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[Character Design]   [Stat generation]  [Skill points]  [Class-specific house rules]

Character Design:

The rules for stat generation are below. Here are the guidelines on what you can have and do for character design:

  • The DM keeps the official copy of all characters.  No character may enter play until the DM has the official copy of that character.
  • You have 3 game sessions to finalize your character. That is you can make any revisions you deem needed for the first 3 game sessions. It becomes official on the 4th session that character is played in. After which the  revision needs final DM approval. Any revisions  made during the 3-session grace period also need DM  approval. Just the idea of making them is open at first. This is to make sure the character in play actually matches the idea you had for it.
  • New characters will start with XP equal to two-thirds the average total of all the other existing PCs. If above level 1 they get equipment equal to 50% of the DMG guidelines for a character of their level. Otherwise if level 1 they get normal starting equipment.  Dependent on background story, the DM is likely to also grant the player one 'special background item' which will further raise the value of starting equipment.
    • Starting equipment for PCs above 1st level

      Level - Wealth - Level - Wealth -
      2nd 450 gp 12th 44,000 gp
      3rd 1350 gp 13th 55,000 gp
      4th 2,700 gp 14th 75,000 gp
      5th 4,500 gp 15th 100,000 gp
      6th 6,500 gp 16th 130,000 gp
      7th 9,500 gp 17th 170,000 gp
      8th 13,500 gp 18th 220,000 gp
      9th 18,000 gp 19th 290,000 gp
      10th 24,500 gp 20th 380,000 gp
      11th 33,000 gp    
      * No single piece of initial equipment should cost more than 50% of total initial wealth.  The DM may grant exceptions, however.  All magical equipment purchased are subject to DM approval.
  • All the PHB races open
    • Humans can be Flan, Suel, Baklunish, Rhennee, Oeridian, Olman, or Touv. However most of the humans in the Dyver's area are Flan/Oeridians mix. Suel and Rhenee make a populous minority and others are uncommon (Baklunish) or rare (Olman and Touv). All that differs from human race to human race is culture and appearance.  See the 'races' page of this website for details on the various races.  Also, visit the temple district to view the hierarchy of deities for various races.
    • Once the campaign is at higher levels, players with interesting concepts for a character using other races from the MM or other published sources may query the DM for approval. Note:  Someone wanting to play an Orc character is much more likely to get approval than someone asking to play a half-dragon, the main point is that the player wants this race because the 'concept' is good, not because it brings with it a slew of 'cool' abilities.  Remember, also, that a monsters level is calculated based on its CR + its class level, so those 'extra powers' that seem so cool come with the cost of a reduction in actual class levels.
  • All PC & NPC classes published in the PHB and all those posted on this website are allowed.
    • Variant First Level Multiclass characters as per DMG pg.40 can be made.
  • Feats, Skills, Spells, and Equipment as listed in the PHB and any added to this site from other sources are allowed.
  • No character can have an evil alignment. Good is recommended. Chaotic Neutral is also not allowed. True Neutrals must explain their motivation to me as this alignment is a difficult one to play, and without knowing the motivation behind the character's alignment, it will be difficult for me to judge how well the player is playing it..
    • If a PC becomes evil or chaotic neutral they become and NPC and the player will have to create a new character.

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Stat generation:

The idea behind these guidelines is to get all the PCs to be close but not identical in stat points. This gives me a tight range I can use to judge power levels but keeps out the carbon copy syndrome. I do prefer the style of play that involves a bit of a fleshed out concept before play begins. So I favor that in this. Though a player who prefers PCs to start with a skeletal idea and develop as they go will not be significantly lower than the more initially detailed PCs.

Due to the nature of how points are earned to build abilities, it is recommended that a player FIRST put a lot of thought into the character concept and background, write the complete background and send it to me, and THEN actually build the character.  That's the best way to get more points.  Its also the best way to build a character that you will be able to role-play to the hilt, thus garnering you more enjoyment, as well as the lucrative hero point and xp awards, which good role-playing brings.

Ability Score Point Costs

Ability Score Point Cost Ability Score Point Cost
3 -5 11 3
4 -4 12 4
5 -3 13 5
6 -2 14 6
7 -1 15 8
8 0 16 10
9 1 17 13
10 2 18 16

Note:  Ability scores below 8 have a 'negative cost.'  What this means is you can increase the number of points available to spend on other stats by taking a hit in a different one.
Additionally, please keep in mind that ability scores are paid for BEFORE applying racial modifiers, thus stats can be higher than 18 for those races which get bonuses to their stats.

