Unamed Character Creation

From Valsarn Wiki
Revision as of 01:55, 29 April 2011 by Pellanor (Talk | contribs) (Created page with "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 ...")

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

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.

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

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
3 New Power
2 Total
Expertise*
4 +1 to three New Feat
3 Total
5 +1 Attack, Damage and Defences
+1d6 Critical Damage
New Power
2 Total
6 New Power
2 Total
New Feat
4 Total
7 New Power
3 Total
Improved Defences
1x Racial
8 +1 to three New Feat
5 Total
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
11 +1 to all New Power
(Paragon Path)
4 Total
New Feat
7 Total
12 New Power
(Paragon Path)
8 Total
New Feat
7 Total
13 Swap Power
4 Total
Disciple of ___**
14 +1 to three New Feat
9 Total
15 +3 Attack, Damage and Defences
+3d6 Critical Damage
Swap Power
3 Total
16 New Power
5 Total
New Feat
10 Total
17 Swap Power
4 Total
1 Racial
18 +1 to three New Feat
11 Total
19 New Power
(Paragon Path)
4 Total
1 Non-Combat/Flavour
20 +4 Attack, Damage and Defences
+4d6 Critical Damage
New Feat
12 Total
21 +1 to all New Feat
13 Total
22 New Power
6 Total
New Feat
14 Total
23 Swap Power
4 Total
Improved Critical***
24 +1 to three New Feat
15 Total
25 +5 Attack, Damage and Defences
+5d6 Critical Damage
Swap Power
4 Total
26 New Power
(Epic Destiny)
7 Total
New Feat
16 Total
27 Swap Power
4 Total
1 Racial
28 +1 to three New Feat
17 Total
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.