Now I make one of the most important posts of the blog... the
method of making characters. I am making the assumption with this post that you
know something about DnD, that won't be the case with all my players though,
several are new, and don't worry if you are, I will walk you through the entire
process one on one.
We start with the basics, rolling dice.
We use 4d6, dropping the lowest, and we
also ignore all 1's, rerolling those. I like my players to be above average in
almost every stat. I will also want to be present for them, meaning we either
do it through skype so I can see them, or most likely, we roll in a dice room
where I can see the rolls, which is what we currently do whenever we play.
Once you have your numbers, you can
arrange them however you like. If you want to reroll, I'm fine with it, just
you have to reroll all the numbers, not just 1 stat or 2.
Then we choose our
race, there are 10 to
choose from.
Once you have your race and basic stats
done, we choose our class combo. As we are playing ‘gestalt’ mode, every player
has 2 classes they get to pick, and each time they level up, they get the best
of both classes, and the abilities of all of them.
The best example of this is the Fighter/Wizard, as they are so different
numerically as to make things pretty obvious. A fighter has 1d10 for hit
points, and the wizard has a 1d4. Whenever you level up, you would roll the
better fighter d10, and you would gain fighter base attack bonus, (BAB) at +1
every level, much better than the wizards BAB. Saves the combined of both
classes, wizards have strong will saves, and fighters have strong fortitude
saves, thus a fighter/wizard has strong fortitude and will saves. (And would
follow the exact chart as a cleric or druid, which has the same saves)
The gestalt character would have all the fighters weapon and armor
proficiencies, all the bonus feats, and still get wizard spell selection and
bonus feats. (Things like arcane spell failure still take effect in this
example, so the fighter would probably keep his armor on the lighter/non-existent
end of things.)
For those unfamiliar with gestalt and all my crazy class changes,
(because there are a lot) good things to look at are Fighter/Samurai/Ranger/Paladin
and Sorcerer, the same classes also go well with Cleric, if you want a rogue
type, Rogues mesh well with fighters-types, sorcerers, wizards, most other
rogue types, (Rogue/Scout or Rogue/Spellthief) and monks. Monks mix incredibly
well with druids, wizards, and rogues. There are numerous combinations
available, and very few of them would I consider ‘bad.’
Every player gets a minimum of 1 racial
trait, and 1 class trait. The traits can kind of screw you, if you are a caster
heavy combo, (say a shugenja/wizard) and you roll monstrous humanoid blood,
that will nerf your mental stats, take it as a roleplaying challenge to be an
above average physical point caster, make it a part of you.
Distribute the immense amount of skill points you will receive,
choose feats, spells, and all that normal stuff. Skill points are a mildly
complex formula, class 1 base skill + class 2 base skill, +2 general
bonus + intelligence mod.
For example I have a ranger/wizard with 16
intelligence, (+3 mod) the characters total skill points would be 6
(ranger) + 2 (wizard) +2 (General) and +3 (intelligence mod).
This character would have 13 skill points a level. All normal skill point maxes
still apply, and you get x4 skill points at level 1, just like normal. (This
particular character gets 52 skill points at level 1.)
This isn't that different from making
standard gestalt characters, so anyone with a decent amount of DnD experience
should be able to make a character fairly easily. Also, since we're making gestalt characters, racial favored class doesn't make as much of a difference. To augment this, if you have your favored class in your combo, (say the fighter/wizard in the above example is a dwarf.) you gain +1 hit point per level of the favored class, and you gain +2 skill points per level. This gives humans an advantage as they have 'Any' favored multi-class, which will let you pick any class you want to get extra bonuses.
But now we move to what makes my game
different, traits. Each race and class has their own trait table, and while
there is certainly some overlap, like permanent injuries and planetouched, most
of the charts are unique. (Note to all trial game players, these charts have
been majorly revamped for the main game, there is little comparison between the
two.)
We will start with the race charts. For
this, we roll a 1d10, and follow the chart. Humans get 2, halflings get 2 rolls
and get to pick one result, and everyone else has 1 roll and is stuck with
whatever they get. (I had a blind orc samurai this way... he was awesome.)
For class traits, you roll a 1d20. Class 1 of your gestalt combo will be 1-10, and class 2 will be 11-20. Each character should have 2 traits on average, (humans having 4) with the rare exception having more than that rolling 10's or 20's.
Human Racial Chart:
1. Permanent Injury, (Roll 1d8.)
1. Injured leg, can't run, all things that require 2 legs (Jump, climb,
etc.) suffer a -4 penalty. Can 'double move' but suffers attacks of op while
doing so. (Normally don't if performing a double move out of threatened space.)
2. Injured arm, can only use one handed weapons, it is obviously maimed,
chopped entirely off, etc. -2 penalty on all climb, balance, swim, or
other 'needing two hands' skills.
3. Injured Eye, you are missing 1 eye. All ranged attacks suffer a -2 penalty,
(no depth perception) and you suffer a -2 penalty on all spot and search
checks.
4. Permanent Lung Injury. You have suffered a punctured lung, and as
such, have an incredibly hard time drawing full breaths. You can not run, you
may only double move, and after every double move you must make a fortitude
save (DC determined by the DM, will be situational) or suffer fatigue, or maybe
exhaustion.
5. Permanent injury, paraplegic. You have lost both your legs. You must
use a wheelchair, specially trained mount, or perhaps a trained ogre to get
around. Your movement is entirely based on how you are moving around, but if
you are in a wheelchair you may only double move, (fort save vs fatigue) and
you suffer a -10' move speed debuff. (Stacks with armor, thus a legless human
in full plate only moves 10' a round.)
6. Totally Deaf, through some freak accident, or perhaps from birth, you
can not hear. You can never cast any spells that have verbal components, you
can never make a listen check, and since you can't hear your own footsteps or
anything else, you suffer a -4 on all hide and move silently checks.
7. Severe auto-immune deficiency: You have a severe disease that is
beyond the science and understanding of DnD. (Say something like Lupus)
Everyday you must make a fortitude save (DC = 10 +1/2 characters level +
misc. modifiers determined by me.) or suffer -2 to everything. This intense
disease may only be removed with a well worded wish or miracle spell.
8. Totally blind: you were either born blind, or had something happen to
both your eyes over the course of your life. (Like hit in the eyes with a
poisoned katana... like the orc Samurai I tested.) You may not make spot
checks, you will have to make checks constantly for normal day to day function,
(like climbing a ladder) and you require the blind fight feat to even attempt
to fight effectively, but on the plus side, you gain +2 to charisma. (Humbling
awesome blind bonus, this becomes wisdom if it is a monk.)
(Permanent Injury chart end. All permanent
injuries on all the other charts follow this one.)
2. Age advancement. You advance 1
age category,
gaining the various bonuses and penalties. On the plus side, you gain 5 free
skill points to distribute in anyway you desire, (even ignoring level/class
limitations) that represents things you've learned over your long life.
3. Bit by a lycan: At some point in your life, you were bit by a
lycan. You were given wolfsbane and 'healed' well enough, but the corruption
still courses through your veins. You gain +2 strength, +2
dexterity, +2 constitution, +1 natural armor, and 3/silver DR. However,
should any lycan of any type face you, you must roll a will save vs fear or be
paniced (Shaken still on successful save). (DC = 10 + 1/2 lycans
level + lycans charisma modifier) A lycan that has at least 4 more HD than
you can use a "Command" ability, (as the cleric spell) against you
every 1d4 rounds.
4. Altered Humanoid Blood: You have some other type of humanoid,
monstrous or otherwise, mixed in with your lineage. This is not a direct
parent, it could be a grand parent, great grandparent, or something even more
removed. (1d8)
1. Goblin Blood: You are small (for a member of your race) and you have obvious
signs of goblin blood mixed in, green skin, pointy ears, something like that.
-2 strength and con, +2 dex and intelligence. (Considered 'Goblinoid' and
'Human' for purposes of spells and favored enemies.)
2. Orc Blood: You have the raging blood of the orcs coursing through you. You
gain +2 to strength and con, -2 to intelligence, wisdom, and charisma, and
gain 1 rage a day.
3. Ibixian Blood: You have the blood of the goatfolk in you. You have small
horns coming from your head that give you a natural attack, (1d6 headbutt) and
you gain +2 strength, +2 con, -4 intelligence, -2 wisdom, -2 charisma,
and +10' move speed.
4. Ogre Blood: You are in essence part giant. You are much larger than your
brethren, (not 'large' size category, but definitely in the 6-7 feet range.)
and significantly stronger and tougher, you are certainly dull by comparison
however. +4 strength and con, -4 intelligence, -2 wisdom, -4 charisma,
and +3 natural armor. (You are considered 'giant' and 'human' for purposes
of spells and favored enemies.)
