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.
- 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".
- 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).
- Race, Class, Sex, Age, Height, Weight, etc. In other
words, all the non-stat specific stuff.
- Choose Specifics. This is where you actually build
your character as per Skills & Powers. Racial
abilities, class abilities, then proficiencies.
- 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.
- 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. |
- SPENDING CHARACTER POINTS:
- 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).
MONEY AND EQUIPMENT
- 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 |
|