Character Generation System

DMJ Inactive for 1 months

Mar 10, 2017 1:43 pm
ABILITY SCORES

Character Generation

Point Buy System.

All Ability Scores start at a baseline of 8.

Available Points Budget: 30
(Spend 1 point to increase an Ability Score by 1. Distribute increases as desired until your total distribution reaches 30 points of adjustment.)

Maximum Purchasable Ability Score Before Bonuses: 16
(So that means that you can only spend up to 8 on one Score)

DMJ Inactive for 1 months

Mar 10, 2017 1:48 pm
RACE

All PCs will be Human.

After base Ability Scores are finalized according to the Point Buy system detailed above, all PCs can add a +1 to any 2 different Ability Scores.

All PCs receive a +1 Skill Proficiency (discussed below in Background section)

Players must then choose a Human Sub-race.

Human Sub-races are discussed in detail in the separate Forum Thread "Human Sub-races".

Each Human Sub-race awards a +1 Setting increase to one Ability Score that is chosen from a narrowed list corresponding to that specific Sub-Race.

Each Human Sub-race also awards a choice of one additional Setting Bonus Feats.

The Human Sub-races are listed below, alongside their corresponding Setting Ability Score increase choice list and their Setting Bonus Feat choice List. Remember, choose only one Ability Score increase and only one Feat.

• Alijanian: (INT, CON, DEX) (Durable, Mobile, Skulker)
• Arkaddi: (STR, CON, CHA) (Savage Attacker, Tough, Healer)
• Bishtu: (WIS, DEX, CHA) (Dual Wielder, Mounted Combatant, Mobile)
• Dannein: (STR, CON, WIS) (Alert, Great Weapon Master, Savage Attacker, Tough)
• Esosanean: (DEX, WIS, INT) (Defensive Duelist, Sharpshooter, Resilient)
• Gaeirmundi: (DEX, WIS, CON) (Keen Mind, Durable, Observant)
• Heshbaan: (WIS, CHA, INT) (Actor, Skilled, Observant, Linguist, Keen Mind)
• Ingvaelor: (STR, CON, WIS) (Great Weapon Master, Medium Armor Master, Savage Attacker)
• Jbailian: (DEX, CHA, INT) (Skilled, Observant, Linguist)
• Kapek: (WIS, CON, DEX) (Keen Mind, Mounted Combatant, Medium Armor Master)
• Korsian: (STR, DEX, INT) (Tavern Brawler, Dual Wielder, Athlete)
• Kortellan: (INT, CHA, CON) (Actor, Charger, Mounted Combatant)
• Murmaran: (INT, CHA, CON) (Inspiring Leader, Polearm Master, Sentinel)
• Pakti: (DEX, WIS, CON) (Durable, Mobile, Alert)
• Pylosean: (CHA, STR, DEX) (Grappler, Linguist, Shield Master)
• Sarceran: (DEX, CHA, INT) (Sharpshooter, Skulker, Defensive Duelist)
• Seetan: (INT, WIS, CHA) (Healer, Resilient, Ritual Caster, Durable)
• Sekeri: (DEX, CHA, STR) (Skulker, Charger, Athlete)
• Voldruvan: (INT, CHA, CON) (Skulker, Grappler, Ritual Caster)
• Yuoric: (CON, INT, CHA) (Linguist, Lucky, Martial Adept, Resilient, Skilled)


Current Local Favoritism Location: Gelshemish in Heshba
Yes, the locals get a "hometown advantage." Unabashed bribery to influence the chances for realistic demographic selection.
Heshbaans can choose 1 additional Skill proficiency and 1 additional Language (quite a big deal in DT).

Controversial Foreigners: Two Sub-races are highly unusual, extremely controversial, and rarely rarely ever found traveling abroad. They are more frequently used as NPCs of the mysterious and exotic sort, if they ever appear at all. But they are still available for PC choice. Be warned that playing either of these Sub-Races may be a tough road to hoe, as these people are (rightly or wrongly) largely mistrusted, feared, or shunned in most other cultures. To influence chances for realistic demographics, the following Sub-races receive no Ability Score increase and no Setting Bonus Feat:
• Otessite
• Kauvic

DMJ Inactive for 1 months

Mar 10, 2017 1:55 pm
CLASS AND LEVEL

Starting Level will be determined by DM based on circumstance and timing of entry into active play.
UPDATE: Incoming new players design characters starting at Level 7.

