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Character Creation Guidelines

The basics

Characters begin play at level 1. Characters will all be created together at the first gaming session. Players must have read and understood all the information contained in the website for this game, though there will not be a written test. If a character does not seem to fit the style, theme or rules of the game, the player will be asked to remake the character, with input from the group.

Appearance: All Humans in West end have Hair of Varying hues of Brown. Dwarves have Black hair, sometimes redish or brownish. half Dwarves can range anywhere from black to red, but tend towards dark brown. Elven Hair varies from White to light brown, with some red headed elves. Half elves can have any hair color found in nature, and as light as blonde. Humans are all at least 5'4" once fully grown, males and females. It is a hard life in West End, so few obese citizens exist. Eyes tend to be royal blue, though brown and hazel also exist. Dwarven eyes are brown, though one in ten has light purple eyes. Elves have Grey eyes, occasionally drifting towards blue. Halfbreeds can choose between the races.

Dress; Because of the frontier lifestyle of this town, people have two styles of dress.
Work/normal wear; A new way of weaving wool and cotton was discovered and a cloth called denim was created. This would make pants that would last longer, overalls not easily torn, and jackets that could resist the harshest thorns. This material is heavier and not as easy to move in when new, but much more durable. When working, or doing almost anything except fancy occassions, men would wear denim pants or overalls. This would be topped with a wool shirt. Women would wear a heavy cotton or denim skirt, usually with wool or cotton leggins underneath. With the prevalance of denim, much more leather and hide was freed up for armor and shoes. Cobbling took on new heights with what they could do for shoes. Leather boots are now waterproofed and well oiled to keep out dirt and weather. In colder temperatures, men and women would wear a light denim jacket, with a heavier stuffed leather coat over top of it.
Fancy; Since clothing for work was so dense and binding, when at home after work, or for parties and special occassions a feather light cotton wool blend called shyft was created. This material is so loose and soft it barely feels like one is wearing anything. This allows for dancing, comfortable sitting, and easy sleeping. This material would be easily ripped if worn adventuring or working.

Allowable races included; Human, Elf, Dwarf, Half-elf and Half-dwarf. Information on Half-dwarves can be found on the Races page. All players should review the Races page in brief to find changes to contemporary races and role playing information.

Allowable classes are: Fighter, Ranger, Paladin, Rogue, Cleric (charleton), Cleric(true), Druid, Wizard, alchemist, and Sorceror. Rules for the Alchemist, the non-magic bard, and Cleric(charleton), and Cleric(True) can be found on the Classes page. Players should review the Classes page before choosing a character class.

Alignment; This game is to be a game of heroic high fantasy. As such no evil alignments will be allowed. Additionally, since there has been some consternation in the past, I have remade the description of Chaotic Neutral as it applies to my game below.

Chaotic Neutral; This is the alignment of a true free spirit. A chaotic neutral person cannot be held down by what others think and do. Society for them is a constantly changing organism, moving and breathing as it evolves. A chaotic neutral person will share their ideas and evoke that change in any way possible. As they develop new ideas, they change themselves, resulting in a constant flux. They set trends, only to abandon them as trendy, or pick up something better. A chaotic neutral character realizes that sometimes you have to use creative means to achieve your goals. Ideas like personal property, curfews, restricted areas, taboos and codes are seen as more guidelines by the chaotic neutral character. Despite this, a chaotic neutral character will not actively harm another, though they may allow a hostage to be harmed to catch the evildoer. The best part about being chaotic neutral is that you can decide what is the best way to speak or live.

Language: Everyone knows common. Anyone with at least 1 additional language slot also knows Elven. If any slots are available beyond that, treat every extra language slot as a bonus 4 skill points.

Weapons and armor;All metal Weapons and armor should be forged from Wolf iron. These items perform as wolf iron items from the equipment and items page. Steel weapons and armor cost double the price listed in the players handbook(and are not better in any way, so it would only be for roleplaying flavor or as a display of wealth to posses them). Because of the large Elven population, wooden weapons and armor are lovingly crafted. No club is a simple piece of wood. As such all wooden weapons have the costs listed below. Otherwise they function as the normal item. See me if you wish to take an unconventional weapon.
club(called a cudgel)- 2 gp, Tonfa - 3 gp, Quarterstaff - 5 gp. (weapon cost does not add to cost for masterwork weapons).

Feats; Some Feats from the Forgotten realms handbook may be available. If you are interested in any regional feats from that book, please let me know. Additionally, the following feat is available for your consideration.
Improved Subdual: Characters with this feat receive half the normal penalty when using a normal damage inflicting weapon, to cause subdual damage (-2 to hit instead of -4). At 10th level they receive no penalty.

 

 
 Website created and maintained by Sean manear. All references to dungeons and dragons or related games is done so with The SRD in mind.
Optional Rules found here are modifications to the SRD as allowed under the Wizards of the Coast Open Gaming Lisence .