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Points Available to Spend

  • You get 35 points plus:
    • +1 for a background story that works with the Greyhawk world.  Players are encouraged to own, or at least borrow, the Greyhawk Gazetteer.  This point cannot be earned if the DM is the one who provides the hooks into the world for the player.  The point is to get the player's involved and aware, not the DM.  :-)
    • +1 more if the story is longer than one double-spaced 'type-written' page (12pt Times, standard leading).
    • +1 more if the story ties together with one or more other PC's story(s).
    • +1 if you have 3 or more NPCs with usable plot hooks in the story.
    • +1 if you have 1 or more major and/or 3 or more minor plot hooks built in.
      • A major plot hook is something that drives the story and gives the DM options to work with nearly every game session. It must be easy to work in under most normal circumstances. A minor plot hook is anything that can give such story ideas but will not do so consistently on a regular basis.
    • +1 for a minor-phobia or character drawback or +2 for a major phobia or character drawback.  Phobia's/drawbacks must be a consistent part of the character's background story, and must have good potential for in-game repercussions.
      • Example of minor phobia is having phobia of a specific creature type, such that the phobia will come up in the game, but not necessarily very frequently.
      • Example of a major phobia is having a phobia of the dark, or crowds, or magic, something that is likely to come up in game practically every session.
      • Example of minor drawback is addiction to gambling.
      • Example of major drawback is building a very, very powerful enemy into one's background.
      • All Phobia's and drawbacks are subject to the DM's approval to decide if the effects and repercussions are minor, major, or absolutely of no value whatsoever.
    • +1 for an illustration.
      • I don't care who draws it, as long as it's a representation of what they 'really' look like. Don't draw a frog and call it your character but a cartoon-like sketch or digital artwork are both great.
    • +1 for having a miniature of your own that looks like the character..
    • +1 more if the miniature is painted.  (more than just a single solid colour)
      • I don't care who paints it or how good they are at it however.
    • +1 for sending me the character in omniform or PCGen format (PCGen preferred).  Players in Stormkeep can download the latest version of PCGen data files customized for the Stormkeep campaign by clicking here or the latest version of the omniform template by clicking here.
    • +1 for a diagram showing where all equipment is held or stored.
    • +1 for doing up your hometown in DMG town-stats format. With interesting and pertinent town details. 
      • Characters from published towns don't have this option.
      • An additional +1 for also providing a decent map of this home-town, village, or what-have you.
    • +1 for making a list of 5 or more personality traits that show why your character has their chosen alignment and 1 thing about them that is outside their alignment but why this doesn't change their alignment.
  • All of  these bonuses are stackable to a maximum possible 45 points. You can only take each item once. A bonus is not given until the reason for it is achieved. You can design assuming you'll get it of course, but keep in mind that things like plot hooks are judged by the DM.  As mentioned above, a character has until its 3rd gaming session to be finalized.

    There are two more items on the list than points you can get. This is to give filler space as I expect people to pick and choose which things they will do. I expect on average for people to come in at 40-42 points.

    If you have other ideas for things I could add to this list please let me know. It will only serve to give you more options.

    Special thanks to Arcady0 for providing all of the basis for this concept.

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Skill Points

In order to encourage players to at least partially match their skill-sets with their background, the following house rule is being implemented as an incentive. In addition to starting skill points as provided by the class selected, all players get the "Background Skills feat" which allows  3 additional skill points to be added to 'background skills.'  These skills are to be spent on skills which best mesh with the characters background from before the character took up training in their current class.  These background skills are to be treated as 'class-skills' for the spending of these 3 points (and ONLY these 3 points), thus 3 points will buy 3 ranks.

A typical example would be a character whose background indicates he was the son of an innkeeper.  The best skill for him to spend those points on would be Profession(Innkeeper).  Another example, if the character background indicates he was raised by the local temple, those skill points would be most sensibly put into Knowledge(Religion).  Granted, if that player went on to become a priest, the skill also matches his class-skills, but the point is that the points were spent on the most logical skill as drawn from his background.

Typically, players must spend these extra skill points on Profession, Craft, or Knowledge skills.  As the point of these extra skill points is to encourage rich backgrounds which mesh with the pc's abilities, please see your DM if you feel it makes more sense to spend the extra points on skills outside of those areas.  An example would be a player who was raised by a horse-breeding family.  Handle Animal would make very much sense for this pc, and the DM is likely to approve it.