Regardless of what level the character is designed for at initial build, a player should decide how the character began. In other words, what Class was he/she at 1st Level?

There are three choices about how a character starts:
1) 1st Level in the "No Limit" Classes List
2) 1st Level in the specialized "Limited Martial Classes" List
3) 1st Level in the rare "Limited Spellcaster Classes" List

Each are discussed below.

Important Limit on Multi-Classing Based on Level 1 Origin: To ever have access to the "Limited Martial Classes" or the "Limited Spellcaster Classes", the selection of those classes must be made at Level 1. They are not available at any other time in character progression. Said another way, Players must decide that the character started as a Cleric, Druid, Paladin, or Monk; he/she does not have an option to "dip into" Cleric, Druid, Paladin, or Monk levels at a later point in the progression.

1) Character Classes, Available with No Limits:
• Barbarian
• Fighter
• Rogue

Class Archetypes Available:
• Barbarian Berserker (with advantageous House Rule adjustments here, here, and here)
• Fighter Battlemaster
• Fighter Cavalier (Xanathar's)
• Fighter Champion
• Rogue Assassin
• Rogue Inquisitive (Xanathar's)
• Rogue Mastermind (Xanathar's)
• Rogue Scout (Xanathar's)
• Rogue Swashbuckler (Xanathar's)
• Rogue Thief


Initial Feats for No Limit Class Origin Characters: Players who originate in one of the "No Limit" Classes receive Two (2) Additional Feats at Level 1.


2) Specialized Martial Character Classes Available with Level and Sub-race Limitations:
• Monk, max Level 6, only Sub-race Alijanian, Heshbaan, Otessite, Sarceran, or Seetan
• Paladin, max Level 2, only Sub-race Yuoric, Arkkadi, or Murmaran. DM/Player discussion on related power source.
(Note: Paladins have a restricted spell list in this setting. Some spells of standard choice in the PHB are not available.)

Class Archetype Available
• Monk Kensai (Xanathar's)

3) Rare Spell Caster Character Classes Available with Level and Sub-race Limitations:
• Cleric, max Level 2, DM/Player discussion on deities and correspondence to Sub-races
• Druid, max Level 2, only Sub-race Dannein or Seetan
(Note: both Cleric and Druid classes have limitations and adjustments in this setting, discussed below)


Multi-Classing Prevalence
Though Multi-Classing is restricted in ways discussed above (cannot Multi-Class INTO Paladin, Monk, Cleric, or Druid later), Multi-Classing is allowed and quite frequent. In the case of Monk, Paladin, Cleric, or Druid, Multi-Casting is even required, as it is the only way to continue advancement after level limits in the base exceptional classes are reached.

DMJ Inactive for 1 months

Mar 10, 2017 2:07 pm
MORE ON RARE SPELLCASTER CLASSES WITH LIMITATIONS

Spellcaster Character Classes, Available with Limitations
• Cleric
• Druid


• As stated above, Characters cannot Multi-Class into Cleric or Druid Classes at a later time. Spellcaster Class must be chosen at time of Character Generation or not at all. The exceptionalism of the sort of power and abilities associated with spellcasters in this setting cannot be overstated. It is a true rarity throughout the world. To ever achieve access to these capabilities, characters are assumed to have had some exceptional conversion experiences or a series of life events that have led to the divine power that they gain. It could be a lifetime of learning, study, immersion in prayer and reflection, an intense commitment to special cultural and societal participation in their divine practice, or an overwhelming religious revelation. Likely it has been a combination of multiple or all of these things that has somehow allowed this exceptional access to divine miracles.

• Characters who choose a Spellcaster class should expect some limitations to spells available and to the effects of some spells, as some capabilities will be adjusted to fit the low-magic setting. Specific details given below in the Cleric and Druid sections.

More detail about some sample Deities and Religion, including an adjusted list of Domain spells that are available, is provided in the separate Forum Thread of the same title.

