All characters built for my campaign will use information gathered from the following 3rd Edition sources:
Player's Handbook
Dungeon Master's Guide
Psionics Handbook
Forgotten Realms: Campaign Setting
Forgotten Realms: Faiths and Powers
Characters are built using a very generous home-grown system. Players
roll a grid of 36 sets of stats (4d6, drop lowest, reroll 1's) and then choose
a single row, column, or diagonal of six stats for their character. Grids
must be built in successive rows or columns and must be done in my presence
(no buliding haphazardly to group good stats, and no pre-builds). If
you want to try again after rolling a grid, you must throw away the whole
grid.
I am running in the Forgotten Realms, so all characters need to choose
a patron deity from the pantheons of Toril. If not, when they die they
will not have a deity to claim them from the Fague Plain (Toril's version
of purgatory, I believe) and will be collected by Kelemvor, Lord of the Dead
as one of the Faithless. The Faithless cannot be raised from the dead short
of a wish or miracle spell as they are trapped in the City
of the Dead. Clerics and Paladins must choose a patron
deity. "Generic" Clerics and Paladins of the forces of Good/Evil and
Law/Chaos do not exist in the Realms. Players are free to choose any
deity as their patron.
The following bonuses will be granted during character creation:
Anyone playing a Cleric or Paladin may choose an additional free non-combat feat at their fifth class level**, as I am trying to encourage their play for this campaign.
Anyone playing a Psion or Psychic Warrior will may choose an additional free non-combat feat at their fifth class level**, as I am trying to encourage their play, in general.
All characters are assumed to already know
each other. I hate spending three or four sessions “introducing”
characters to each other. Take this into consideration when coming
up with your character concept. The characters don't have to be lifelong
friends, but they will have spent the last few weeks/months adventuring
together.
** - Yes, this does mean that a multiclass Psion/Cleric
gets two additional feats, one at the 5th cleric level and another at the
5th psion level. I guess a 5/5/5/5 Cleric/Paladin/Psion/Psychic Warrior would
get four free feats, but that would just be silly, wouldn't it?
Players may select any feat in the Player's Handbook, Forgotten Realms Campaign Setting (as allowed by character class/race/region), Psionic Handbook, with the following additions/changes (some are going to be included in D&D 3.5 anyway).
|
Feat Name |
Effect |
Source |
|
Acrobatic |
+2 (aptitude) Jump |
Call of Cthulhu d20, p. 39 |
|
Animal Affinity |
+2 (aptitude) Handle Animal |
Call of Cthulhu d20, p. 39 |
|
Athletic |
+2 (aptitude) Climb |
Call of Cthulhu d20, p. 39 |
|
Cautious |
+2 (aptitude) Disable Device |
modified from |
|
Nimble |
+2 (aptitude) Escape Artist |
modified from |
|
Persuasive |
+2 (aptitude) Bluff |
Call of Cthulhu d20, p. 41 |
|
Sharp-Eyed |
+2 (aptitude) Search |
Call of Cthulhu d20, p. 41 |
|
Stealthy |
+2 (aptitude) Hide |
Call of Cthulhu d20, p. 42 |
|
Trustworthy |
+2 (aptitude) Diplomacy |
Call of Cthulhu d20, p. 42 |
|
Skill Focus |
+3 (competence) to any one skill |
Call of Cthulhu d20, p. 42 |
Note that because of the types of bonuses, the +3 from Skill Focus (a
competence bonus) and the +2 from one of the other skill feats (an aptitude
bonus), such as Atheletic, stack. Therefore a 1st level human character
putting 4 ranks in Ride, with a +2 DEX bonus, and the starting feats Skill
Emphasis: Ride and Animal Affinity will have a total +13 bonus to the Ride
skill at 1st level.
Additional feats can (and will) be added to this list on a case-by-case
basis.
Players may freely select any of the following races (taken from the Player's Handbook and theForgotten Realms Campaign Setting):
Human
Dwarf (Shield or Gold only)
Elf (Sun, Wood, Moon, or Wild only)
Gnome (Rock only)
Half-Elves (any elven type, including Drow)
Half-Orc
Halfling (all types)
Players may freely select any class from the Player's Handbook or the Psionics Handbook.
The following skills have modified or additional uses in my campaign:
I calculate and give out experience (XP) at the end of each session. I am fairly generous with XP in the normal course of play. I am a firm believer that the lower levels of a character's life will be primarily combat giving way to intrigue and in-depth roleplaying at the later levels. I am quite fond of focusing on integrating the character's goals into the game so levels 1-4 are more a time to get comfortable with the abilities of your character, his/her personality, and the direction the you want to take the character. It makes it much easier for me to tailor the game to the character's goals if the players have a chance to figure out what those goals are.
Upon leveling, all characters must choose which level they wish to gain. Then I will consult the following determine training:
If gaining a level in a class the character already has, no training is required and the player received all benefits immediately.
If gaining a level in a class the character does not have, one of the following applies:
If another character in the pary has the class desired, the player must roleplay the training with the other character to learn the new class, then will receive all benefits of the 1st level of that class.
If no one in the party has the class desired, then the character must seek out someone to train him in the basics of that class. The player must roleplay seeking out and training for the new class, then will receive all benefits of the 1st level of that class.
Unless a particular outside trainer requires some form of payment, leveling/training is always free.
Hit die rolls for character hit die types are changed based on the following table:
|
Hit Die |
Roll |
Average |
|
d4 |
1d3 + 1* |
3.0 |
|
d6 |
1d4 + 2 |
4.5 |
|
d8 |
1d5 + 3** |
6.0 |
|
d10 |
1d6 + 4 |
7.5 |
|
d12 |
1d7 + 5 *** |
9.0 |
* - Roll 1d6. Divide by two, rounding
up.
** - Roll 1d10. Divide by two, rounding up.
*** - Roll 1d8. On a roll of 8, roll again.