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Class-Specific House Rules

[Bards]   [Clerics]   [Druids]   [Fighters]   [Monks]   [Paladins]    [Rangers]   [Sorcerers]   [Wizards]

Bards

Bards  may add the Charisma  modifiers for 'bonus spells' from table 1-1 in the PHB to their 'spells known' as well.

Clerics

Clerics must choose a patron deity.  The option in the PHB to chose to be a 'generalized' cleric worshipping no specific patron is not allowed in the Stormkeep campaign.  Clerics cannot multi-class to classes which also require a patron deity, unless the patron deity chosen for the cleric class is an acceptable choice for the new class as well.

In addition to being able to spontaneously cast healing spells in place of other spells memorized, as indicated in the rules, a Priest may attempt to try to swap out any spell available for the day with any other spell of equal or lower level (provided the new spell is one which they can cast). 

Doing this is a full round action during which the priest beseeches his deity and prays (for forgiveness for choosing poorly when first making his choices for the day, for deliverance from whatever plight requires the change in spell, or something similar). 

At the end of the round, the priest makes a Diplomacy Check vs. DC 15+<spell level of new spell>.  The DM will also add or subtract modifiers from this DC based on the level of piety and faith which the priest has exhibited lately.  On a successful check, the god (or one of his minions most likely) hears the pc, and grants the request.  At this time the spells swap, and the new spell is available to cast on the next round. 

On a failure, the god has not listened, and the priest's prayers go unheard.  If the check fails by 5 or more, the priest should  not attempt to beseech his deity for such favours any further this day.  The player MAY retry this attempt on either a success (for other spells swaps) or failure, however, after a failure by 5 or more, any second attempt that day which ALSO fails by 5 or more will annoy the deity and ALL of the priest's spells for the day will be wiped. 

This will leave the cleric with no more magic until he has slept the requisite time and performed the necessary rituals to regain spells the next day.

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Druids

Like clerics, druids receive their divine spells and gifts from a patron deity.  Players of a druid must choose an appropriate deity of nature, plants or animals to be their patron deity.

Fighters

The list of fighter bonus feats options has been expanded due to the many new feats available.  The list is now as follows:

Bonus Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency*, Expertise, Improved Disarm, Improved Trip, Whirlwind Attack, Improved Critical*, Improved Initiative, Improved Unarmed Strike, Deflect Arrows, Stunning Fist, Mounted Combat, Mounted Archery, Trample, Ride-by-Attack, Spirited Charge, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Power Attack, Cleave, Improved Bull Rush, Sunder, Great Cleave, Quid Draw, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Finesse*, Weapon Focus*, Weapon Specialization*, Shaft Fighting, Improved Shaft Fighting, Saddleback, Spear and Shield Style, Superior Expertise, Twin Sword Style, Weapon Mastery*, Weapon High Mastery*, Weapon Grand Mastery*, Insightful Initiative, Signature Item, Signature Mount, Steady Hand, Zen Initiative, Blindsight, Foe Hunter*, Close-Quarter Fighting, Dual Strike, Expert Tactician, Hold the Line, Improved Ambidexterity, Improved Mobility, Improved Overrun, Improved Sunder, Knock Down, Monkey Grip*, Off-hand Parry, Pin Shield, Power Lunge, Prone Attack, Rapid Reload, Riposte, Sharp Shooting, Shield Expert, Zen Archery, Large and in Charge, Multitasking, Chariot Combat, Chariot Archery, Chariot Trample, Chariot Side-swipe, Chariot Charge.

As always, any feats with pre-requisites cannot be taken unless the pre-requisites are met.  Feats marked * can be taken multiple times by selecting a different weapon each time (or a different foe in the case of Foe Hunter).  Feats in italics indicate feats from sources other than the PHB, and details on them can be found on the feats page of this site.

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Monks

Many monastic orders allow their membership to gain levels in another class and still return to the way of the monk.  This is an exception to the rule on page 40 of the PHB.  Which classes (including prestige classes) are open to the monk is dependent upon monastic order.  Players of new monks are encouraged to consult with their DM who will determine what is available for orders not already listed here. A monk who violates the expanded limits (by taking a class NOT normally allowed as a multiclass option for their order for example), lose all future prospect for development as a monk, as described in the normal rules.