DMJ Inactive for 1 months

Mar 10, 2017 2:11 pm
LIMITED SPELLCASTER CLASS: CLERIC

PCs who choose the Cleric class should note that many deities in the setting are often associated with a certain region or a certain Human Sub-race. On the balance, most religious leaders and the rare few that become spellcasters of a religion are a part of the Human Sub-Race that has historically venerated the given deity. This is a trend, not a rule. There are exceptions. People from different groups do adopt religions viewed by their original community as foreign and some venerate gods of other lands. The trend is only mentioned here as information to inform character development and background planning.

The following Cantrips are not available: Sacred Flame, Light, Mending

The following 1st Level spell is not available: Guiding Bolt

There are many deities throughout the different cultures of the world. If a Player is interested in playing a Cleric character, the DM can discuss deity options that could be made available. No gods from Forgotten Realms, Greyhawk, or any of the other traditional D&D sources will be included as deities in the Dark Thrones setting.

Some sample deities are listed below. Again, the list could be expanded with a DM/Player discussion.

Primary Yuouric deity and unifying feature of Yuoric culture, of the Nadrilian West and the Markeland Kingdoms:
o Gellir: god of mankind and civilization (Domains: Knowledge, Life)

Mysterious and fearsome pantheon of the barbaric Dannein people:
o The First Gods: varied pantheon, see Celtic Gods in Appendix PHB (Domains: various by each)

Seetan goddess whose following has taken some root in the Alornic Sea Region:
o Yshala: goddess of luck and love (Domain: Life)

Prominent Pylosean deity of ancient origins in the fallen Archalasian Empire:
o Nicor: god of sea and storms (Domain: Tempest)

Frequent deity of Alijanian communities that are displaced in the Alornic Sea Region:
o Surrai: god of fire and the dawn (Domain: Light)

Arkkadi religion that is known even in as far north as the Alornic Sea Region because of its bold and devout followers:
o Cahiim: god of war and strength (Domain: War)

Infamous god of secret orders in Sarcera, a deity thought to be sinister by most other cultures:
o Kane: god of thieves (Domain: Trickery)

The following list of 1st Level Cleric Domain spells will be used instead of the lists provided in the PHB:

Knowledge: identify
Life: cure wounds
Light: detect evil
Nature: animal friendship
Tempest: fog cloud
Trickery: command
War: divine favor

Religion and Deities are also discussed in further detail in the Forum Thread of the same name.

DMJ Inactive for 1 months

Mar 10, 2017 2:31 pm
LIMITED SPELLCASTER CLASS: DRUID

The Druid class is regionally linked to two cultures: that of the people of the Danneinkiff and Nuuth Seeta. Neither of these cultures have any link to the other in any other way, so the commonality of druids is admittedly quite strange.

Dannein druids recognize and respect all of the First Gods of the Dannein Pantheon. They usually venerate Silvanus, the master of nature, above all others.

Seetan druids are extremely rare and even more mysterious. Little is known about them outside of the lands of Nuuth Seeta, other than they are most often associated with a region of haunted jungles known as Lahag.


The following Druid Cantrips are not available:
Mending, Produce Flame, Thorn Whip.

The power of Druid Wild Shape, attained at 2nd Level, will be adjusted as follows:

• A druid must choose one Wild Shape that he can change into. It cannot be a swimming, water breathing, or flying animal. It must be an animal that he has seen and observed over a reasonable time in nature. This one animal will be the template of his Wild Shape form. The druid does have options to tailor some characteristics (hair color, markings, eye color, etc.) of his own Wild Shape form within reason, reflecting some continuity with natural animals of the sort. Any tailoring of cosmetics (coloring, markings, etc.) will be considered a constant of the druid’s Wild Shape, part of his physical characteristics every time he takes on the Wild Shape form.

• The Wild Shape can increase or decrease in body mass and size from the caster’s normal form to a maximum of +/- 50%. This may require that he become a version of the animal that is larger or smaller than its natural counterpart. No transformation can shift a Druid’s size lower than Small or higher than Large. The reduction or increase in size will established as a constant of the druid’s Wild Shape, part of his physical characteristics every time he takes on the Wild Shape Form.

• The standard transformation time is 30 minutes to get into Wild Shape form and 5 minutes to revert back to normal.

