Difference between revisions of "Unamed Character Creation"
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* **Disciple of ___: You may take any feat with "Disciple of" in the name, with the exception of the Avenger Multiclass feat, "Disciple of Divine Wrath". Note: You must still meet any qualifications for this feat. | * **Disciple of ___: You may take any feat with "Disciple of" in the name, with the exception of the Avenger Multiclass feat, "Disciple of Divine Wrath". Note: You must still meet any qualifications for this feat. | ||
* ***Improved Critical: You may either score critical hits on a natural 19-20, or increase your critical bonus dice to d12s. | * ***Improved Critical: You may either score critical hits on a natural 19-20, or increase your critical bonus dice to d12s. | ||
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Latest revision as of 17:46, 3 May 2011
Here's the Character Creation Guidelines. This is still a rough draft as I haven't hammer out all the house rules, nor gotten the setting info ready. However what is here should remain mostly unchanged when the game begins.
Contents
Race and Class
I suggest Human and an Essentials Martial class. There's two reasons for this, first off it helps create the feel of normal soldiers, in over their heads with crazy magic. Also the Essentials Martial characters are easier to play, which will make combat run faster.
For those of you who have more experience with the game, and will be comfortable making swift decision in combat with more complex characters, I would like you to take responsibility for filling in the different roles. I'd like at least one character of each role, Striker, Defender, Controller and Leader. Leader is the most important as there are no Essentials Martial Leaders. In addition I'd like at least one character to be a ritual caster, for the added flexibility that will provide.
Non-Human Races
None of the "standard" non-human races exist. There are no elves, dwarves, orcs or goblins. That being said, mechanically the different races are all still options. You can choose to have a race represent a specific culture of humans, at least for the races that don't have "magic" powers. In other cases a more "magical" race may represent some individuals who have been touched by a realm of power, or perhaps some people who have made a special pact with a Deity. There are also some non-human races out there, but they are much smaller in number than Human. In all cases, if you play a non-human race you are responsible for a brief description of the race, and how they fit in with the world. Of course feel free to come talk to me for ideas.
Power Sources
Each character gains power from a different source. Which power source you choose will have a stronger impact on this game then it would in most.
Martial
Martial characters excel through skill at arms. Their power is internal, coming from practise, mental and physical strength, and experience.
Arcane
Arcane characters are able to tap into another realm, channeling otherworldly powers that defy normal laws. Anybody playing an arcane character must write up a brief description of the realm from which they draw their power, along with a keyword that is associated with their realm. Every power used by the character gains the keyword associated with their realm. If the chosen key-word is a damage type, then all damage dealt by the spell is of that damage type. Unlike normal, arcane characters do not require an implement, though they may choose to make use of them. Arcane characters can take the Ritual Caster feat if they're trained in Arcana.
Divine
Divine characters are followers of a Deity. They are granted power by their Deity in exchange for taking actions which will further the Deity's cause. Anybody playing a divine character must write a brief description of their Deity, including their area of expertise, their basic goals, and the realm which the Deity inhabits. Unlike normal, divine characters do not require an implement, though they may choose to make use of them. Divine characters can take the Ritual Caster feat if they're trained in Religion.
Primal
Primal characters are granted power by communing with the spirits of the land. They are not tied to any specific source, as are arcane or divine characters, but they must negotiate for power whenever they enter a new region. Many primal characters have strong ties to ancestor spirits rather than spirits native to a specific location. These ancestors should be described in a manner similar to a Deity. Primal characters can take the Ritual Caster feat if they're trained in Nature.
Psionic
Psionic powers are being re-flavoured as a specific style of arcane magic.
Shadow
Shadow powers are a specific branch of arcane power.
What do you want for your character:
- "highlight"
- death?
- more social? More fighting?
- Goals? Get a castle?
- etc...
- this section obviously needs more work.
Leveling Up
Level | Ability Scores | Mastery | Encounter Powers | Daily Powers | Utility Powers | Feats | Bonus “Feats” |
1 | See Race | New Power 1 Total |
New Power 1 Total |
New Feat 1 Total |
Melee Training 1x Racial 1x Non-Combat/Flavour | ||
2 | New Power 1 Total |
New Feat 2 Total |
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3 | New Power 2 Total |
Expertise* | |||||
4 | +1 to three | New Feat 3 Total |
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5 | +1 Attack, Damage and Defences +1d6 Critical Damage |
New Power 2 Total |
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6 | New Power 2 Total |
New Feat 4 Total |
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7 | New Power 3 Total |
Improved Defences 1x Racial | |||||
8 | +1 to three | New Feat 5 Total |
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9 | New Power 3 Total |
Weapon/Implement Focus 1x Non-Combat/Flavour | |||||
10 | +2 Attack, Damage and Defences +2d6 Critical Damage |
New Power 3 Total |
New Feat 6 Total |
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11 | +1 to all | New Power (Paragon Path) 4 Total |
New Feat 7 Total |
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12 | New Power (Paragon Path) 8 Total |
New Feat 7 Total |
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13 | Swap Power 4 Total |
Disciple of ___** | |||||
14 | +1 to three | New Feat 9 Total |
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15 | +3 Attack, Damage and Defences +3d6 Critical Damage |
Swap Power 3 Total |
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16 | New Power 5 Total |
New Feat 10 Total |
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17 | Swap Power 4 Total |
1 Racial | |||||
18 | +1 to three | New Feat 11 Total |
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19 | New Power (Paragon Path) 4 Total |
1 Non-Combat/Flavour | |||||
20 | +4 Attack, Damage and Defences +4d6 Critical Damage |
New Feat 12 Total |
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21 | +1 to all | New Feat 13 Total |
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22 | New Power 6 Total |
New Feat 14 Total |
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23 | Swap Power 4 Total |
Improved Critical*** | |||||
24 | +1 to three | New Feat 15 Total |
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25 | +5 Attack, Damage and Defences +5d6 Critical Damage |
Swap Power 4 Total |
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26 | New Power (Epic Destiny) 7 Total |
New Feat 16 Total |
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27 | Swap Power 4 Total |
1 Racial | |||||
28 | +1 to three | New Feat 17 Total |
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29 | Swap Power 4 Total |
1 Non-Combat/Flavour | |||||
30 | +6 Attack, Damage and Defences +6d6 Critical Damage |
New Feat 18 Total |
Notes:
- Any effect that is based on an item's Enhancement bonus instead uses your Mastery bonus. For example "Dual Implement Spellcaster" would add your mastery bonus to damage rolls.
- Racial Feats are any that have your race as a prerequisite.
- Non-Combat/Flavour Feats are any that have minimal or very situational combat uses, but add interesting abilities to your character. Skill training/focus is an excellent choice. These feats slots can also be filled with a feat that you have undergone some special quest, or have otherwise earned in-game, with DMs permission.
- *Expertise: You may take any heroic tier feat with "Expertise" in the name. Or you may take a generic feat, "Combat Expertise" which gives you a +1 feat bonus to attack rolls with all attacks, increasing to +2 at level 11 and +3 at level 21.
- **Disciple of ___: You may take any feat with "Disciple of" in the name, with the exception of the Avenger Multiclass feat, "Disciple of Divine Wrath". Note: You must still meet any qualifications for this feat.
- ***Improved Critical: You may either score critical hits on a natural 19-20, or increase your critical bonus dice to d12s.