Order of the Golden Fist - Monks of the Golden Fist (Pelor) are able to gain levels in one other class and still progress as a monk, as long as their monk level remains their highest level at all times.  If they ever violate this restriction, or advance in a third class, they can never again return to their monk studies.

Order of the White Tome- Monks of this order are followers of Delleb and may freely multiclass as wizards (as well as any appropriate wizardly prestige classes) with no restrictions.

Order of the Silver Bolt - This relatively new monastic order is dedicated to Heironeous.  Monks of the Silver Bolt may freely multiclass as fighters, paladins, Cavaliers, and Divine Champions without restrictions.

Order of the Red Arrow - Thought to have been formed purely to thwart the order of the Silver Bolt, this monastic order is dedicated to Hextor.  Monks of the Red Arrow may freely multiclass as fighters and Fists of Hextor without restriction.

The Sun Burst - This monastic order, dedicated to Mayaheine, may freely multiclass as Divine champion, cleric, arcane devotee, divine disciple and hierophant without restrictions.

Order of the Wheat Sheaf - This highly pacifistic monk order is dedicated to Merikka.  Members of the order may freely multiclass in one other class and still progress as a monk, as long as their monk level remains their highest level at all times.  If they ever violate this restriction, or advance in a third class, they can never again return to their monk studies.

Order of the Oaken Cudgel - Devoted to the worship of St. Cuthbert, monks of this order may freely multiclass as Divine champion, cleric, arcane devotee, divine disciple and hierophant without restrictions.

The Ruby Heart - Followers of Ulaa, Monks of the Ruby Heart may freely multiclass as Rangers or fighters without restrictions. The

Crescent Moon - Followers of Pholtus, monks of the crescent moon may freely multiclass as clerics, divine champions, and shadow dancers.

Order of the Scarlet Brotherhood - This evil organization is known to involved a very potent monk order.  It is rumored that these monks are able to multiclass without losing the ability to advance as monks, but details of what other classes are open to these agents of the brotherhood is not known.

Any Monks: In addition to the less-restrictive guidelines of the orders listed above, ALL monks may freely multiclass as the Prestige Classes Zerth Cenobite and Arcanopath.  Note, however, that both of these prestige classes involve joining a monk order different from that which the monk started out in.  In both cases, the order for these prestige classes is a unique order, which the monk must first find, and then petition to be granted membership...as well as meet all the other requirements.

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Paladins

Like clerics, paladins must chose a patron deity.  The deity must be one appropriate for a devout follower of Lawful Good alignment.  In most cases, gods with alignments of Lawful Good, Neutral Good, or Lawful Neutral are appropriate choices.  Please consult with your DM to be sure your choice of deity has paladins among his or her followers. Additionally, like monk orders, some orders allow a paladin to gain levels in another class and still return to progression as a paladin.  Some of these are listed below, but please consult your DM if your deity is not here, as this list is by far not exhaustive.

Heironeous- They may multiclass freely as fighters, cavaliers, clerics, divine champions, arcane devotees, monks, and war masters.

Eholonaa - They may multiclass freely as rangers, druids or vigilants.

 Delleb - They may multiclass freely as wizards as long as they maintain their paladin level as their highest level.

Pelor - They may multiclass freely as fighters, divine champions, hunters of the dead or holy avengers. Fortubo - dwarven paladins of Fortubo can freely multiclass as stonelords.

Mayaheine- They can multiclass as fighters and divine champions.

Myhriss - They may freely multiclass as divine champions.

Osprem - They can multiclass as Sea Witches.

St. Cuthburt - Paladins of this order can freely multiclass as clerics, fighters  or divine champions.

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Rangers

Many of the Knowledge (Monster Lore) skills have been added as ranger-class skills.  It is recommended, for rp purposes, that the ranger matches his 'foes' to the knowledge skills he takes. As per discussions on various BB, I agree that the ranger, once he reaches level 7, becomes an 'inferior' class as it is described in the PHB.  For this reason, the alt.ranger, as modified below, will be the official 'ranger' class of the Campaign, all PHB Ranger information is valid with the following additions/changes:

Class Skills:
As Per Ranger with Sense Motive (Wis) added in. Rangers get bonuses to their Sense Motive checks against Favored Prey, and the heightened senses and gut hunches of the classic Woodland Warrior matches this skill well.  Skill Points: 4+Int modifier/level.

Class Features:
Armor: Rangers are proficient with Light armor and Shields.  Rangers prefer lighter armor for ease of movement and because many class skills and benefits are penalized by heavy armor.