5. Changeling: You have the blood of a doppleganger in you. You gain the racial
ability to ‘disguise self’ as the spell, at will, and you also gain +2 bonus on
saves against sleep and charm effects, a +2 bonus on bluff, intimidate, and
sense motive, and speak language as a class skill. (Shapechanger subtype)
6. Elven Blood: The blood of the immortal elves flows through you, you
gain +2 to dexterity, and gain a +1 caster bonus every 6 levels. You gain
a +2 bonus on all saves vs. sleep and enchantment, and you live triple the
listed lifespan of a normal human. You also gain a +2 to spot, listen, and
search. You do suffer a -2 con penalty though.
7. Dwarf Blood: You have the blood of a dwarf within you, and you are tough and
hotheaded just like one. You have no body hair, (females have some hair on
their head, but it is always shorter, males have none. This is in essence a
toned down 'Mul' from darksun.) and your eyes are always the color of a darker
gem. Statistically, you gain a free rank of Toughness (+3 HP) every 3 levels,
and a free rank at level 1. You gain +2 to con, and suffer -2 to charisma
though. Your life span is about double a normal human.
8. Troll Blood: You have the blood of a troll mixed in with yours. You are much
stronger, more agile, tougher, and all around practically impervious to damage
other than acid/fire. You are one ugly, dull, crude representative of your
species though. You gain the
Troll
Blooded feat, +4
strength, +2 dexterity, +4 constitution, -4 intelligence, wisdom, and
charisma, and +3 natural armor. Your ears and eyes sharpen though, giving
a racial +2 bonus to spot and listen.
5. Minor Magical Heirloom: You inherit a minor magical item, this
could be a +1-2 weapon, a +1-2 armor or shield, a wand or staff with a level
1-2 spell, or something from the minor wondrous item chart. This item has been
in your family for generations, and you are expected to hang on to it to pass
down to your own children.
6. Noble Born: You were born into a minor noble family. You gain a
+5 misc. bonus to Knowledge (Nobility and Royalty) and +5 to Ride, a free
Weapon Focus Feat, and double starting gold.
7. Planetouched: You have the blood of some extraplanar creature
coursing through you. This is several generations removed, if a player rolls
this twice (or more) they may choose to keep ‘increasing’ the one they already
have, or roll on the chart again, mixing bloodlines. Improving the existing
will eventually lead to gaining the “Half-‘whatever’” template. (half-fiend,
half-celestial, etc.) Mixing bloodlines, however, will always yield a unique ‘synergy’
bonus, that wouldn’t be gained otherwise. For example, an infernal/fire genasi
might gain increased fire spell damage. A 1d8 is rolled to determine type:
1. Infernal: the
blood of a devil, demon, yugoloth, or other evil outsider flows in your veins. You
gain +2 dex and int, and -2 cha, 5 acid and fire resistance, and darkvision 60’.
(or +60’ darkvision, if you already have darkvision)
2. Chaond: the
blood of a slaad, or other chaotic outsider, is mixed in with yours. Your skin
color has a wide range of variety, but your general form is not proportioned
normal for a member of your race, you often appear more toad-like. You gain
+1d4 to strength, and +1d4 to a random stat determined by another 1d4 roll. (1.
Dex, 2. Con, 3. Int. 4. Str.) You also gain 5 resistance to Sonic and 1 other
random element, (1d4, 1. Acid 2. Elec. 3. Cold 4. Fire) and suffer a -2 to cha
and wis.
3. Earth Genasi:
You have the blood of a Dao, earth elemental prince, xorn, or other earth
outsider in you. Your eyes might have a gemlike appearance, your skin might
have patches of actual stone as skin, but you are stronger and tougher than a
typical member of your race. +2 to str and con, -2 to dex and cha, +2 natural
armor, 10 acid resistance.
4. Fire Genasi:
Efreet, salamander, azer, or some other fire outsider mixed with your family
line at some point. Your hair might be an actual flame, your skin might be red
or orange and hot to the touch. Fire genasi gain +2 to dex and cha, -2 to wis,
and 10 fire resistance.
5. Water Genasi: Marid, water elemental
prince, triton, or other water outsider mingled with your ancestry. You have
scaled skin, some kind of fin, seaweed like hair, or other obvious sign. +2 con
and wis, -2 dex, 10 cold resistance, and the ability to breath water.
6. Air Genasi:
Djinni, air elemental weird, or some other air outsider mixed with your
bloodline. A perpetual breeze is always blowing your hair just right, your voice
has an airy quality about it, your eyes can sometimes flash with lightning. You
gain +2 dex and cha, -2 con, 10 electricity resistance, and +10 movement speed.
7. Zenthryi:
These creatures are a lawful outsider, like a formian, lumi, or abiel, mixing
with your line. Skin colors are typically blue, purple, yellow, or silver.
These creatures tend to be obsessed with structure and very efficient. They
gain +2 to intelligence and wisdom, and suffer a -2 to charisma. They gain 5
sonic, fire, and electricity resistance.
8. Celestial: You
have the blood of a good outsider, like an angel or eladrin, in your family
tree. You gain +2 to charisma and wisdom, 5 cold, acid, and electricity
resistance, and the ability to cast the spell ‘light’ and ‘Cure Minor Wounds’
3/day.
8. Draconic Ancestry: The blood of the mighty dragon flows in your
veins. You gain +2 str, con, and cha, +1 natural armor, and a weak breath
weapon that deals 1d8 at level 1, and increases by another d8 every 10 levels.
(2d8 at level 10, 3d8 at 20, etc.) This damage may stack with a character who
has a breath weapon, like a dragon shaman. They also gain 5 resistance to
whatever element they breathe. Roll on the
Kobold table to determine variety.
9. Mentor: You gain a powerful, supportive mentor that has taken
you under his wing. The mentor has at least 1 class in common with you, and at
game start, has given you +1 to two different stats, and a free feat. The
mentor picks what is taught to you.
10. Roll Twice, taking both rolls.
Elves:
1. Permanent Injury: As human chart.
2. Demonic Plague: You are infected with a demonic cursed disease
that is incredibly hard to cure. (Requires many spells or a miracle/wish spell
to cure.) This disease starts with -2 to one physical and one mental stat, but
will progressively become worse.
3. Cursed item: you have a very powerful magic item, with a
powerful curse on it. You must have the item on you at all times, and most of
the time it will demand to be used. The player can choose the general type,
(weapon, armor, wand, etc.) but the DM will make the item.
4. Minor Magical Heirloom: You gain a minor magical item. See
human listing.
5. Elf Subrace: 1d10 for type
1. Aquatic Elf:
You can breathe underwater, and survive on land for an hour per point of
constitution.
2. Wild Elf: +2 to strength
and con, -2 to int. and cha.
3. Grey Elf: -2
strength and con, +2 dex and int.
4. Sun Elf: +2 int,
ability to turn undead 1/day, never die of old age.
5. Ghost Elf: +2
wis, -2 con, ethereal jaunt 1/day, invisibility and blink 2/day.
6. Avariel: Winged
elf, fly speed 60’ (Average mobility)
7. Frost Elves: +2
strength and con, -2 int, cold immunity, vulnerable to fire.
8. Lythari: Elven
werewolf, 5/silver damage reduction, and a werewolf form that grants +6
strength, +4 dexterity and +4 constitution, and +3 natural armor. (+1 in elf
form)
9. Drow: +2 int.
and cha, SR 11+ character level, drow spell like abilities.
10. Esperian: +2 to
all stats, SR 13+ character level, spell level advances every 4 levels, and
every 6 levels you may make any spell you know a spell like ability that you
may use 3/day.
6. Nature’s Blessing: You gain an animal companion, or if a ranger
or druid, you gain a stronger companion.
7. Planetouched: See human entry.
8. Mentor, as human entry.
9. Ceremonial Elven Gear: 1 Mithril armor and 2 mithril weapons,
or 1 weapon and shield, all with 1d3 enchantment bonus.
10. Roll twice, keeping both rolls.
Dwarves:
1. Permanent Injury: Human table
2. Age advancement.
3. Cursed Adamantine item. Made of a cursed ore called ‘Dark
Matter’ it will slowly take control of you, turning you into a horrid possessed
dwarf. Player can decide general type of item, (weapon, armor, ring, etc.) I
decide the properties and the curse.
4. Over sensitized Darkvision: Darvision extends to 120’, but you
gain the ‘light sensitive’ trait.
5. High Ranking Clan: You gain a misc. +5 bonus to Knowledge
(Royalty and Nobility), Knowledge (Dungeoneering) and Knowledge (The Underdark),
as well as double the starting gold and a free weapon focus feat.
