Valesadonia Campaign

Character Creation

 

Step 1 – First Things First

Read the house rules.  You are starting at ECL 2.  Assume max hit pts for 2nd lev.  The term “core books” refers to:

·        Player’s Handbook

·        Complete Adventurer

·        Complete Arcane

·        Complete Divine

  • Complete Warrior

 

Step 2 – Ability Scores

Use the standard method described in the PHB.

  • Roll 4d6 six times discarding the lowest number each time.
  • Arrange the results the way you want

 

Step 3 – Race

Select a race from the list of allowed races.  Please notice that there no half-elves in this world.  Also notice, that I as a gracious and generous DM have modified the rules on ECL so you don’t have to feel “left behind” just because you want to play something different.  Finally, notice that some races are forbidden to be certain classes.  Please note that the list of forbidden classes only refers to those classes listed in the PHB.  Other classes may be forbidden to that race.  Please refer to the class section.

 

Step 4 – Class

  • No psionics.
  • No evil characters.

·        Barbarian, Totem Barbarian, Savage Bard, Spirit Shaman – Must be chosen at 1st Level although those players may duel class later using one of the group.  They are also assumed to be from a “barbaric tribe”.

·        Sorcerer, Battle Sorcerer – Must be chosen at 1st Level

·        No dual classing with a variant of an existing class

·        No dual classing with two arcane classes

·        No dual classing with two divine classes except Cleric/Druid

·        Favored Soul – Must be chosen at 1st Level

·        Hexblade – Must be chosen at 1st Level

·        Warlock, Warmage – Must be chosen at 1st Level

·        Ninja, Samurai, Shugenia, Wu Jen

o       Must be chosen at 1st Level

o       Are all from the Isle of Onlor

o       Must be of one of the following races – aasimar, death-touched, shield dwarf, moon elf, rock gnome, lightfoot halfling, half-orc, human, tiefling

 

Select your class from any of the “core books” as long as it is allowed to your race.  In addition you may choose one of the following variant classes from Unearthed Arcana:

·        Barbarian Variant – Totem Barbarian

·        Bard Variants – Bardic Sage, Savage Bard

·        Druid Variant – Druidic Avenger

·        Monk Variant – Fighting Styles

·        Paladin Variant – Paladin of Freedom

·        Ranger Variant – Urban Ranger

·        Sorcerer Variant – Battle Sorcerer

·        Wizard Variant – Domain Wizard

 

Step 5 – Skills and Feats

You may select any skill or feat out of the “core books”.  Additionally you use the rules for Character Traits and/or Character Flaws from Unearthed Arcana.  You may also use the Weapon Group feats from the same book.  After 3rd level you may use the Spell Touched feats in Unearthed Arcana.  Skills and feats from other WoTC sources will be considered on an individual basis.

 

Step 6 – Languages

Pick your languages (everyone gets an extra bonus language) from the following list.  This list is not all inclusive and you can choose languages not on this list with DM approval.  Notice there is no Thieves’ Cant (see House Rules). Also note that there is some deviation from standard AD&D rules. Barbarians and other similar classes are assumed to speak their own tribal language.

 

Language

Alphabet

Typical Speakers

Abyssal

Infernal

Chaotic Evil Outsiders, Clerics

Aquan

Elven

Water-Based Creatures

Auran

Draconic

Air-Based Creatures

Celestial

Celestial

Good Outsiders, Clerics

Common

Common

Humans

Draconic

Draconic

Dragons

Drow

Elven

Drow

Druidic

Druidic

Druids

Duergar

Dwarven

Derro, Duergars

Dwarven, High

Dwarven

Gold Dwarves

Dwarven, Low

Dwarven

Shield Dwarves

Elven, High

Elven

Sun Elves

Elven, Low

Elven

Moon Elves

Elven, Wood

Elven

Wood Elves

Feline

Elven

Catfolk

Ghostwise

Elven

Ghostwise Halflings

Giant, Common

Dwarven

Giants, Titans

Giant, Fire

Dwarven

Fire Giants

Giant, Frost

Dwarven

Frost Giants

Giant, Hill

Dwarven

Hill Giants

Giant, Stone

Dwarven

Stone Giants

Gnoll

Common

Gnoll

Gnome

Dwarven

Gnomes

Goblin

Dwarven

Bugbears, Goblins

Goliath

Dwarven

Goliaths

Hobgoblin

Dwarven

Hobgoblins

Ibixian

Common

Goatfolk

Ignan

Draconic

Fire-Based Creatures

Infernal

Infernal

Lawful Evil Outsiders, Clerics

Lupin

Common

Lupins

Orc

Orc

Orcs, Ogres

Reptilian

Draconic

Kobolds, Lizardfolk, Troglodytes

Svirfneblin

Dwarven

Svirfneblin

Sylvan

Elven

Fey

Terran

Dwarven

Earth-Based Creatures, Xorns

Undercommon

Elven

Underdark dwellers

 

Step 7 – Religion

If you are playing a cleric or paladin you must choose a patron deity.  Otherwise this is an option.  Regardless, I encourage you to look at the list of deities allowed in this campaign.  All of the “AD&D” pantheon is there as well as a few from Forgotten Realms.  And there are some new gods, some of whom may or may not play an important role in this campaign. 

 

Step 8 – Equipment

You have 500gp with which to purchase your equipment.  You may choose anything in the Players Handbook.

 

Step 9 – Background and Description

This can be as simple or as detailed as you like.  It depends on how much role-playing you want to do as opposed to hack and slash.  If you want I will be more than happy to do this for you, but I will do so with an evil laugh.  Your character’s background, goals, etc. will help me know in which direction you’d like the campaign to go.  Please note, that as DM, I reserve the right to make subtle changes in your character’s story (ie geographic names and other such stuff to preserve continuity).

 

Step 10 – The Game

Have fun.