Weapons: Rangers are proficient with all Martial and Simple weapons.

Spells: As Per PHB Ranger  but with Fairie Fire added as a Ranger 1 spell.  Additionally, spells from sources other than the PHB have been added to the game.  Check this page for details.

Ambidexterity/2-Weapon Fighting: In place of the Ambidexterity and 2-Weapon Fighting 'virtual feats' a ranger may choose a single paired feat from the list below. These are to be treated as "virtual feats" in all respects and suffer the same penalties as the standard ranger virtual feats, applying only if the ranger is wearing light armor or no armor. Note that as virtual feats that have a built-in restriction, though they CAN be used to fulfill the prerequisite requirements of other feats, those other feats will also be unusable should the ranger be wearing heavy or medium armor. The choice made should be reflective of the culture of the campaign region from where the ranger hails and/or the core character concept..

  1. Ambidexterity and Two-Weapon fighting (as per standard ranger in PHB with the exception that it CAN be used with double-weapons as well, after all, Robin Hood was a master with the quarter staff)
  2. Alertness and Light Sleeper
  3. Spear and Shield style and Haft Fighting
  4. Point Blank Shot and either Precise Shot or Far Shot.
  5. Combat Reflexes and Improved Initiative
  6. Run and Endurance
  7. Iron Will and Great Fortitude
  8. Blooded and Foe Hunter
  9. Mounted Combat and Mounted Archery (Note: Character must spend points on the Ride skill if this option is chosen)
  10. Blind-fight and Close-Quarter Fighting (typical for "Underearth Rangers")
  11. Weapon Finesse (chosen weapon) and Quick Draw
Track: Rangers get Track as a bonus feat at first level.

Favored Prey: At first and every other level after that rangers get a point of Favored Prey. Points of Favored Prey may be spent on creature types from Table 3-14 to gain or upgrade bonuses against those creatures. A maximum of five points can be placed in any one creature type. For each point of Favored Prey in a creature type, the ranger gets +1 to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks against that creature type. He also gets this bonus to attack and damage when using melee weapons or ranged weapons within 30'.

Chosen Terrain Bonus: At second level a Ranger chooses a Chosen Terrain. He gets a +1 to Animal Empathy, Hide, Intuit Direction, Move Silently, and Wilderness Lore checks while in his Chosen Terrain due to his familiarity with the surroundings. Every six levels after second (8th, 14th and 20th.) a Ranger's chosen terrain bonuses advance by +1 and he may choose another terrain at +1. The terrains are listed on Table 9-5: Terrain and Overland movement. Consult with your DM to add other types of terrain for your ranger on a case-by-case basis.

Overland Movement: The Ranger may attempt to use his Wilderness Lore skill to improve his movement rate in trackless terrain (from Table 9-5, PHB) by finding the optimum way through the terrain. If walking, it requires a DC20 check once per day. If hustling, it requires a DC20 check once per hour. Effect: If alone the Ranger is able to traverse the terrain as if on a "highway". If leading a party of other people, he is able to lead them as if on a "road/trail".

Bonus Feats: A Ranger gets a bonus feat at 4th and every five levels after that (Levels 9, 14 and 19).  This in addition to the bonus Track feat at level one. These bonus feats must come from the following list of feats: Alertness, Endurance, Iron Will, Lightning Reflexes, Run, Skill Focus, and Toughness.

The Ranger's saves and attack bonuses are unchanged.

Sorcerers

Sorcerers may add the Charisma  modifiers for 'bonus spells' from table 1-1 in the PHB to their 'spells known' as well.

Sorcerers do not need material components for their spell-casting.  For spells which require minor components, the requirement is ignored.  For those spells requiring costly material components, the sorcerer must either use the indicated component OR may choose to draw from his own inner reserves to cast the spell without components.  Doing this requires the sorcerer to expend an amount of XP equal to 1/25th the gold cost of the required components.  As with XP costs of item creation feats, this XP is not recoverably, although it can be replaced by earning more experience.  Spells which require a Focus, however, cannot be cast without the focus.  This ability is relevant only to material components and not Foci.

Sorcerers automatically gain the Sense Magic feat upon reaching level 4, due to their innate magical nature and being in tune with magical forces.

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Wizards

Upon reaching 4th level, a wizard automatically gains one of the following feats of his choice:  Undead Familiar, Construct Familiar, Enspell Familiar, Extra Familiar, Token Familiar, or Improved Familiar.


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