6. Royal Guard Member: You are a member of the royal guard, you
get a hardened, and custom fit, suit of adamantine armor, (say type, light,
medium, or heavy, I will decide the specifics.) It is not magical, but it is a
very powerful suit of armor. You are expected to serve the dwarf royalty
without question however, which can make adventuring a tad difficult.
7. Planetouched: See human entry.
8. Thunder Blessing: You were born with the gift of thunder and
lightning coursing through your veins. Any spell you cast with the ‘Electricity’
or ‘Sonic’ descriptor gets +1 to the DC, and +1 per damage dice, (example, a
level 10 dwarf wizard casts lightning bolt, it does 10d6+10) if the spell has
both descriptors, you gain +2 to the DC and +2 per damage dice. On the
non-spell casting side, you gain 5 sonic and electricity resistance, and an
innate lightning burst ability. (Every time you critically hit, you deal bonus
d10’s of electricity and sonic damage, always half sonic and electrical.)
Crafting items will always yield bonus ‘electrical’ or ‘sonic’ effects that the
dwarf can’t entirely predict.
9. Adamantine Load out: You gain 1 armor, and 1 shield + weapon or
2 weapons, each has a 1d2 enchantment on it.
10. Roll twice, keeping both rolls.
Halflings:
1. Permanent Injury: See human table
2. Advance an age category
3. Wronged the wrong humanoid… You wronged an influential
monstrous humanoid tribe, and the word has gotten out. You lose your +4 bonus
to monstrous humanoids, however, should you encounter a human or non-monstrous
race that has similar issues that you have, you may apply your +4 bonus to them
in social situations.
4. Survived a transformative ritual: You were captured, but
managed to escape a transformative ritual. Your body is covered with
ritualistic tattoos, scars, and other obvious signs of your capture. You gain
+1 natural armor, and 10 negative energy resistance. You also have the innate
ability to ‘detect corruption’ at will in a 60’ radius. This ability is always
on and cannot be turned off. You are a little worse for wear however, suffering
a -2 wisdom and -2 charisma.
5. Minor Magical Heirloom: See human entry.
6. Befriended a tribe: You are a trusted friend of a monstrous humanoid tribe near you. They will provide you with information and customers for your trading company, and once you get the leadership feat, you can recruit from this tribe.
7. Planetouched: As Human Entry
8. Draconic Heritage: See human entry.
9. Leader of your own trading company: Gain the leadership feat for free, cohort has a 50% chance of being a gnome, 30% chance of being a Halfling, 10% chance of being human, and 10% chance of being a monstrous humanoid. Your trading company is small, having as many low level employees as your leadership score allows, and comes with at least 1 area appropriate vessel to deliver trade goods with.
10. Roll twice, keeping both rolls.
Gnomes:
1. Permanently injured… with SCIENCE! Gain the ‘Mad Scientist’
trait, which gives -6 wisdom, +4 int. and +2 cha, and a +7 misc. bonus to
alchemy. (Includes all gnomish bonuses) Combine that with the human ‘permanent
injury chart’ and roll again!
2. Advance an age category… through SCIENCE! ‘Mad scientist’
trait, and gain 10 bonus skill points as opposed to 5. Roll again!
3. Mad Scientist Trait. Roll again, with the power of SCIENCE!
4. ‘Nature’s Blessing.’ You gain an animal companion, or you can
choose to take the mad scientist trait, (if you don’t already have it.) and
gain an animal companion altered, with the power of SCIENCE!
5. Clockwork Golem protector: Family has given you this old, run
down guardian. Starts relatively weak, with two weapon attacks, (Key/clockwork
sword and shield bash) and 1 type of ranged status debuffing attack, (ranged
touch slow or daze or something like that.) but as it is repaired it will
become stronger. (If a mad scientist, you can empower it with SCIENCE!)
6. Magi-tek heirloom: Roll 1d6, that is the enchantment bonus on
the item, tell me the general type and I will make it. If a mad scientist, make
the roll 1d6+1 thanks to SCIENCE!
7. Planetouched: As human entry.
8. Outer Plane heritage: We roll a 1d10 to determine the general
type of plane, and the bonuses will be decided by the DM on a character by
character basis. These bloodlines will always stack with other bloodlines to
grant ‘synergy’ bonuses. (The trial gnome got Ysgard and Celestial for his
traits, they augmented giving him increased damage reduction and much better
stats than otherwise.)
1-3 Evil plane, 4-5 neutral plane, 6-10 good plane.
Evil plane, (1d8) Neutral (1d4) Good (1d8)
1. Pandemonium 1. Limbo 1. Ysgard
2. Abyss 2. Mechanus 2. Arborea
3. Carceri 3. Outlands 3. Beastlands
4. Hades 4. Player’s
Choice 4. Elysium
5. Gehenna 5. Bytopia
6. Nine Hells 6. Celestia
7. Acheron 7. Arcadia
8. Player’s choice 8. Player’s Choice
9. Airship! You have access to a family (or personally) owned
airship. Roll 1d10 to determine quality and outfit level, though it will never
be better than a moderately equipped caravel class vessel. If a mad scientist,
all weapons/gear included will be augmented… with SCIENCE!
10. Roll twice, taking both rolls. (Mad scientist trait if you so
desire!)
Orcs:
1. Permanent Injury: See Human Table
2. Age Advancement: As human entry, follow half-orc life span
chart.
3. Cursed Item: As elf entry.
4. Mark of Gruumsh: You are missing your right eye, though your
empty socket sees many things. You can see the general nature of anything, this
is kind of like a weaker true sight. You won’t see what the doppleganger’s true
form is, but you will know that something isn’t right. You also gain an
additional rage per day, +1 natural armor, but suffer an additional -2 to
wisdom.
5. Orc Subrace: Roll a 1d8
1. Aquatic Orcs:
-2 str +2 dex, can breathe underwater, and survive for an hour per point of
constitution out of water.
2. Grey Orc:
Underdark dwelling orcs, much more perceptive than the average orc, though not
quite as tough. -2 con, +4 wisdom, 120’ darkvision, light sensitivity.
3. Orcin: Orcs
mixed with goblins, not as strong or tough, but much more intelligent. -4
strength, -2 con, +4 intelligence, +2 wisdom, bonus caster level every 6
levels.
4. Orog: You are
mixed with an ogre, you are nearly large sized, approaching 7 feet tall. You
are incredibly strong and tough, but not the brightest thing around. +4 str, -2
dex, +2 con, -4 int, -2 wis, -4 cha, +3 natural armor.
5. Urukai: Fierce,
cunning leaders among the orcs, you appear more refined than your standard orc.
You gain +2 to int. and wis, but lose the racial ability to rage.
6. Lyntanan Orc: An
orc that lives with the elves, worshipping the elven form of what would become
Gruumsh. -2 str, +2 to all mental stats. Must be any good or neutral.
7. Ysgardian Orc:
Stranded from the heroic domain of Ysgard, you are a fierce, noble, rambunctious
fighting force. +4 charisma, and you can cast bull’s strength, aid, and heroism
2/day each. Must be Chaotic Good, Neutral Good, or Chaotic Neutral.
8. Esperian Orc:
Mixed with an esper, you are incredibly powerful, and resistant to magic.
Corrupted forces are drawn to you like a month to a flame though… +2 to all
stats, SR 11+ character level, and every 6 levels you can choose a spell like
ability, this is chosen from the wizard or cleric list, any spell of level 3 or
below. These abilities can be used 3/day each.
6. Noble Born: See human entry.
7. Planetouched: See human entry.
8. Mentor, see human entry.
9. Oriental Warlord Load Out: You gain 1 armor, and 1 shield 1
weapon or 2 weapons, player’s choice. All are oriental adventures gear, with a
1d2 enchantment for each item.
10. Roll Twice, keeping both rolls.
Goblins:
1. Permanent Injury: See human Entry
2. Advance an age category: Goblins use the Halfling age table.
3. Cursed: You are suffering the effects of the ‘Bestow Curse’
spell, on the flip side, you can bestow your curse on someone else 3/week.
4. Hand me down magical heirloom gun: Chosen from a 1d4
enchantment Flintlock pistol, or a 1d2 enchantment 3-shot wind up pistol, or
1d2 blunderbuss.
5. Goblin Subrace: 1d6
1. Aquatic
Goblin: Breath underwater, survive out of water for an hour per point of con
mod.
2. Snow Goblins:
Gain the ‘Cold’ subtype, and +2 con.
3. Batiri: Jungle
dwelling goblins, more agile but not as smart. +2 dex -2 int.
4. Forestkith
Goblin: Hairy forest dwelling nomadic goblins, favored class barbarian. +4
strength, +2 con, -4 int, -2 wis. , +4 racial bonus on climb.