• There is an option for a "fast transformation," which is two turns (12 seconds) Wild Shape form and 1 turn (6 seconds) to revert. If the fast transformation is used, the character must make a DC 10 CON save or suffer 1 level of Exhaustion for 1 minute. Regardless of the result of that save, duration of the Wild Shape form will be half the normal time (1/2 hour at 2nd Level). Upon transforming back to normal after a fast transformation, the character will suffer 2 levels of Exhaustion for 5 minutes.

• Clothing and equipment cannot be merged with the transformation. All material carried and clothing worn retains its normal shape and properties during a druid’s transformation.

• After the use of Wild Shape, a druid will have feelings of extreme thirst and considerable hunger. These feelings do not translate into any performance modifications or game mechanics.

• Each year, just after the passing of winter, the druid has the option of changing his Wild Shape to another animal that he has observed over a reasonable time in nature. That will become his new Wild Shape, at least for the year that follows. This changing of the Wild Shape involves a moderately complex ritual, the details of which would be discussed between PC and DM in advance of the event.

DMJ Inactive for 1 months

Mar 10, 2017 2:33 pm
BACKGROUNDS

All detailed in the PHB.5e are acceptable. PCs can choose any of those and also add 1 additional Skill of choice to the Skill Proficiencies listed (as mentioned above). Players should be able to briefly explain why their character has that extra skill, in a way that fits with the setting.

In lieu of picking a pre-written Background, PCs can propose alternate backgrounds. A specially designed Background should include 3 reasonable Skill Proficiencies that correspond. PCs should be able to describe how this background is a plausible idea. Along with a description and design, I’m hoping for a title of maybe 1 or 2 words—something that paints a quick picture and fits on the Character Sheet field for Background.

Personality Traits, Ideals, Flaws, and Bonds are optional--accepted but not required. Generally, I want to keep it very open-ended on what makes characters who they are, what drives them to do what they do. The goal is for the player to have maximum flexibility on this sort of thing, so no need to limit ideas strictly to these published charts.

DMJ Inactive for 1 months

Mar 10, 2017 2:35 pm
LANGUAGES

Languages, spoken and written, are discussed in more detail in the separate Forum Thread here.

All characters speak the language of their own Human Sub-race plus at least one other language, depending on their Sub-race.

In the following list, the first language listed is the primary language for each sub-race. The secondary language can be chosen from the options provided for each sub-race. A few cultures get a third language.

Alijanian: 1. Alijanian, 2. Pylosean, Yuoric, Kortellan, or Heshbaan
Arkaddi: 1. Arkkaddi, 2. Gaeirmunci, Yuoric, or Zutaran
Bishtu: 1. Zutaran, 2. Heshbaan, Yuoric, Otessite, Pakti-Chamkan, or Pakti-Wuri
Dannein: 1. Dannein, 2. Yuoric, Ingvaelor, or Gandish
Esosanean: 1. Esosanean, 2. Yuoric, Pylosean, Gaiermundi, or Zutaran
Gaeirmundi: 1. Gaeirmundi, 2. Yuoric, Arkkadi, or Esosanean
Heshbaan: 1. Heshbaan, 2. Zutaran or Kortellan, 3. Any other language except Kauvic or Ingvaelor
Ingvaelor: 1. Ingvaelor, 2. Dannein, Yuoric, or Gandish
Jbailian: 1. Zutaran, 2. Yuoric or Heshbaan, 3. Voldruvan, Kortellan, Pylosean, Esosanean, or Otessite
Kapek: 1. Kapek, 2. Pakti-Chamkan, Pakti-Wuri, Alijanian, or Seetan
Korsian: 1. Zutaran, 2. Esosanean or Yuoric
Kortellan: 1. Kortellan, 2. Pylosean or Yuoric, 3. Pylosean, Yuoric, Heshbaan, or Jbailian
Murmaran: 1. Murmaran, 2. Zutaran, Yuoric, or Voldruvan
Pakti: 1. Pakti-Chamkan or Pakti-Wuri, 2. Pakti-Chamkan, Pakti-Wuri, Kapek, Zutaran, or Seetan
Pylosean: 1. Pylosean, 2. Kortellan or Yuoric, 3. Kortellan, Yuoric, Esosanean, or Gaeirmundi
Sarceran: 1. Zutaran, 2. Yuoric, Heshbaan, Pakti-Chamkan, Pakti-Wuri, or Otessite
Seetan: 1. Seetan, 2. Pakti-Wuri, Pakti-Chamkan, Alijanian, Kapek, Zutaran, or Otessite
Sekeri: 1. Zutaran, 2. Arkaddi or Otessite
Voldruvan: 1. Voldruvan, 2. Yuoric, Murmaran, Dannein, or Zutaran
Yuoric: 1. Yuoric, 2. Dannein, Kortellan, or Pylosean, 3. Any other language besides Seetan, Kauvic or Otessite

