Coordination: When initially building your characters, it is recommended that you coordinate your efforts with the other players via e-mail. Doing so will help ensure that each character is unique to the campaign, that all roles are covered to the greatest extend possible, and that each of you knows how to build your characters to take advantage of the synergies available within the group.
Ability Scores: Use Method 2 “the point buy system” (22 points) described on page 17 of the Player’s Handbook. Since you are heroes, you also gain a +2 bonus to any one ability score of your choice – this is in addition to any racial modifiers you may have. Use of this additional bonus to augment your character should be described, as a roleplaying element, in your characters background story.
Character Races: You may choose any race from the PHB, PHB2, or EPG without question. Races from other sourcebooks, Dragon magazine, and even 3PP races can be introduced into the campaign, but require DM approval beforehand – in most cases, your racial selection will be allowed, but will require additional roleplaying elements be added to your characters background story. Character Classes: You may choose any class from the PHB, PHB2, or EPG without question. The use of classes from other sources (including 3PP or player created classes) requires DM approval beforehand – in most cases these classes will be allowed, but your class selection will require additional roleplaying elements be added to your characters background story. Note: Hybrid classes are not allowed at this time, but will be considered on a case by case basis as further information on them becomes available.
Paragon Paths: As per Character Classes above. Note that certain paragon paths may become house-ruled at any given time as determined by the DM.
Epic Destinies: As per Character Classes above. Note that certain Epic Destinies may become house-ruled at any given time as determined by the DM.
Powers: You can choose any power from any resource published by Wizards of the Coast without question, so long as you meet all of the requirements to use that power. Powers from 3PP sources, or player created powers may also be introduced, but must be approved by the DM beforehand. You also have the option of altering powers by changing names, descriptions, keyword types, etc. to better suit your character concept – these types of changes must also be approved by the DM before introducing them into the campaign, and cannot be changed later on. Note that certain powers may become house-ruled at any given time as determined by the DM.
Skills: As per the Players Handbook, but be aware that skills will play a large role in this campaign. Choose wisely and be creative in their application.
Feats: You may choose any feat from the PHB, PHB2, EPG, Martial, Divine, Arcane, or Primal sourcebooks without question. Feats from any other sources, including Dragon, 3PP, or player created feats require DM approval beforehand – in most cases your feat will be allowed but you may be asked to explain how your character acquired that feat as a roleplaying element of your character background. Note that certain feats may become house-ruled at any given time as determined by the DM.
Dragonmarks: Dragonmarks are a special case when it comes to feats. Players may choose any Aberrant dragonmark feat for their character without question. You can only have one such feat. If you are interested in taking one of the “Mark of” feats, please consult with the DM first. For the most part, these feats must be taken at first level, explained as a part of your character background, and can never be retrained. If you wish to add a “Mark of” feat while your character progresses, please consult with the DM beforehand. Such an event would have special meaning in this campaign and offers a great opportunity for roleplaying and enhancing the campaigns story arc.
Equipment: All characters beginning play at first level start with a set of non-magical/base armor they can wear, and a non-magical/base weapon they can wield – these often take the form of family heirlooms, gifts, scrounged or pilfered gear, etc. In addition, each character has 30gp they can spend in any way they see fit to equip their character. If you come up with a good reason for it in your characters background story, the DM may allow you to add 1d4×10 additional gold to start you off on your adventuring career. Characters starting at higher levels follow equipment rules described elsewhere in this document.
Rituals and Recipes: Unless otherwise described by your class choice, if you take the Ritual Casting or Alchemy feat you may choose one ritual or recipe equal to or lower than your current level and add it to your ritual/recipe book for free. If your class indicates bonus rituals or recipes, you gain this starting ritual/recipe in addition to those normally granted by your class. Additional rituals and recipes may be purchased at their full market price. All selected rituals and recipes must be present in an official Wizards of the Coast resource or approved by the DM before adding them to your character sheet. To perform a ritual, you MUST have the proper components listed on your character sheet, and are expected to deduct the appropriate amounts from those components each time you use a ritual.