5. Dekanter Goblin:
Underdark dwelling red skinned rhino-like goblins. Significantly tougher than
standard goblins, and still smart, just not as smart. +4 con, +2 strength,
natural attack Gore, (With horn) 1d6 damage. -2 int. +2 natural armor.
6. Flamehair
Goblin: Descendant of Daren Flamehair, your hair is a little patch of fire,
making you very easy to distinguish from other goblins. Statistically you gain
+2 to wisdom and charisma, and 10 fire resistance. All fire spells you cast
gain a +2 to their DCs to resist, and you deal +1 damage per dice for all fire
spells. (Example, a level 8 goblin casts fireball, it deals 8d6+8 instead of
8d6.)
6. Member of a high end trading company: You gain a +3 misc. bonus
to Appraise, Diplomacy, and Bluff, a free ‘skill bonus’ feat, and double
starting gold.
7. Planetouched: See human entry.
8. Zain’s Blessing: The blood of the powerful arch-lich flows
through you. You have an exceptional skill at channeling negative energy.
3/day, you may choose to augment any of your spells or spell-like abilities
with negative energy. A spell will deal 1d8 negative energy damage extra per
spell level, if you so choose. (Thus a shocking grasp cast by a level 5 goblin
would deal 5d6 electricity and 1d8 negative energy, and a fireball cast by the
same goblin would deal 5d6 fire + 3d8 negative energy.) You also gain 10
negative energy resistance and a +2 bonus against all saves vs. necromancy
spells and effects.
9. Magi-tek Armament: You have been gifted with 3 magi-tek items,
at least 1 of which is a weapon or armor, from the guild boss. Each has a 1d4+1
‘enchantment.’
10. Roll twice, take both rolls.
Centaur:
1. Permanent injury: See human entry.
2. Advance an age category: Centaurs use the human chart.
3. Cursed item: Centaur items grant power, but will encourage you
to leave to the wilds… where you may end up being captured by cultists and
transformed…
4. Minor magical heirloom: See human entry.
5. Squire: You acquire a human squire. (Level 1 fighter or knight)
to help you out.
6. Sponsored ‘Knight.’ A wealthy person has taken to hiring you as
a guard, you have to answer to your employer, but you start with double the
starting gold, and you gain 3 (total) free hardening and custom fit
modifications to your armor. (You could choose to take 2 hardened and 1 custom
fit, or 3 custom fit, however you want to do it.) You also gain a mild
enchantment (1d3) to an item of your choice.
7. Planetouched: See human chart.
8. Draconic Ancestry: See human entry.
9. Pegasus Knight: +2 dex, and gain wings and a fly speed of 80’.
Armor costs increase to 3.5, and light armor increases to double cost.
10. Roll twice, taking both rolls.
Kobold:
1. Permanent Injury: See human chart.
2. Advance an age category: Kobolds use half-orc table.
3. Cursed Item: Acts like a centaur item, drawing you towards your
inevitable corrupted transformative death.
4. Minor Magical Heirloom: See human entry.
5. Emissary to the big folk: You are a messenger/diplomat for your
people. You gain a +5 misc. bonus to diplomacy and either intimidate or bluff,
(players choice) you gain 1 free language, and a small mount/beast of burden to
aid you in your travels.
6. Empowered Breath: Your innate breath weapon damage increases to
d8’s instead of d6’s, and you gain 1 extra bonus dice at level 1. The range of your
breath weapon also doubles, becoming a 60’ line or 30’ cone.
7. Planetouched: See human chart.
8. Blessed Item: You have an item blessed by a dragon god, this
item has 1d6+1 enchantment, is intelligent, and must be worn/used by the kobold
at all times. (Player decides general type, I will make it.)
9. Chosen of the dragon gods: You gain the half-dragon template!
10. Roll twice, taking both.
Lizardfolk:
1. Permanent Injury: See human chart.
2. Advance an age category: Lizardfolk live long lives, use the
gnome chart.
3. Cursed Item: Like centaur items, a cursed item on a lizardfolk
makes you want to seek out cultists to submit yourself to transformative
ritual.
4. Minor magical heirloom: See human chart.
5. Transfer Student: You spent your time growing up in human
lands, (Contrador) You gain 1 free language, and 10 free skill points to
distribute however you desire. You no longer suffer the ‘half starting gold’
penalty.
6. Member of the hunter class: gain a free favored enemy, that
must be chosen from animal, beast, magical beast, dragon, vermin, or any
humanoid or monstrous humanoid. (Levels up every 5 levels like a ranger.)
7. Planetouched: Genasi ONLY.
8. Draconic Ancestry: See human table.
9. Chosen of Slavik: You have Slavik, the Marsh Guardian, as your
mentor. You gain +2 to 2 stats, a simple enchanted item, and a free feat.
Slavik has your back as well, which is incredibly useful… (Gestalt
Druid/Sorcerer Lizardfolk level 19 each)
10. Roll twice, taking both rolls.
Classes: PHB
Barbarian
1. Permanent Injury
2. Advance an age category
3. Tribe destroyed by evil: your tribe has been almost entirely wiped out, the members becoming corrupted creatures. (Or undead in the case of elfs, gnomes, or halflings, that don’t suffer from the ‘corruption’ specific transformations) The tribe is constantly searching for the last surviving members, your parents, siblings, pets, all are corrupted and searching for you. On the flip side, this has fueled your rage, granting you the ‘extra rage’ feat for free.
4. Chosen of the land. You gain an animal companion, like a druid of your barbarian level.
5. Bit by a lycan. (See human entry)
6. Minor Magical Heirloom: Just like the human entry, only the item will be barbarian specific.
7. Monstrous Humanoid Blood: See human entry for specifics. Reroll as ‘planetouched’ if elf or gnome. If player is an orc or goblin, reroll orc or goblin blood.
8. Draconic ancestry: See human entry.
9. Spirit Totem. A spirit animal watches over the barbarian. It can be communicated with in dreams, with some spells, or through ritualistic drug use. Roll 1d10.
1. Badger, +2 con, +1 dex, +2 fort saves, grants toughness feat, with an additional rank every 6 levels.
2. Wolverine, +2 str and con, extra rage feat.
3. Boar, +2 con, +1 str. grants ferocity, can fight to -10.
4. Wolf, +2 Str Dex Con.
5. Raven +4 dex, can cast commune with nature spirit 1/week.
6. Bear +3 str. +2 con, free endurance feat.
7. Lion +2 Str, +2 dex. Speed +10 feet.
8. Owl. +2 dex, +2 Wisdom, gain darkvision 30', (or it improves by that amount.) Can cast commune with nature spirit 1/week.
9. Moose +2 con, +2 str, +2 dex, +10 speed, -2 int.
10. Dragon +2 Str, +2 con, +2 int, +2 cha. 5 energy resistance. (1-5 chromatic dragon 6-10 metallic. Can alter alignment slightly)
10. Roll twice.
Bard
1. Advance an age category.
2. Cursed musical instrument. (Causes altered musical effects. determined randomly.)
3. Master of Poisons: Gain the ‘poison use’ feat for free. Also gain 100x1d4 extra gold to spend specifically on poisons.
4. Well Traveled: You gain a misc. +2 bonus to all knowledge checks and gather information, and 4 free ranks in knowledge (Geography).
5. Gifted performer. Choose a secondary perform skill, whenever you level up one skill, the linked skill automatically levels without skill points being assigned.
6. Back up band. 1d3 level 1 bards that improve your performance, and may potentially level up as well. Race/skill determination can be assigned by dice or the player.
7. Planetouched: See human entry
8. Celebrity (Gain the leadership feat for free, and +2 charisma.)
9. Blessed instrument (Like a cursed instrument, just not in the ‘screwing you over’ way.)
10. Roll twice
Cleric
1. Advance an age category.
2. Cursed by your god: You must seek an ‘atonement’ spell, as you've done something to anger your god. You do not have access to the bulk of your clerical abilities until you remedy this. (Only 1 spell slot per level, no domain spells, until remedied.)
3. Rage of the undead: You made a name for yourself as an exceptional undead slayer. You gain favored enemy: undead, and 1 free turning feat of your choice. Intelligent undead know this about you though, and will hunt you down. (You are worth a lot in vampire circles, for example.)
4. Extra Domain, must makes sense with your chosen diety.
5. Backing of the church. Have a home ground, with greatly discounted rates on healing and other services depending on diety and location.
6. Guardian angel. Some spirit of your god is watching over you. This grants a +2 bonus to all saves, and a misc. bonus based on diety and character. Straying causes the spirit to leave, and bestow a curse upon you as it goes away.
