Waterdhavian Knights [ EDIT ]

This game has been retired! That means it's no longer being run.
In this campaign, you will be playing an adolescent adventurer (between the ages of 12 and 15 (or the equivalent for non-humans). This campaign assumes that all characters grew up in or around Waterdeep. Some possibilities include but are not limited to, street urchins, children of nobles, children of ambassadors to the city, or refugees from other regions that have come to the city seeking asylum or a new life.

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Any future posts in this game will not show up in the normal notification systems (e.g. Front Page, Latest Game Posts, or email) and will only be visible by manually checking the game's threads.


RACES
You may play an aasimar, human, dwarf, elf, gnome, goblin, half-elf, half-orc, halfling, orc, or tiefling. Other races simply do not fit the theme of this campaign. For purposes of this campaign, you may alter any of these races as desired with optional racial traits for the race in question.

CLASSES
You may play alchemists, arcanists, barbarians (unchained), bards, bloodragers, brawlers, cavaliers, clerics, druids, fighters, gunslingers, hunters, inquisitors, investigators, kineticists, magi, mediums, mesmerists, monks (unchained), ninja, occultists, oracles, paladins, psychics, rangers, rogues (unchained), samurai, shamans, skalds, slayers, sorcerers, spiritualists, summoners (unchained), swashbucklers, vigilanties, warpriests, witches, or wizards. Age does not prohibit choice of class. All characters begin at 1st level with maximum hit points for their class and Constitution scores.

ABILITY GENERATION
Ability scores are generated by rolling 4d6 six times and arranging them as desired. Once your scores are placed, apply the stat modifications given below for your chosen race. All characters then receive +2 Dexterity, -2 Strength, -2 Constitution, and -2 Wisdom age modifiers.

LANGUAGES
As this is the Forgotten Realms, consider additional human languages appropriate to your character's origins. For example, those from Calimshan often speak Alzehdo, Thorass (Auld common), and Auran, where characters hailing from Waterdeep might be fluent in Illuskan, Chonadathan, and/or Thorass.

NOBILITY
If you desire to play the child of a human noble family of Waterdeep, you have plenty of choices: https://forgottenrealms.fandom.com/wiki/Nobility_of_Waterdeep and this may affect your choice of skills.

TIMEFRAME
Play begins in Waterdeep, c. 1370 DR.

DEITIES
We will be using Forgotten Realms deities. A fairly complete list is at https://forgottenrealms.fandom.com/wiki/Faer%C3%BBnian_pantheon. For domains, just try to match them up to the 3rd edition domains for the deity in question as best you can. Ask me if you need some assistance.

MONEY
Money is determined randomly, based on class. Even the child of a noble family might not necessarily be rich, and a street urchin could have come into an unexpected windfall.

Decks

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