Languages: In this campaign, the languages you know is a function or your race and intelligence. All characters begin play knowing common and the racial tongue(s) listed in their race description (assuming additional languages are listed). You may also ‘purchase’ language skills based on the value of your Intelligence modifier. You gain one ‘Language Point” for each point of your intelligence modifier. Understanding and speaking a language costs one language point, and reading/writing a language costs another language point. You must understand/speak a language before you can read or write it, so learning to read/write a language will always cost a minimum of two language points. You still have the option of learning additional languages by taking the Linguist feat as per the Players Handbook. When taking this feat, you gain 6 language points that you can use as described above (instead of 3 languages you can read and write as indicated in the feats description).
Alignment: This campaign will use the alignment model found in previous versions of the game. If you are unfamiliar with this alignment model, please let the DM know. Characters may choose L/G, L/N, N/G, N, C/G, or C/N. Characters may not start the game with an evil alignment, though character tendencies and certain events may change your alignment in unforeseen ways during the course of the campaign. Please remember that alignment is not a straitjacket, and it is a combination of your characters personality, goals, ambitions, and attitudes that should ultimately drive their behavior.
Deities: You may choose to worship any non-evil aligned deity presented in the EPG without question. Choosing a deity from another pantheon or world,or one of an evil nature requires DM approval beforehand – in most cases your deity selection will be allowed, but you will need to explain the unique relationship between you and the ‘obscure’ or evil deity in your characters background story.
Background Benefit: You may choose any background elements you like in order to craft your characters background story. However, when it comes to determining the background benefit that you will apply to your character, you are restricted to backgrounds from the General or Eberron lists. You are specifically PROHIBITED from choosing ANY background benefit associated with the Scales of War Adventure Path!
Background Story: All players are required to create a background story for thier character. While you do not need to write a novel, keep in mind that this is probably your most significant opportunity for shaping the course of your characters future. The DM will go over each characters history in depth when creating the campaign arc, determining the presence of NPCs and antagonists, writing adventures, etc. The campaign will unfold in terms of your characters histories and goals, so take this opportunity to create something fun and exciting for the campaign. You may even want to coordinate with other players in the group to create interesting ties between characters. Character Goals: All players are required to create a list of goals they see their character having in life. In addition to your characters background story, the goals and ambitions your character harbors are another chief mechanism for defining the future of the campaign. Your characters goals can be explained in terms of short or long-term goals, may be tied to future paragon paths or epic destinies, may describe a special item or artifact you wish to possess, etc. The options are limitless, and you are likely to see those events unfold over the course of the campaign.
Personality and Mannerisms: You are highly encouraged to think about the character you want to play in terms of the roleplaying experience. Drafting a list of unique character qualities will help you bring your character to life during the game. Exploring this issue in depth will be an ongoing process throughout the campaign – and is of special interest to the DM.
Appearance: All players are required to include a brief description of their character that can be used to introduce the character to other players, NPC’s, etc. If possible, you are highly encouraged to include some sort of image that captures the look of your character to the greatest extent possible – though everyone understands that it can be difficult to find that ‘perfect fit’. The same level of effort should be made to find a miniature that can best represent your character on the battle map.
Special Requests: If you have a special way in which you wish to modify your character to make him or her unique or special to the campaign in some way, please consult with the DM first. While every effort will be made to let you play the character you want in the way that you want, some requests must be balanced in terms of the game and the group. If something special is inserted for your character, remember that the DM may make changes at any time once its impact on the game is better understood.
Final Note: Expect the first adventure to start off in a rather unique way. When you bring your character sheets with you, know what your stats are without your weapons and armor, or any other gear. Also know that your reasons for being in Thrane can be your own, but your reasons for being on this first adventure will not be revealed to you until the end, and that we’ll have to work together on a per character basis to nail down the last few details.