7. Planetouched: See human chart.
8. Blessed healer: You gain 4 ranks in heal, the empowered healing feat, and the healing domain for free, even if your diety doesn't have that available to them.
9. Chosen warrior of the gods: You gain a very powerful item, that is your diety's favored weapon. You must carry this with you, and use it in almost all situations of battle to not anger your god. 2d3+1 enchantment
10. Roll twice
Druid
1. Permanent Injury: See human table
2. Advance an age category
3. Druid circle wiped out by corrupted forces. Your druid circle was taken by the corruption, and has been transformed. (Or raised as undead creatures, in the case of elves, halflings, or gnomes.) You were there when it happened, and have some obvious scar from it. (-2 charisma) You gain the ability to ‘detect corruption’ in a 60’ radius at will however.
4. Empowered animal companion (Choose an animal companion one step higher than current level allows. This can stack for more powerful animals.)
5. Gifted shape changer. Gain extra wild shape feat, and 1 bonus wild shape (Or other nature druid type) feat.
6. Totem spirit, as barbarian table.
7. Planetouched: (Genasi ONLY)
8. Ironwood Plate. You have an ironwood medium or heavy armor, (dependent on proficiencies and such) the enchantment on the plate is 1d3+1.
9. Touched by the fey: You have a direct parent that is a fey creature. You gain Sylvan as a bonus language. Roll 1d4 to determine variety:
1.Sylph: Your mother is a fey from the elemental plane of air. You gain +4 to dex, and +2 wisdom, and charisma, and suffer a -2 con and str. You may cast levitate, gust of wind, and sound burst each 2/day, as a caster of your character level.
2. Sirine: Your mother is a Sirine, a singing, dancing, playful fey creature that enjoys lagoons and sandy beaches. You gain +2 to int, wis, and cha. You gain the ability to breath underwater, and may cast charm person 2/day, you may also ‘detect elements’ and sense large bodies of water, elemental creatures, etc. in a 100’ radius.
3. Dryad: Your mother is a beautiful tree spirit, a dryad. You gain +2 to wisdom and charisma, and +2 natural armor, but suffer a -2 to dex. You may cast barkskin, speak with plants, and entangle 2/day each.
4. Nymph: Your mother is a gorgeous nymph. You gain +4 to charisma, +2 to wisdom, but suffer a -2 to con and str. You gain the ‘unearthly grace’ ability, which adds your charisma mod to all saves, and you may also cast charm person 2/day.
10. Roll twice
Fighter
1. Permanent Injury: see human entry.
2. Advance an age category
3. Gladitorial Veteran: Lose heavy and medium armor proficiency, gain 4 exotic weapon prof., this automatically makes you have a background from Entrar, you gain 1 free weapon from the Darksun list.
4. Monstrous Humanoid Blood: See human entry.
5. Bit by a lycan: see human entry.
6. Tough as nails: You gain DR like a barbarian does, but your body shows the damage you have accumulated over the years. (-2 charisma.)
7. Parent the blacksmith: +2 to all bowyer, blacksmithing, carpentry, leatherworking, and armorsmithing checks, or anything else you can convince me of. All gear becomes MW for the standard price. (At character creation only) Comes with blacksmithing/carpentry tools for free, and you have a parent with very high craft skill, which might be useful.
8. Noble Born: See human entry. (Or dwarf if a dwarf, as those skills are different.)
9. Famous family item. This is an item with a 1d4+2 enchantment, like an heirloom, you are expected to hand it down to your children, it is always a weapon, armor, or shield.
10. Roll Twice
Monk
1. Permanent injury: See human chart.
2. Advance an age category
3. Cursed Monk specific item: just like all the others, just meant for a monk.
4. Apprentice: You start play with a level 1 monk (non-gestalt) that follows you around, learning from you. You are expected to spend a lot of time training this character, but the character will help you to the best of your ability and may be of any number of races.
5. Ease of energy transference. Gain lay on hands exactly like a paladin, except based on wisdom instead of charisma. (Stacks with wholeness of body self-heal ability)
6. Magical Tattoo. You have a magical tatoo on our flesh. Roll 1d6 to determine the tattoo.
1. Arcane symbols. This series of arcane symbols, it grants SR 7 + character level, and your stunning fist attacks gain +1d6 arcane (pure arcane force) damage, this increases by an additional 1d6 every 7 levels. (2d6 at level 7, 3d6 at level 14, etc.)
2. Dragon, grants +1 natural armor, +2 strength, +2 con, a 2d8 breath weapon, and 5 energy resistance. (Determined by color, roll on the kobold chart to determine variety)
3. Phoenix. All attacks do +1 fire damage, you gain +4 saves vs. death effects, your stunning fistdoes 1d6 extra fire damage, and 10 fire resistance.
4. Celestial/angelic. +2 wisdom, +2 cha, can detect evil 3/day, 5 cold and electricity resistance, may also smite evil 3/day, adding wisdom bonus instead of charisma. This may be used in conjunction with stunning fist.
5. Infernal/demonic. +2 Str, +2 Dex. Gain darkvision 30' (or improve it) and cast darkness 3/day. 5 Acid, Electricity, and Fire resistance. Stunning fists deal an extra 1d4 profane damage.
6. Axiomatic. (Runes from Mechanus, perfect order) +2 wisdom and intelligence, gain 5/Chaotic DR, (increases by 5 every 10 levels, 10 at level 10, 15 at 20, etc.) and gain the ability to smite chaos 3/day, adding your wisdom mod to hit, and wisdom mod and monk level to damage.
7. Planetouched: see human chart.
8. Master martial artist. Dice size is increased one category. (Small to medium, medium to large)
9. Gith's tome of Understanding. A book of techniques that was pioneered by a half-fire elemental Githzerai monk, who ran the now called Frozen Monastery a few thousand years ago. It is loaded with techniques, meanings, and power that must be studied over one’s lifetime to understand. This also means that you are the chosen of the Monastery of the Frozen Flame, and gain a mentor of the 3 leaders of the monastery that matches your alignment. (LG Snirfneblin Monk/Cleric/Sacred Fist, LN Elf Monk/Druid, or LE Dwarf Monk/Wizard/Arcane Fist) You begin with +1 to 2 different stats and a bonus feat. (Determined by the book/mentor, not the player)
10. Roll twice, taking both rolls.
Paladin
1. Permanent Injury
2. Advance an age category
3. Cursed item: As human chart, though this item will specifically attempt to turn you into a blackguard over time.
4. Blessed animal companion. (Animal companion with Celestial template)
5. Hunter of the dead. Gain undead as a favored enemy, and turn undead like a cleric. The time spent around so much undeath has impacted your outlook however... -2 cha.
6. Noble Born: See human entry. (Or dwarf if a dwarf)
7. Celebrity Entourage: You have made quite the name for yourself. You gain the leadership feat for free, and start with at least 1d3+1 level 1 bards who follow you around, singing of your achievements. These bards take the 'level 1' slot under your leadership chart, your cohort will be a squire that is either a knight, paladin, or fighter/multiclass. (Like a fighter/sorcerer, this will be a non-gestalt character.)
8. Flying mount: (Not a dragon, will begin gaining the specified paladin bonus at level 5, like normal)
9. Blessed weapon: This weapon will be intelligent, and is guaranteed to have the Holy enhancement, and is a gift from your god, and as such, you are expected to use it. (Follow Cleric entry)
10. Roll twice
Ranger
1. Permanent Injury
2. Advance an age category
3. Monstrous Humanoid Blood: See human table.
4. Empowered animal companion: Get a level 1 companion, as a druid, but you don't get another at level 4.
5. Bit by a lycan: See human table.
6. Additional favored enemy, with 20 bane arrows for the designated foe type.
7. Minor magical heirloom: as human table, only a ranger specific item.
8. Spirit totem, (as above)
9. Fey Blood, as the druid table.
10. Roll twice.
Rouge
1. Permanent Injury: See human table
2. Advance an age category
3. Bit by a Lycan: see human entry.
4. Monstrous Humanoid blood: See human entry
5. Minor magical heirloom: see human table.
6. Proficient in guns and explosives. (Gains 5 ranks in craft explosives, and exotic weapon proficiency firearms, and exotic weapon proficiency explosives. Gain some primitive firearms and explosives)
7. Gang leader (free leadership feat, plus gives a home base and a local gang that matches the characters alignment/design)
8. Guild Boss's Chosen: You are an important employee of your local thieves guild... in fact, the boss goes to you first for the tough jobs. On the bright side, you get free reign to recruit other members of the guild to help with guild missions. You may recruit as many followers for a specific mission as you have points of charisma mod, and each follower will be a single class NPC of your level or 1 level below you. You also start with double starting gold and a 1d3 simple magic item gifted from the guild boss.
