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     Here will be found the player characters that have roamed (or are still roaming) my  Kingdoms of Kalamar campaign. 

     Also the steps for creating a character for my campaign are found here, in point format.

   Character Creation is a rather important step in being able to play in the Kingdoms of Kalamar.  Here are the suggested steps for creating a character for my campaign.

  1. Character Concept.  If you have one, great, if not, try and get something down...even if it's only "a rough and tumble fighter from the mean streets of the city".
  2. Ability Scores.  Choose them.  That's right, pick your stats.  Remember, everyone else at the table is going to have a fairly good idea of just what kind of person and role-player you are if you bring a character with 4 18's, and 3 17's to the table (...munchkin player with a serious inferiority complex...not a pretty sight).
  3. Race, Class, Sex, Age, Height, Weight, etc.  In other words, all the non-stat specific stuff.
  4. Choose Specifics.  This is where you actually build your character as per Skills & Powers.  Racial abilities, class abilities, then proficiencies.
  5. Money and Equipment. Roll for your money.  Choose your equipment and mark off the price from your money.  If your character really must have something expensive (say, a warhorse with barding), talk to me (the DM).  A good and well thought-out character concept will buy you far more than any initial GP you could possible roll.  Just don't get greedy.
  6. Weird Stuff. Things that don't' really fit in the above scheme of things, or need specific DM adjudication.  An example would be if you wanted to play some specific kind of fighter and the rules just ain't cuttin' it (ex: an Elvin tree warrior; an elf that has special skills and abilities that allow him to fight well and move quickly through the treetops).

   That's about it.  Seems simple, huh?

Some Specific House Rules for Character Creation.

   These are the house rules for character creation;

  • Starting HP. All characters start with maximum class HP, as well as a bonus "racial Hit Point" modifier as listed on the Character Races section.
  • Alignment.  No Evil characters. Just don't like them or think they work out too well in the long run.
  • Renown. Typical 1d4.
  • Social Class. The social classes are used.  They are:
Roll Social Class Example
1 - 20 "Perceived" Scum Thug, outcast.
21 - 50 Lower Class Common soldier, servant.
51 - 75 Middle Class Artisan, guildsman, petty merchant.
76 - 90 Upper Class Rich merchant, large landholder, social nobility (mayor, town leader, etc.).
91 - 96 Rich Upper Class Very rich merchant lord, well respected social nobility, Low nobility (baron or less).
97 - 99 Minor Nobility High nobility (count and higher), exceedingly wealthy and powerful families, generals of the army.
100 Nobility Royalty (king, prince, etc.), field marshals.
    • Race
      • Humans may save points to be used elsewhere if they have any left from paying for their racial ability (as noted in Character Races).
      • Demi-humans may save up to 5 points to be spent elsewhere.
      • Non-Humans --incomplete--  for now, no points are spent or can be saved (obviously).
    • Class.
      • Points left over from Race (above) may be spent here.
      • Fighter = 25 pts.
      • Paladin = 60 pts.
      • Rangers = 60 pts.
      • Thief = 80 pts.
      • Bard = 60 pts.
      • Cleric = 100 pts.
      • Druid = 100-- pts.
      • Mage = 75 pts. *additional rules are used in Spells & Magic
    • Spending points from other classes; you can buy abilities from other classes.  They cost more, but really diversify a typical character class.  To figure out the cost, look below.
      • Fighter = x1.25
      • Paladin = x1.6
      • Ranger = x1.6
      • Thief = x1.8
      • Bard = x1.6
      • Cleric = x2
      • Druid = x2
      • Mage = x1.75
      • +5 above and beyond whatever is calculated via above multipliers!

      In addition to the multiplier for the 'normal' cost, an additional 5 points are added.  So, if a fighter wanted to take Move Silently (from thief; normal cost is 5 points), it would cost him 12 points (5 x1.25 = 6.25 = 7 + 5) = 12. NOTE: Under no circumstances will an ability from another class cost less than 10 points (just in case something pops up).


    • Determine as follows:
      • Fighter = (5d4)x10
      • Thief = (3d6)x10
      • Cleric = (2d8)x10
      • Mage = (2d4)x10
    • Additional funds are available based on the characters Social Class below. This wealth can and should take the form of equipment and items that the character values and has owned for at least some time (example would be a horse, jeweled belt, ermine cloak, chain barding for a warhorse, or even a house and land):
Social Class Extra Wealth
"Perceived" Scum None.
Lower Class +5d4 Silver
Middle Class +3d8 Gold
Upper Class +(2d4)x5
Rich Upper Class +1d100+25 Gold
Minor Nobility +2d100+25 Gold
Nobility +1d1000+100 Gold