Character Creation Guidelines - Myth-Weavers


Character Creation Guidelines

   
Character Creation Guidelines

For creating characters, please use the following guidelines:

All applicants create a thread in the "Characters" tab where you can roll dice and build your character. There is no standard template, but being easy to read would be preferable.

1. Ability Scores: Please use Method V (4d6 drop lowest, arrange as desired) for rolling ability scores. You can roll up to three sets and choose the best set. If your rolls are really bad, you can take the following set: [8, 10, 12, 14, 15, 16]. Once the set is chosen, roll a 1d4, and distribute these bonus points among your abilities to create your final ability scores (minus racial adjustments), spending 1 bonus point to raise any score up to the maximum of 15, and spending 2 bonus points to raise a score to 16 or higher.

2. Race & Alignment: Most races are allowed, but as a DM I would prefer the normal, more common races, as anything too weird or monstrous would severely limit your role-playing opportunities. This is a lawless region of the Realms, with little tolerance for the abnormal. Racial level limits are ignored in place of x1.5 XP needed. Any alignment will be tolerated as long as they are role-played appropriately.

3. Classes & Kits: Most of the classes and kits are allowable, including Psionicists, Necromancers, Chronomancers, Sages, and Ninjas. Multi-class is fine, but no dual class. Use the modified Player Option rules for psionics. See below for specific notes on each class.

4. Level and Experience: Characters begin at first level. You won't stay this low for long, as I intend to level players up to around 4-5 rather quickly, so don't despair thinking you'll spend a long time as a weakling. Gaining levels is a reward for good role-playing, and I am generous with passing out experience points.

5. Equipment & Starting Wealth: Roll starting wealth as per your class/kit. If there's equipment you want outside of your budget, you can ask for a waiver if you make a good argument for having it.

6. Hit Dice: Maximum hit points for starting out.

7. Weapons & Weapon Proficiencies: See below

8. Non-weapon Proficiencies, Languages and Literacy: Most NWP's are allowed. Bonus for high intelligence, of course. All characters start with Common and their racial language for free. Humans can freely choose their second language. All characters are granted Read/Writing NWP in one or the other (player's choice) for free.

9. Personality & History: Be as simple or detailed as you like.

10. Errata: If you wish to create characters with homebrew races/classes/kits, or create a class thru Player's Options rules, or adapt a current kit/class, please let me know and I'll work with you in finalizing the results.

CLASS NOTES

1. Warriors: All Warrior classes with high intelligence scores can use their "bonus languages" to buy weapon OR non-weapon proficiencies. Single-class fighters gain 2 free nonweapon proficiency slots that must be spent acquiring skills from the Warrior category. Paladins, Rangers, and multi-class Fighters gain 1 free nonweapon proficiency slot that must be spent acquiring a skill from the Warrior category.

2. Rogues: Single-class bards and thieves gain 2 free nonweapon proficiency slots that must be spent acquiring skills from the Rogue category. Multi-class thieves gain 1 free nonweapon proficiency slot that must be spent acquiring a skill from the Rogue category.

3. Wizards: All wizards can purchase signature spells with weapon and/or nonweapon proficiencies. All single-classed wizards gain extra spells based on high Intelligence scores, much the same way Clerics gain extra spells for high Wisdom scores. Multi-class wizards do not gain these extra spells. Single-class wizards gain 2 free nonweapon proficiency slots that must be spent acquiring skills from the Wizard category. Multi-class wizards gain 1 free nonweapon proficiency slot that must be spent acquiring a skill from the Wizard category. (See below for Starting Spellbooks)

4. Priests: Single-class priests gain 2 free nonweapon proficiency slots that must be spent acquiring skills from the Priest category. Multi-class priests gain 1 free nonweapon proficiency slot that must be spent acquiring a skill from the Priest category.

5. Psionics: Use the modified rules printed in the Player's Option: Skills & Powers book. All single-classed Psionicists gain 2 free nonweapon proficiecy slots that must be spent acquiring skills from the Psionicist category. Multi-class Psionicists gain 1 free nonweapon proficiency slot that must be spent acquiring a skill from the Psionicist category.

Starting Spellbooks

Single-class Wizard characters begin the game with a free 100-page spellbook. This spellbook contains:
Cantrip, Detect Magic, Read Magic
They are also allowed 3 freely-chosen 1st-level common spells (from PHB); 1 uncommon freely-chosen (Tome of Magic/Complete Wizard's Handbook/PO: Spells & Magic), and 1 uncommon spell given by the DM.

Specialists gain the same as Wizards above, however, half of their freely-chosen spells must come from their specialty school, and all spells given by the DM will also come from their specialty school.

Multi-class wizards, Bards, and other spellcasters are given a free 50-page spellbook. These spellbooks contain:
Cantrip, Detect Magic, Read Magic
They are also allowed 2 freely-chosen common spells, and 1 uncommon spell given by the DM.


Spell Components: I do follow the rules for needing spell components to cast spells. At 1st level, spellcasters are given enough spell components to cast all the spells they have available 10 times, except for those that require expensive ingredients. Certain spell components can be substituted for what is listed in the description, as long as it is a similar item and agreed upon by the DM.

Priest Spell Access

Priests are limited in their spellcasting by the spheres they are granted access to by their deity. Consider all spells in the PHB and Tome of Magic to be common, and as long as the character has access to the sphere, they can choose any spell from those sources.

Knowledge of spells outside of those sources are allowable, but limited by the Priest's Wisdom and Intelligence. Take the average of the two attributes (add together, divide by 2, round fractions up). Take this total and compare it to the table below:

Score Average - # of Uncommon spells/level
1-10 - 1
11-13 - 2
14-15 - 3
16-17 - 4
18 - 5
19+ - 6

*Note: This only grants access to the spells, and does not grant a free casting.


Uncommon spells include any priest spell outside those sources listed above, including those in Player's Option: Spells & Magic, the deity-specific spells from Faiths & Avatars, Complete Handbooks, and those in the Priest Spell Compendiums.

Also note that these uncommon spells are only those that the player is granted automatic access to. They may acquire knowledge of other rare spells during the course of the game.








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