9. Stolen artifact: Stolen moderate wondrous artifact, however, this has placed you on the wrong side of the law. Whatever organization you stole this powerful item from is sending people after you.
10. Roll twice
Sorceror
1. Permanent injury
2. Advance an age category.
3. Corrupted blood: By some twist of fate, you gain your sorcerous power though the corruption of artheria itself. You deal 1d8 bonus profane damage based on spell level, (see goblin table for specifics.) though all corrupted creatures can sense you, (And you them, 100' radius) and you are incredibly susceptible to the corruption itself. If an elf, gnome, or Halfling rolls this trait, they can be corrupted!
4. Planar companion: You gain an animal companion (like a druid) with a template coming from the planes. (Elemental, infernal, celestial, etc.)
5. Minor Magical Heirloom: As human table, sorcerer specific.
6. Planar Advisor: You gain the ability to cast ‘Contact outer plane’ once a week, as a spell like ability, to contact an outsider that matches your alignment, and is specifically looking out for you. At start, he has tutored you in a few ways, giving you +1 to 2 stats, and a feat. (Determined by the outsider, not the player)
7. Planetouched: See human table
8. Draconic ancestry: As human table.
9. Fey blood: see druid table.
10. Roll Twice
Wizard
1. Advance age category
2. Touched the edge of existence: You are insane, having seen what was never meant to be seen by mortals. You automatically qualify for the ‘Alienist’ prestige class, and any others that require touching the edge of the multiverse. You gain +6 intelligence, and lose 6 wisdom. All creatures summoned, and any familiars you have, gain the ‘psuedonatural’ template. On the major downside though, psuedonatural creatures can sense you, and those with the epic version of the template may cast “Dominate Person” on you 1/day.
3. Cursed Wizard Item: See human entry.
4. Free improved familiar feat
5. Sage Mentor: You are training under a loremaster, and as such, you gain a +2 bonus on all knowledge checks, 8 free ranks that you may distribute among any ‘Knowledge’ skill, and 1 minor magical item.
6. Planar adviser: As the sorcerer entry.
7. Planetouched: See human table.
8. Body guard. Roll 1d6 to determine type, you must pay the creature/maintain it in some way.
1. Animal companion pet. (Basic list)
2. Small bound elemental creature. (Roll for type)
3. Monstrous humanoid fighter, (Single class, not very high ECL)
4. Primitive golem creature of the players design.
5. Planar animal companion. (Animal companion with some template added)
6. Exceptional humanoid fighter/mage, fighter/cleric, or fighter/rogue, it will be Githzerai, drow, lizardman, etc. determined by the DM depending on the region the character is from.
9. Personally attuned to a demi-plane. Through some twist of fate, your wizard is attuned to a region of the dreamscape ruled by ancient, sometimes very unstable, spirits. The wizard can make portals to this realm, using it for relative safety, a way to move quickly, etc. This is a ritual that takes often at least 2 hours. Gnomes with this trait can perform the ritual as quickly as 15 minutes, if the skill checks are made well, since they have intuitive understanding of planar travel, and their own pocket plane.
10. Roll twice
Classes: PHB II
Beguiler
1. Permanent Injury: See human entry.
2. Advance an age category
3. Uncovered a tome of Zain the arch-lich: You found a small tome belonging to the arch-lich Zain, you gain 6 free spells known, half of which are necromancy spells, (ignoring the beguiler limitation) unfortunately this has taken a toll on your sanity and overall cheerfulness. You suffer a -2 to wisdom and charisma. The tome is on you at all times, and you may choose to study it for more magical power... at the cost of yourself.
4. Minor Magical Heirloom: See human entry.
5. Planar Adviser: As Sorcerer entry.
6. Planetouched: See human entry.
7. Fey touched: See druid entry.
8. Guild Boss's chosen: You are an important employee of your local thieves guild... in fact, the boss goes to you first for the tough jobs. On the bright side, you get free reign to recruit other members of the guild to help with guild missions. You may recruit as many followers for a specific mission as you have points of charisma mod, and each follower will be a single class NPC of your level or 1 level below you. You also start with double starting gold and a 1d3 simple magic item gifted from the guild boss.
9. Stolen Moderate Wondrous Artifact: As rogue entry.
10. Roll twice
Dragon Shaman
1. Permanent injury: As human table.
2. Advance an age category
3. Tribe destroyed by evil: As barbarian entry, only it grants you rage 1/day as a dragon shaman. (Or the extra rage feat for barbarian/dragon shaman)
4. Minor Magical Heirloom: See human entry
5. Intensified Auras: Your auras project a 60' radius, double from the base 30'.
6. Draconic Ancestry: See human entry
7. Empowered Breath Weapon: See Kobold Entry, increasing to d10s for the dragon shaman.
8. Planar Dragon Ancestry: The blood of a planar dragon courses through you, the stat bonuses are the same as standard dragonic ancestry, with an additional bonus depending on dragon type: Roll on the following chart to determine variety: (1d12)
1. Fang Dragon: (Fang Dragons in my world are from both Faerun and the Outlands, though they don't reside in Sigil itself often) You have +1 natural armor, natural attacks, claws, fangs, elbow spikes, all deal 1d8 damage. This enhances a dragon shaman/monks unarmed damage up another size category. No energy resistance. (A medium sized monk/dragon shaman that rolled martial arts master and this variety would deal damage as a huge sized monk.)
2. Battle Dragon: These Ysgardian dragons grant an additional +2 to charisma, and allows the dragon shaman to cast bull's strength and heroism both 2/day. The energy resistance type for this dragon is sonic.
3. Chaos Dragon: Dragons made from pure chaos of limbo, they grant you a +2 bonus vs all enchantment spells, you may cast chaos hammer 1/day, and you have a random resistance type determined by dice. (1d6, 1. Acid 2. Cold 3. Electricity 4. Fire 5. Sonic 6. Any two, player's choice)
4. Ethereal Dragon: Etheral Jaunt 1/day (rounds equal to character level) Breath weapon is force, immune to magic missile. (No other resistance)
5. Howling Dragon: Insane dragons from Pandemonium, they grant sonic based breath weapon and resistance, and the ability to cast Confusion 1/day.
6. Oceanus Dragon: Living in the planes spanning River Oceanus, these dragons grant electricity breath weapons and resistance, smite evil 1/day, and the ability to breath underwater.
7. Pyroclastic dragon: Magma dragons from Gehenna, they grant a breath weapon that deals half fire and half sonic damage, and 5 fire and sonic resistance.
8. Radiant Dragon: From the seven mountains of celestia, have breath weapons of force, and they grant the player a supernatural ability of charisma mod adding a deflection bonus to AC.
9. Rust Dragon: This metal destroying dragon from Acheron grants two unique bonuses, first you gain damage resistance against metal weapons like a barbarian does, and you may use a rusting touch ability 1/day. This is a touch attack that eats away any metal object over 1d4 rounds, normal items are allowed no save, magical items may make a fortitude save to resist the effect. (DC = 10+1/2 dragon shaman level + charisma mod)
10. Styx Dragon: This dragon dwells on the river Styx, and grants acid breath weapons and resistances, and the ability to breath underwater. There is also a side affect of being immune to the memory sapping effect of the river Styx itself.
11. Tarterian Dragon: Dragons from the prison plane of Carceri, they grant breath weapons of force and immunity to magic missile, and the ability to cast freedom of movement 1/day.
12. Shadow Dragon: Hailing from the plane of shadow, this dragon grants two unique abilities, whenever you are in the shadows or it is night, you are always under the effect of the blur spell, (can willingly negate this if desired) and you gain a +4 bonus on all saves again negative energy, energy drain, etc.
9. Servant of a Great Dragon: You serve a dragon that is your alignment. (or close to your alignment) This dragon is your mentor, he grants you +1 to two different stats, a free feat, (A metabreath feat typically) and he also doubles your starting gold.
10. Roll Twice, taking both.
Duskblade
1. Permanent Injury
2. Advance an age category
3. Cursed Weapon: this weapon has many spell storing abilities, is intelligent, and will attempt to dominate the duskblade. It is at minimum +5 enchantment bonus.
4. Minor magical heirloom: See human entry
5. Arcanist Blessing: Gain a familiar, just like a wizard.
6. Noble Born: See human entry, only the misc. bonus is taken from ride and added to Knowledge (Arcana) or Knowledge (The planes) player's choice.
7. Planetouched: See human entry
8. Magi-tek Blade: You have been gifted a magi-tek weapon (1d3+1 enchantment) with a minor spell storing component. This means you have a friend or relative that is a magi-tek engineer as well.
