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PC Creation Rules - Updated 11 May 2010.

Posted by DM HackDocFor group 0
DM HackDoc
GM, 178 posts
ROA Sage
Defender of the Truth
Wed 30 Jun 2004
at 03:26
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PC Creation Rules - Updated 11 May 2010

Use these rules to create your PC for Realms of Adventure ("RoA").

Most character creation rules can be found in the 3.5 Dungeons and Dragons
Player's Handbook.  If you do not have a copy of that book, you can use the 3.5
Open Game Licence version from Wizards of the Coast.  A link to this and other
OGL items is available in RoA: OOC.

If you do not have information on something below that interests you, please
ask about it in the "Ask the RoA Sage" thread in RoA: OCC or contact a DM for
help.

Step 1 - Vital Statistics

Ability Scores

Ability scores will be generated with a 32 point buy, using the
point buy system on page 169 of the 3.5 Dungeon Master's Guide. If you do not
have access to the book, use the table below.


Point CostAbility ScoreAbility Modifier
08-1
19-1
210+0
311+0
412+1
513+1
614+2
815+2
1016+3
1317+3
1618+4



All ability scores start at 8. You have 32 points to spend, increasing your
abilities as desired.  Use the point costs above.  After your scores are
generated, you then apply racial modifiers, if any.

Experience Points & Character Level

Each character begins play with 3,000 experience points, at
ECL 3. For most characters, this means that they start play at 3rd
level.

Cases in which a PC would not be third level are:
* your PC begins play as a dual class character (level 2/1) or a multi-class
character (1/1/1), or
* your PC is a race who is rated as ECL+1.  See below for more details on
races allowed.  Your PC would then enter play at 2nd level.

Certain bubble regions may allow for higher level characters.

Whenever experience is gained from outside sources, (Birthday xp, Arena Fights,
etc.) the player must send a pm to the DM of the region the
character is currently playing in.


Alignment

The only alignments available to PCs are: Lawful Good, Lawful Neutral,
Neutral Good, True Neutral, Chaotic Good, and Chaotic Neutral.

DMs and players must work together on alignments, especially CN, and if there
are serious infractions (DM's decision is final), XPs for roleplaying will be
docked.

Certain bubble regions may relax or remove these alignment restrictions.

Hit Points

You get maximum hit points for your first level, as standard. At each level
thereafter, you roll for your HP, re-rolling 1s.

Step 2 - Race

You may choose any race that you have access to in the Player's Handbook and
the Forgotten Realms Campaign Setting book. You may need the FRCS to look at
for racial information. If you do not have access to this book, you can ask for
details in the "Ask the RoA Sage" thread in RoA: OOC.

Races available for PC use include the following:

Humans as in the PHB

Gold Dwarves
Shield Dwarves
as in the PHB

Moon Elves as in the PHB
Sun Elves
Wild Elves
Wood Elves


Rock Gnomes as in the PHB

Half-Elves as in the PHB
(Half-Drow follow the rules in the PHB for Half-Elves except they
also receive darkvision, 60')

Half-Orcs as in the PHB

Ghostwise Halflings
Lightfoot Halflings
as in the PHB
Strongheart Halflings

Aasimar
^P - updated in the 3.5 Monster Manual

Air Genasi^P
Earth Genasi^P
Water Genasi^P
Fire Genasi^P

Tiefling^P - updated in the 3.5 Monster Manual

The following races are currently available in certain bubble regions.

The following races and variants may be allowed

Environmental Racial Variants (Important note: no aquatics, but the
others are fine)

Bloodlines (Important note: No Dragon bloodlines.</i>)

^ - These races have a +1 ECL, and are located in the FRCS. They start play at
2nd level.

P - Planetouched do not receive free weapon or armour proficiencies due to their Outsider type.

(From the Player's Guide to Faerun and the FRCS.  If no description was given
use the Player's Handbook.)

Human
Calishite (Shorter and slighter in build than most other humans,
Calishites have dusky brown skin, hair, and eyes.)
Chondathan (Slender, tawny skinned folk with brown hair that ranges from
almost blond to almost black. Most are tall and have green or brown eyes, but
these traits are hardly universal.)
Damaran (Damarans are of moderate height and build, with skin hues
ranging from tawny to fair.  Their hair is usually brown or black, and their
eye color varies widely, though brown is most common.)
Illuskan (Illuskans are tall, fair-skinned folk with blue or steely gray
eyes.  Among the islands of the Trackless Sea and Icewind Dale, their hair
color tends toward blond, red, or light brown.  On the mainland south of the
Spine of the World, however, raven-black hair is most common.)
Mulan (Mulan are generally tall, slim, and sallow-skinned, with eyes of
hazel or brown.  Their hair ranges from black to dark brown, but all nobles and
many other Mulan routinely shave off all their hair.)
Rashemi (Rashemis tend to be short, stout, and muscular, and they
usually have dusky skin, dark eyes, and thick black hair.)
Tethyrian (Tethyrians are of medium build and height, with dusky skin
that grows fairer the farther north they dwell.  Their hair and eye color
varies widely, but brown hair and blue eyes are the most common.)

