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
Step 2 – Ability
Scores
Use the standard method described in the PHB.
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
· 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 –
· 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.