9. Chosen Duskblade of the elves: Changes alignment from any evil to some kind of neutral or good, and changes your home territory to the elf lands. You were trained by the greatest duskblades in Elven culture, and been rewarded with a mithril magical sword with a 1d4+1 enchantment bonus, and a mithril armor with a 1d4+1 enchantment. (This can not be mithril full plate if you manage to get a heavy armor.) You also start with 7+ int mod spells, instead of 4+int. mod.
10. Roll twice, taking both rolls.
Knight
1. Permanent Injury: See human table
2. Advance an age category
3. Cursed Mount: Your mount is an undead, demon, corrupted, or otherwise possessed creature. It is bound to you, and appears like a completely normal mount. It influences you deeply... whispering madness to you, wanting you to serve its dark masters.
4. Minor Magical Heirloom: See human entry.
5. Noble Born: See human entry.
6.
The Holy Hand Grenade: You gain a holy hand grenade. one time use, 10d10 damage, 20' radius, count to Three.
7. Draconic Ancestry: See human entry
8. Famous Knight! You have an entourage of minstrels. You gain 1d3+1 level 1 bards that follow you around, 'aiding' you in their own,
brave brave way.
9. Full Knight Sponsorship: You start with a custom made MW suit of full plate mail (2 flexibility and hardening upgrades), a heavy warhorse, full plate barding, a lance, a sword, heavy shield, and bow (or crossbow) all of masterwork quality. You are at the beck and call of the kingdom however.
10. Roll twice, taking both rolls.
Classes: Complete Warrior
Hexblade
1. Permanent Injury: See human table.
2. Advance an age category.
3. Corrupted Blood: see sorcerer entry, can inflict corruptive damage on anyone you curse. (1d8 per -2 of the curse.)
4. Minor Magical Heirloom: see human entry.
5. Noble Born: See human entry: replace ride with knowledge (Arcana) (Religion) or (the planes).
6. Cursed Weapon: You have a weapon that channels darkness, unlike most cursed items, it answers to you. You have complete control of the cursed item, and while it will eventually harm you, for now, you have it under control. (Weapon will always increase your curse by another -1.)
7. Necromantic master: You start the game with 1 level 1 necromancy spell, which can be used 1/day. Every 5 levels you gain another free necromancy spell that you may use 1/day. (each ability is separate) At level 5 you may have a level 3 necromancy spell, at level 10, a level 4 spell, 15 a level 5, and 20 a level 6. These are used as spell like abilities.
8. Planetouched: (Non-Genasi Only)
9. Exceptional curse master, you gain 2 extra uses of your hexblade curse per day, and you start at the greater curse level, making the penalty at -4 instead of -2. (It continues to increase, becoming -8 at dire curse) Your curse also gains a misc. +2 bonus to the save DC.
10. Roll Twice, taking both rolls.
Samurai
1. Permanent Injury: See human table
2. Advance an age category
3. Cursed Item: See Elf table
4. Monstrous Humanoid Blood: See human table. (Obviously orcs ignore orc blood, etc.)
5. Noble Born: See human table
6. Ninja partner: You work in tandem with a single class ninja. This character goes with you on all clan based business, matches your alignment, (or at most is 1 step removed) and very much enjoys taking advantage of all those opponents focusing on you.
7. Planetouched: See human table
8. Extraordinary Sword Ki: You gain 1 more use of both Kiai smite and staredown, and both abilities gain increased potency. You now add double your charisma bonus to Kiai smite damage, and your staredown abilities gain a +2 bonus to the DC.
9. Chosen of the Shogun: You are the chosen warrior of your shogun. This grants you a suit of hardened, custom fit 'Great Armor' (Tosei-gusoku, with 2 ranks of each upgrade.) and a katana/wakizashi combo with identical 1d3+1 enchantments. You are at the beck and call of the Shogun, however.
10. Roll twice, taking both rolls.
Swashbuckler
1. Permanent Injury: See human table
2. Advance an age category
3. Town destroyed by Corruption: You are from a small town, (dependent on race and region) that was annihilated by corrupted forces. (Genlocks or Hurlocks most likely) You barely managed to escape. You suffer a -2 to all saves vs. fear, (this increases to -4 against corrupted creatures) but you can sense corruption 60' at will. This ability is always active and can not be suppressed in anyway.
4. Minor Magical Heirloom: See human table
5. Noble Born: See human table, the ride bonus becomes any craft or profession skill or the players choice.
6. Member of a crew: You are a member of a powerful pirate/smuggler/navy. (in the skyrealm this is airships, surface and underdark are traditional ships.) You gain the bonuses listed under 'Mentor' on the human entry, only you do not continue to gain bonuses, you are in a position to work your way up however, and potentially take over/make the ship your own.
7. Planetouched: See human table.
8. Blessed Item from the bottom of the Sea: You were shipwrecked in your past, and found an incredibly potent intelligent item that helped you survive your isolation. This item will be of any general 'type' that the player desires, but the DM will make the item. You also gain a free rank of toughness as a side affect of having to survive on your own.
9. Well known 'pirate:' You gain the leadership feat for free, and gain a region appropriate mode of travel, (ship, airship, trade caravan, etc.) with your leadership score determining the size of your crew. Your cohort is your number 2, and will always be the same race as you. (Halflings are the exception, they follow their own cohort chart on the halfling table.)
10. Roll Twice, taking both rolls.
Classes: Complete Adventurer
Ninja
1. Permanent Injury: See human table
2. Advance an age category
3. Cursed Item: See elf entry
4. Monstrous Humanoid Blood: See human entry.
5. Minor Magical Heirloom: See human entry.
6. Ninja Magic: You gain 1 spell per 4 levels, these follow the Wu Jen chart, and use a ki ability use per day to use them. You start with 1 at level 1, (a level 1 spell) and at levels 4,8, 12, etc. You gain another ability. You also gain 2 more uses of ninja 'ki'.
7. Martial Arts Training: You gain unarmed damage of a monk of your size, and 1 free "martial arts style" feat. (Complete Warrior has a bunch of them)
8. Exceptional Ki channeling: You gain 5 more 'ki' points that allow you to use your ninja abilities (like swift invisibility) more times per day.
9. Chosen of the Shogunate: You are the go to ninja of your Shogun. Because of this, you gain an armor, a weapon, and 1 misc. tool of your choice, (this may be substituted for another weapon if you so desire) all with a 1d3+1 enchantment. You also start with double the starting gold.
10. Roll twice, keeping both rolls.
Scout:
1. Permanent Injury: See human table
2. Advance an age category
3. Cursed Item: See human entry
4. Monstrous Humanoid Blood: See human table
5. Scouting Buddy: gain an animal companion like a druid.
6. Noble Born: See human entry
7. Hunters Training: You gain a favored enemy, like a ranger, that levels up every 5 levels. (Stacks with elves and rangers, an elven ranger/scout that rolls this starts with 3 favored enemies at level 1, and levels up 3 every 5 levels.)
8. Scout of the Throne: You are a chosen scout for whatever kingdom you are closest too. You gain 3 1d3+1 items, 1 must be an armor and 1 weapon, you may command other scouts of the kingdom to assist with kingdom specific tasks, and you gain 4 free ranks of Knowledge (Local History).
9. Fey Bloodline: see druid entry.
10. Roll twice, taking both rolls.
Spellthief:
1. Permanent Injury: See human table.
2. Advance an age category
3. Cursed item: See elf table.
4. Wronged the wrong mage: You stole spells, an item, or otherwise angered a powerful wizard. He sends folks after you, and comes after you himself. On the flip side, you gain two mild wondrous items that you stole from the mage in question.
5. Noble Born: See human entry, substituting ride for Knowledge (Arcana), (Religion), or (The Planes.)
6. Stolen Moderate Wondrous Artifact: See rogue entry.
7. Innately resistant to all magic: Your spell-thieving abilities have transferred into innate spell resistance. You gain 5+ character level SR. If you have SR already, you gain +5 to the base number.
8. Church Inquisitor: You belong to a church (either as an employee, believer, etc.) as an mage hunter of the dark arts. You have the backing of the church, and gain 3 1d2+1 enchanted items, (1 of which must be an armor) and gain discounts on all healing and church related items. You will have the occasional order from the church though.
9. Greater Spell Absorption: By some twist of fate, you can absorb any spell that you qualify to steal (based on spellthief level) that is launched at you, 1/day. This is a supernatural effect that is very unique. Say a level 3 spell thief is shot at by a mage casting magic missile. The spellthief would then absorb the spell, and have to fire it back out at the spellthief's next turn, (it is a swift action to launch the spell.) otherwise they take the effect the spell. This will negate aoe damage from a fireball, the level drain of a necromancy spell, or anything else. There is no roll for this ability, as long as you are in the area of effect (or close enough to get there) you can absorb the spell.
