectable for play, but only with a strong background that explains how they traveled so far and are such an exception. All Dark Thrones races may face discrimination or racism, but these foreigners could be at higher risk of feeling ostracized, looked upon suspiciously, or at least standing out as strange to others because of their rarity.
[ +- ] Human, Arkkadi (+1 Str, Con, or Cha; Feat)
[ +- ] Human, Bishtu (+1 Dex, Wis, or Cha; Feat)
[ +- ] Human, Heshban (+1 Int, Wis, or Cha; Feat)
[ +- ] Human, Ingvaelor (+1 Str, Con, or Wis; Feat)
[ +- ] Human, Jbailian (+1 Dex, Int, or Cha; Feat)
[ +- ] Human, Kapek (+1 Dex, Con, or Wis; Feat)
[ +- ] Human, Mumaran (+1 Con, Int, or Cha; Feat)
[ +- ] Human, Pakti (+1 Dex, Con, or Wis; Feat)
[ +- ] Human, Sarceran (+1 Dex, Int, or Cha; Feat, Sarceran Martial Arts)
[ +- ] Human, Seetan (+1 Int, Wis, or Cha; Feat; Hermatas Pantheon)
[ +- ] Human, Sekeri (+1 Str, Dex, or Cha; Feat)
[ +- ] Human, Voldruvan (+1 Con, Int, or Cha; Feat)

We have a few house rules that enhance feats and equipment. You may want to review these when considering your character build.
Jul 19, 2017 6:19 am
Martial Classes
Barbarian - Small change to totem powers. Full details here.
Fighter - Champion, Battle Master, Scout🔗, and Sharpshooter🔗. Small edits made to Natural Explorer gained in Scout archetype. Full details here.
Rogue - Thief, Assassin, Mastermind, Swashbuckler and Scout🔗

Spellcasting Classes
Spellcasting classes are rare in the DT setting. See here for the current balance of spellcasting PCs.
Bard - Custom class - Limited spellcasting and more uses of Bardic Inspiration. Full details here.
Cleric - Maximum level 2. Limited spell selection. Details forthcoming
Druid - Custom class - Limited spellcasting and wild shape takes a long rest. Full details here.
Monk - Way of the Open Hand, Way of the Kensei🔗, and Way of Tranquility🔗.
Armored Martial Arts, no water walking. Full details here.

Paladin - Limited spell selection and other minor changes. Full details here

Prohibited Classes and Archetypes
Fighter (Eldritch Knight)
Monk (Way of the Shadows, Way of the Four Elements)
Ranger
Rogue (Arcane Trickster)
Sorcerer
Warlock
Wizard
[ +- ] Notes on Spellcasting Classes

TODO:
* cleric
Jul 19, 2017 6:50 am
[ +- ] The Wizard -prohibited-
Jul 20, 2017 10:48 am
[ +- ] The Paladin
Jul 20, 2017 10:49 am
[ +- ] The Ranger -prohibited-
Jul 20, 2017 10:49 am
[ +- ] The Bard
Jul 20, 2017 10:51 am
[ +- ] The Barbarian
Jul 23, 2017 7:39 am
[ +- ] Fighter
Jul 23, 2017 4:02 pm
[ +- ] Monk
Jul 24, 2017 7:58 am
[ +- ] The Druid

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