Character Creation.   Posted by Wyrm of Wyrd.Group: 0
Wyrm of Wyrd
 GM, 1 post
Sun 29 Dec 2013
at 16:58
Character Creation
Players will be roleplaying as one of the various types of evil humanoids and other races that are now being driven out of the Grand Duchy of Geoff. The list below presents ten races of creatures that would be suitable choices. All are from the D&D3.5 Monster Manual I or Monster Manual III or Players Handbook and all have one hit dice and a level adjustment of no more than +1.

Source  Race             Level adjustment  Ability score adjustment
MM I    Goblin                  +0         -2 Str, +2 Dex, -2 Cha
MM I    Kobold                  +0         -4 Str, +2 Dex, -2 Con
MM I    Orc                     +0         +4 Str, -2 Int, -2 Wis, -2 Cha
PHB     Half-orc                +0         +2 Str, -2 Int, -2 Cha
MM III  Kenku                   +0         -2 Str, +2 Dex
MM I    Duergar (dwarf)         +1         +2 Con, -4 Cha
MM I    Hobgoblin               +1         +2 Dex, +2 Con
MM I    Tiefling (planetouched) +1         +2 Dex, +2 Int, -2 Cha
MM III  Goblin, Forestkith      +1         +2 Dex, -2 Int
MM III  Lizardfolk, Poison Dusk +1         +2 Dex, +2 Con, -2 Cha

At the start of the game all characters will begin at Effective Character Level 2 with 1000 experience points (XP). So, for example, a goblin might start as a level 2 rogue (2 class levels + 0 level adjustment = ECL2), whereas a hobgoblin might start as a level 1 fighter (1 class level +1 level adjustment = ECL2).

Generate ability scores using the following point buy system, with 32 points to buy your ability scores.

Ability Score Point Costs
 8 = 0
 9 = 1
10 = 2
11 = 3
12 = 4
13 = 5
14 = 6
15 = 8
16 = 10
17 = 13
18 = 16
(You can start with scores below 8 if you wish to but I will not allow any extra points from doing so.)

You can use the following link to help allocate ability scores: Point Buy Tool
Use the D&D table, select 'Other' in the drop down list for Race and enter the appropriate ability score adjustments for your chosen race from the table above as 'Racial Mods'.

Characters can be any 'neutral' or 'evil' alignment but should not be a 'good' alignment you have been part of the occupying forces for a year or so and good-aligned, low-level characters simply would not have been able to survive in this environment for that long without being slain or enslaved.

So, obviously there will not be any paladins among you either. Most other classes are acceptable but anyone wishing to play a wizard or monk will need to think out how they got that sort of formal training among the evil humanoids dominating this conquered land.

Characters have maximum hit points for their first hit dice, then use the Dice Roller to roll hit points for all future hit dice (re-rolling ones).

All characters can start with 900gp worth of equipment including minor magic items that fit within that value. This is essentially the loot that you have accumulated over the last year or so of fighting and scavenging within the conquered Duchy of Geoff.
Wyrm of Wyrd
 GM, 4 posts
Tue 31 Dec 2013
at 02:33
More races
Yes, I do have access to a copy of Savage Species. I wouldn't object to any of the Introductory Monster Races listed in Table 2-2 on page 12, except the aquatic races (bit difficult to justify their presence in inland Duchy of Geoff) or races that would generally not be viewed as potential enemies by humans (that is a basic premise of this adventure). That would add the following races to the list:
  • Bugbear
  • Gnoll
  • Grimlock
  • Lizardfolk
  • Minotaur - adjustments at each monster level are listed on page 28
  • Ogre - adjustments at each monster level are listed on page 189
  • Troglodyte

Savage Species is D&D3.0 so there might be a few minor adjustments to be made but we would look at that when a particular race was chosen.

We would need to work out appropriate level adjustments for bugbears, gnolls, grimlocks, lizardfolk or troglodytes if you choose one of those races.

You could either choose to follow the monster level progression straight through to the monster's specified ECL or you could treat that as age-related, say you are playing a young member of that race and basically choose whether to take a class level or monster level each time you level up. I doubt the in-game timescale of the game would actually extend over enough years to force monster-level advancement if you didn't want that.

Note that ogres and minotaurs don't gain large size until 5th or 6th level respectively.