10. Roll twice, taking both rolls.
Classes: Complete Divine
Favored Soul
1. Advance an age category.
2. Twisted energy channeling: Your lay on hands now deals negative energy only. You may not heal anyone with it, (except undead)
3. Cursed of the Gods: You have angered your god, see cleric entry.
4. Minor Magical Heirloom: See human entry.
5. Blessed Companion: Gain an animal companion with a template. (celestial or infernal most likely, will depend on alignment and god worshiped.)
6. Holy Hand Grenade: See knight table. Your god has given you 1 single holy hand grenade.
7. Planetouched: See human table
8. Chosen Destroyer of the Dead: You gain 'undead' as a favored enemy, and may turn undead like a cleric of your favored soul level.
9. Chosen Warrior of the Gods: As cleric entry.
10. Roll twice, taking both.
Shugenja
1. Advance an age category
2. Cursed Soul Stealing Wakizashi: You were 'gifted' with this weapon, it is incredibly powerful, deals damage as a +5 katana, and if you do not quench its thirst, it will destroy you.
3. Minor Magical Heiloom: See human entry
4. Elemental Companion: A small elemental of your chosen element has taken a liking to you.
5. Noble Born: As human entry, only replace ride with Knowledge (Religion), (The Planes), or (Ancient History)
6. Apprentice Shugenja: You gain a level 1 Shugenja (non-gestalt) follower.
7. Planetouched: Genasi only.
8. Blessed Wakizashi: Just like a cursed blade, only intelligent and not cursed.
9. Chosen of the Elements: You gain the half-elemental template of your chosen element.
10. Roll twice, keeping both rolls.
Spirit Shaman
1. Permanent Injury: See human table.
2. Advance an age category
3. Tribe destroyed by evil: See barbarian entry.
4. Monstrous Humanoid Blood: See human table.
5. Minor Magical Heirloom: See human entry.
6. Totem Animal: See barbarian table, spirit shaman with this trait will gain an additional stat boost and ability dependent on spirit rolled, since they have a greater connection with such forces.
7. Planetouched: See human entry.
8. Fey blood: As druid table.
9. Greater Spirit Connection: Your spirit companion gains a significantly more powerful template, like half-elemental or woodling, and you gain a minor template, like planetouched, and an additional 2 base uses of Chastise Spirit per day.
10. Roll twice, taking both rolls.
Classes: Complete Arcane
Warlock
1. Permanent Injury: See human table
2. Advance an age category
3. Fell Curse: The darkness tugs extra hard on your soul. All your warlock abilities gain a +2 bonus on their DC to resist, but you suffer -2 to a physical and mental stat (determined by the DM) and whatever owns your soul has taken a much more interested view of you.
4. 'Fell' Guardian: The source of your power has sent a guardian to 'watch' over you and make sure you do as you are told. This guardian will protect you from a death blow at least three times before enjoying your death. Fey sourced warlocks get a guardian spirit that protects them only twice, but typically are not as interfering, being more curious than anything.
5. Minor Magical Heirloom: See human entry.
6. Planetouched: See human table.
7. Invocation Master: Your mastery of invocations knows no equal. You gain 2 additional invocations at level 1, and an additional bonus invocation known every 5 levels. (3 at level 1, 6 at level 5, 9 at level 10, etc.) Normal 'power' limits apply, you just know more of what you have access too.
8. Empowered Eldritch Energy: Your eldricth blasts are exceptionally powerful for a member of your class. Starting at level 1, and every 6 levels after, your innate blast damage increases by 1d6. (2d6 at level 1, 4d6 at level 6, 7d6 at level 12, etc.)
9. Greater Connection to Source: Whatever the source of your power is, you have a stronger connection to it than most. Each step of source abilities, (1,6,12, and 18.) you gain an additional stat increase and ability. This is different for each source.
10. Roll Twice, taking both.
Warmage
1. Permanent Injury: See human entry.
2. Advance an age category.
3. Cursed Item: See elf entry.
4. Minor Magical Heirloom: See human table.
5. Arcanists Blessing: You gain a familiar, like a wizard.
6. Noble Born: See human entry, only ride is replaced with Knowledge (Arcana) or (Ancient History).
7. Planetouched: See human entry.
8. Mentored Warmage: You were mentored by a powerful, wise warmage. This person has gifted you with +1 to 2 different stats, (chosen by the mentor) and 2 bonus spells that may be of any school. The mentor picks what you are taught. Should you be taught a spell that you do not yet have access too, once your warmage levels allow you to cast that level of spell you will learn it.
9. Sponsored Warmage Loadout: Your kingdom, mentor, school, etc. has chosen you as their number 1 student, and given you proper warmage attire. You are given a mithril breastplate, a mithril medium shield, and a one handed weapon. All of these items have a 1d2+1 enchantment bonus. You are expected to work for whoever gave you this gear on occasion, however.
10. Roll Twice, taking both.
Wu Jen
1. Advance an age category
2. Angered an Elemental Prince: While working on your elemental magic in your youth, you accidentally opened up a portal to your opposing elemental plane and happened across an enchanted stone that belonged to an elemental prince. Leaving the plane not knowing you wronged such a powerful entity, you made the item into an amulet, affixed it to a quarterstaff, or something else. Unfortunately, you have had elemental creatures hunting you ever since, and you have absolutely no idea why, but you sure do love that enchanted rock.
3. Improved Elemental Affinity: All spells you cast from your element gain a +1 to their damage dice, which stacks once the wu jen gains elemental mastery, and you gain 10 resistance to your chosen element. Unfortunately, you are more prone to your opposing element, which now deals double damage against you.
4. Minor Magical Heirloom: See human entry.
5. Arcanists Blessing: Gain a familiar, like a wizard.
6. Noble Born: See human entry, the ride bonus becomes Knowledge (Arcana), (The Planes), or (Ancient History.)
7. Planetouched: See human entry.
8. Exceptional Spell Secrets: Every time you gain a spell secret, (3, 6, 9, etc.) you gain 2 spell secrets instead of one.
9. Elemental Connection: You gain the planetouched genasi trait of your element, and an additional +1 damage dice to your chosen elemental damage dice.
10. Roll Twice, taking both rolls.
Magi-tek Engineer
1. Permanent Injury... through SCIENCE! Just like the gnome entry, roll again.
2. Advance an age category.
3. Cursed Companion: You made your magi-tek companion out of some powerful cursed material on accident. It is much stronger than usual, but is more in control of you than you are of it...
4. Competitive Rival: You have an NPC rival that has a love/hate relationship with you. This person attempts many similar creations that you do, and you might have studied under the same masters, school, etc. This person might help you sometimes, and might try to hinder you others. On the bright side you start with 1 additional magi-tek item. (1d3+2 at start, instead of 1d3+1)
5. Arcanists Blessing: You have a familiar, like a wizard. This can be in addition to your magi-tek companion, or if you choose to have either the oozeling or hybrid animal, a combined stronger companion.
6. Noble Born: See human entry: Ride becomes and knowledge skill, chosen by the player.
7. Member of a prominent trading company: Just like the Swashbuckler entry.
8. Exceptional Companion: You made your companion out of exceptional not cursed materials. It is stronger than normal, and follows your commands.
9. Airship! Just like gnome table.
10. Roll twice, taking both rolls, may choose to have the mad scientist trait as well.
Once you have your racial and class traits done, your stats will be done, and you can calculate skill points and everything. Starting gold is determined by the dice, I am rather stingy with gold, I tend to reward players more with items and special abilities then tons of gold, which some people like some people don't, but that is my style.
All gold is decided by rolling a 1d6, just the multiplier at the end of it changes depending on what class you are.
1d6x500 classes: (500-3000 starting gold)
Paladin
Knight
Cleric
Samurai
1d6x400 classes: (400-2400 starting gold)
Fighter
Bard
Warmage
Rogue
Scout
Spellthief
Ninja
Ranger
Swashbuckler
Beguiler
Favored Soul
Hexblade
Duskblade
1d6x300 classes: (300-1800 starting gold)
Barbarian
Druid
Monk
Sorcerer
Wizard
Wu Jen
Shugenja
Spirit Shaman
Magi-tek Engineer
Warlock
Dragon Shaman
Thus we complete the rules for making characters in Artheria. Everyone should be unique, powerful, and have enough 'background' to make a decent story for their character. I'm pretty flexible with things like rerolling stats, but I am not with regards to traits and starting gold, you get what you get. I look forward to getting the game going, and now, we can make our heroes.
“He who knows others is wise; he who knows himself is enlightened.”
―
Laozi