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Making A CharacterBeginning Ability Scores All ability scores start at 10. You have an additional 33 points to assign based on the following information. Please note! Racial adjustments are made AFTER you distribute your attribute points.
Experience Points: Characters will start out at first level, using the stats table for attributes as listed above. Good role-playing, email participation, and keeping an active and believable character all count for earning additional experience points as the game progresses. In addition, a thoughtful and well-written character background will garner your character an starting experience bonus up to 500 ep. This game will have an adequate mixture of melee and roleplaying, and a good story is a must! So brush off your quill and get writing! The 10% bonus in experience for high ability scores will not be used in this campaign. Alignments All non-evil alignments are permitted, although Chaotic Neutral is not particularly encouraged. No matter which alignment is chosen, please ensure it is appropriate for the character you intend to play. Character Races: Character races are limited to those in the Player's Handbook: human, elf, dwarf, gnome, half-elf or halfling. The DM may be persuaded to admit a borderline choice such as a half-orc if the background is exceptional. Exotic races and creature characters will not be considered, period. Character Classes: All classes outlined in the Player's Handbook are acceptable. If you wish to submit a character based on a kit or other similar information, the kit description and relevant rules must be furnished with your submission. Keep the game setting in mind when selecting kits - this game is based in the World of Greyhawk and kits specific to other milieus may not be appropriate. Multi-class and dual-class characters will be accepted per the guidelines shown in the Players Handbook with the following exceptions:
Wizards: Wizards are able to cast a number of spells per day as determined by their level. Reference the "Wizard Spell Progression" table in the Player's Handbook. Spells cast must be contained in the wizard's spell book but need not be memorized daily; wizards may choose from any of their learned spells of the appropriate level when casting. In addition, wizards gain a partial spell casting bonus similar to priests, but based on their Intelligence instead of Wisdom. Consult the "Wisdom" table and determine bonus spells using the wizard's Intelligence score. This bonus is limited however to one additional spell per spell level for wizards. All wizard characters begin with Detect Magic and Read Magic, and may select six additional spells to learn. These additional spells are subject to the wizard's "Chance to Learn Spell" percentage, as detailed in the "Intelligence" table of the Player's Handbook. A wizard character's spell sheet must include the six spells learned as well as any spells that cannot be learned (as denoted by failed Intelligence rolls). When gaining any new spells (either at new levels or through other means) the wizard must successfully learn those spells as well. Wizards regain their full allotment of spells after 8 hours of rest and quiet study of their spell book. Priests: Priests are able to cast a number of spells per day as determined by their level. Reference the "Priest Spell Progression" table in the Player's Handbook. Spells need not be specifically requested daily; priests may choose spells of the appropriate level from any of their allowed spheres when casting. In addition, priests gain a spell casting bonus based on their Wisdom. Consult the "Wisdom" table and determine bonus spells using the priest's Wisdom score. Priests must choose from the accepted deities of Greyhawk . The DM may be persuaded to stray from these accepted deities, but the player must have an exceptional reason. Priests regain their full allotment of spells after 8 hours of rest and prayer. A Note on Spell Components: Spell components will only be required when expensive and/or unique items are called for, such as gems or personal effects from the intended target. The DM will inform spell casters of those spells that will require spell components when the spell is initially learned. Non-Weapon Proficiencies: Non-weapon proficiencies will be used in this game, but character narrative must indicate their use for bonuses to apply. Characters receive an initial number of non-weapon proficiencies according to class (reference "Proficiency Slots" table in the Player's Handbook). Characters are given bonus non-weapon proficiencies equal to their number of languages bonus based on Intelligence. Additional starting proficiencies can also be bought by using starting points, at a rate of two character points per proficiency slot. Characters begin the game knowing Common and their native language (spoken, not written). Each additional language and non-weapon proficiency requires the use of proficiency slots. This includes reading/writing (for each language known), and swimming. Some classes allow bonus proficiencies in certain skills; these are allowed but must be stated on your character sheet. If you have the intelligence to merit knowing more than one language, you can use these extra slots as either non-weapon proficiencies or as other languages. Additional proficiencies beyond those chosen during character creation can be learned during the course of the game through role-play or when a character has an open proiciency slot due to level advancement. |