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  1. #1
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    Character construction

    Discussion thread for Character construction. If you would like to add a comment, click the Post Reply button.

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    Senior Member ShadowMoon's Avatar
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    My Birthright campaign:

    Races:
    Human, Anuirean
    Human, Basarji
    Human, Brecht
    Human, Masetian
    Human, Rjuven
    Human, Vos
    Halfling
    Sidhe (Elf)
    Karamhul (Dwarf)

    Gnoll
    Goblin
    Orog

    Racial Templates:
    Awnshegh
    Ehrshegh
    Lycanthrope
    Nar'Sidhe (Half Elf)
    Scion
    Shade
    Yuan-Ti

    Classes:

    Bard
    Druid
    Magician
    Priest (Cleric)
    Rogue
    Scout
    Warrior (Fighter)
    Wizard (Sorcerer)

    Barbarian, Monk, Noble, Paladin, and Ranger are governed by Feats. They can be defined further with various Prestige Classes.

    Masetians in my campaign are not Greek-like culture, instead I chose Japanese-like culture. So they can have Monks, Ninjas, Shugenjas and Samurai which are defined through Feats and Prestige Classes.

    Monster Races (Gnoll, Goblin, and Orog), as well as Masetian and Sidhe are available for players only in special occasions.

    There are only Specialist Wizards in my campaign.

    All other Classes (like Warlock, Shaman, etc.) are dealt through Feats and/or Prestige Classes.

    P.S.

    I'll elaborate more, but right now I have no time. So consider this as a sneak-peek and check for edit.

    Byez...
    Last edited by ShadowMoon; 05-02-2007 at 09:45 AM.
    "If the wizards and students who lived here centuries ago had practiced control - in their spellcasting and in their dealings with the politics of the empire - you would be studying in a tall tower made by the best dwarf stone masons, not in an old military barracks."
    Applied Thaumaturgy Lector of the Royal College of Sorcery to new generation of students.

  3. #3
    Ehrshegh of Spelling Thelandrin's Avatar
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    I'll be interested in reading the wiki article (under House Rules and your name) when it's done!

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    There was an old topic about make more affordable goblin race (threat the standard pc race) and keep orogs and gnolls for special occasions (too evil the orogs and too savage the gnolls).At the end they decide to keep the status quo.Now this debate is solved?

    And for goblin you can choose if you are a goblin,hobgoblin or bugbear?

  5. #5
    Senior Member ShadowMoon's Avatar
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    Well I use Monster (Racial) Level Progression similar to what was seen in Savage Species. Though, in my campaign players with LA creatures/races need not to progress first in Racial Levels and they can choose to continue leveling later if they want to explore their potentials. And I don't count those levels for XP penalty, it is more like a bonus Favored Class for that race.

    So Goblin can "grow" into a Hobgoblin, and/or Bugbear.

    This is a Half Elf Racial Template in my campaign. It has only one level, but it is enough for an example.

    Half-Elf (Nar’Sidhe) = Template (D20R)


    Prerequisite: One parent must be Elf; other may be Human (any), Halfling, or Goblin.
    Racial Abilities: As per original (non-elf) race. In addition apply this abilities:

    00th level:
    Elven Blood: A half-elf can be considered an elf (fey) for many purposes, including the casting of true magic, and having Sidhe Heritage Feats.
    Infamous reputation: Elves are infamous for pursuing campaigns against entire races, including gnolls, goblins, and even humans in many regions (including most of Anuire). Half-elves receive –2 racial penalty to Gather Information, and +2 racial bonus to Intimidate in areas where they have an infamous reputation.
    Long Life: Age as original member of its race (non-elf) till becoming Young Adult, thereafter apply these modifications: Mature +15 years, Middle-aged +30 years, Old +60 years, Ancient +1d12.
    Inner Voice: +1 racial on Speak Language (Sidhelien).
    Fey
    HD: d6
    BAB: Poor
    Saves: Fortitude – Poor; Reflex – Good; Will – Good.
    Skill Points:
    1st level: (6+Int mod) x4
    Skills: Listen (Wis), Perception (Wis), Seeming (Cha), Search (Int), Spot (Wis), and Survival (Wis).

    01st level:
    BAB: +0
    FRW: +0/+2/+2
    Sidhe Heritage

    Sidhe Heritage:

    Select Two:
    Low-light Vision: A half-elf can see twice as far as a human in starlight, torchlight, or other conditions of poor illumination. They retain the ability to distinguish color and detail in these conditions.
    Sleep Resistance: +10 racial vs. magic sleep spells, and +2 vs. sleepiness.
    Complex Mind: +2 racial vs. Enchantment spells or effects, and +2 racial on Seeming checks.
    Fey Perception: +2 racial vs. Illusion spells or effects, and +2 racial on Perception checks.
    Keen Senses: +1 racial on Listen, Search, and Spot, can take 10 with one of those skills even in stressful situation (Skill must be selected at time when this template is acquired).
    Attuned Vitality: +10 racial saving throw bonus against disease and +2 vs. aging attacks.
    Nature Stride: Half-elf suffers only half penalties for moving through natural thorns, overgrown areas, heavy snow, soft sand, a treacherous mountain or similar natural terrain.

    Select one:
    Agile: +2 Dex.
    Graceful: +2 Cha.

    Select one:
    Weak: -2 Str.
    Frail: -2 Con.


    PS: d20R is the name I chose for my House Rules. R stands for Realism.
    "If the wizards and students who lived here centuries ago had practiced control - in their spellcasting and in their dealings with the politics of the empire - you would be studying in a tall tower made by the best dwarf stone masons, not in an old military barracks."
    Applied Thaumaturgy Lector of the Royal College of Sorcery to new generation of students.

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