DMJ Inactive for 1 months

Mar 10, 2017 2:37 pm
ALIGNMENT

None. We will not be using the classic D&D Alignment System. The good versus evil, law versus chaos backdrop will not play a prominent role in these stories. Issues of morality, character, philosophy, and worldview will be assumed to vary depending on the subject and the situation. I want to avoid setting PCs on a "train track" of prescribed behavior or decision-making. I also want to allow for characters to behave selfishly or pragmatically without feeling that they are identifying themselves as Evil. On the other hand, characters who decide to do something altruistic or righteous in a given circumstance are not necessarily identifying themselves as Good. Also, there may be a wide variety of reasons for PCs to be inconsistent or even prejudiced in their choices and roleplaying.

For those who are interested, there are some Codes of Honor that are posted in the separate Forum Thread of the same name. These include the Barbaric Code of Honor, the Civilized Code of Honor, and Honor among Thieves to name a few. These are just options and meant to help paint a picture about the behavior of some of the members of different communities within the setting. They may be followed by some NPCs. Some of them are generally associated with certain regions or with certain human sub-races, but they are not universal. They are not required to be adopted by PCs, and even if they are adopted, they can be adhered to or broken as decided by the player.

DMJ Inactive for 1 months

Mar 10, 2017 2:42 pm
FEATS

Characters who start with a Spellcasting Class Level do not get to choose any Feats at initial Character Generation (except for the possibility of getting Sub-Race related Feats mentioned above).

PCs who choose only Class Levels within the "No Limit" classes can choose 2 Feats, from within the limits below, at initial Character Generation (these 2 Feats are in addition to Sub-Race Feats).

The following Feats are not allowed for choice at Character Generation: Crossbow Expert, Dungeon Delver, Elemental Adept, Mage Slayer, Magic Initiate, Spell Sniper, War Caster.

Some Unearthed Arcana (UA) Feats may be allowed, but some may not. Discuss for approval in advance.

The Ritual Caster Feat is available. In actuality, it is likely the only way that PCs would have access to Arcane Magic. The Ritual Caster Feat is modified and described as follows:

• Ritual Caster: Prerequisites: minimum INT 12 and Background of Acolyte, Hermit, Noble, or Sage. (PCs who want to pick up Ritual Caster Feat later in their careers may be able to do so without one of the pre-requisite backgrounds listed, though they would need to work with the DM to develop a story line over time that explains their eventual education in this highly extraordinary discipline).

Ritual Casting will always be Intelligence-based. Those who choose this Feat do not have to choose one Class to which spells will be limited. Availability of specific 1st Level Spells is limited to those detailed in the Ritual Magic Forum Thread here. Specific details and and requirements of each Ritual are detailed as well.

Note that Ritual magic in the setting world is ancient and mysterious, a field of study that lacks clarity on its potential and its limitations. PCs who take this Feat should assume that there could be considerable variation in the nature of future spells that may come available. Some spells listed in the PHB without the Ritual tag will be found to have the Ritual tag in this setting, and vice versa. There may be variations on casting times, durations, and areas of affect, both increases and decreases, for some Ritual spells. There may be variances of components required. Certain Rituals discovered may involve some risks or danger to cast. In sum, Ritual Casting is a scarcely understood practice, so characters who choose this Feat should adopt a general spirit of delving into the unknown.

Ritual Magic is discussed in further detail in the separate Forum of the same name, contained within the House Rules Forum section.

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