Dwarves
Gold
Gray (Male and female duergar are bald, and women do not grow beards.
They are much thinner than other dwarves, with severe facial expressions, gray
hair, and gray skin.)
Shield

Elves
Drow (Also called dark elves, the drow have black skin that resembles
polished obsidian and stark white or pale yellow hair.  They commonly have very
pale eyes [so pale as to be often mistaken for white] in shades of pale lilac,
silver, pink, and blue.  They also tend to be smaller and thinner than most
elves.)
Moon (Also called silver elves, they have fair skin [sometimes tinged
with blue] and hair of silver-white, black, or blue.  [Human-like colors are
rare but possible.]  Their eyes are blue or green with gold fleck.
Sun (Also called gold elves, they have bronze skin, hair of golden
blond, copper, or black, and green or gold eyes.)
Wild (Also called green elves, their skin tends to be dark brown, and
their hair ranges from black to light brown, lightening to silver-white with
age.)
Wood (Also called copper elves, they have coppery skin tinged with
green, and brown, green, or hazel eyes.  Their hair is usually brown or black,
with blond and coppery-red occasionally found.)

Gnome
Deep (Svirfneblin have gnarled physiques, brown or gray skin, gray eyes,
and gray hair (although males are bald).
Rock

Half-Elf (Drow half-elves tend to have dusky skin, silver or white hair,
and human eye colors.  Moon half-elves tend toward pale skin with a tinge of
blue around the ears and chin.  Sea half-elves tend to blend the flesh tones of
their human and elven parents.  Sun half-elves have bronzed skin.  Wild half-
elves have medium-brown skin.  Wood half-elves have coppery skin tinged with
green)
Halfling
Half-Orc

Planetouched
Aasimars (Some have a minor physical trait suggesting their heritage,
such as silver hair, golden eyes, or an unnaturally intense stare.  Those
descended from a celestial minion of a Faerunian deity often carry a birthmark
in the shape of the deity’s holy symbol or some other mark significant to that
faith.
Tieflings (Some tieflings have a minor physical trait suggesting their
heritage such as pointed teeth, red eyes, small horns, the odor of brimstone,
cloven feet, or just an unnatural aura of wrongness.  Those descended from an
infernal minion of a Faerunian deity often carry a birthmark of the deity’s
holy symbol or another trait related to that evil faith.
Genasi, Air (They appear mostly human with one or two unusual traits
reflecting their quasi-elemental nature such as a light blue color to their
skin or hair, a slight breeze in their presence at all times, or flesh that is
cool to the touch.)
Genasi, Earth (The appear mostly human with or two unusual traits
reflecting their quasi-elemental nature such as earth-like skin, rough facial
features, or eyes like black pits.)
Genasi, Fire (The appear mostly human with or two unusual traits
reflecting their quasi-elemental nature such as skin the color of burnt coal,
red hair that waves like flames, or eyes that glow when the genasi is angry.)
Genasi, Water (The appear mostly human with one or more unusual traits
reflecting their quasi-elemental nature such as lightly scaled skin, clammy
flesh, blue-green skin or hair, or hair that waves as if underwater.



Random Starting Ages
Race                         Adulthood    Simple*   Moderate**    Complex***
Human                         15 years     +1d4       +1d6          +2d6
Dwarf, any                    40 years     +3d6       +5d6          +7d6
Elf, any                     110 years     +4d6       +6d6         +10d6
Gnome, deep                   20 years     +4d6       +6d6          +9d6
Gnome, rock                   40 years     +4d6       +6d6          +9d6
Half-Elf                      20 years     +1d6       +2d6          +3d6
Half-Orc                      14 years     +1d4       +1d6          +2d6
Halfling                      20 years     +2d4       +3d6          +4d6
Planetouched, any             15 years     +1d6       +1d8          +2d8
*Simple classes are barbarian, rogue, and sorcerer
**Moderate classes are bard, fighter, paladin, and ranger
***Complex classes are cleric, druid, monk and wizard

Aging Effects
Race                         Middle Age*   Old**   Venerable***   Maximum
Human                          35 years     53        70           +2d20
Dwarf, any                    125 years    188       250           +2d%
Elf, sun                      210 years    315       420           +6d%
Elf, other                    175 years    263       350           +4d%
Gnome, deep                    80 years    120       160           +2d%
Gnome, rock                   100 years    150       200           +3d%
Half-Elf                       62 years     93       125           +3d20
Half-Orc                       30 years     45        60           +2d10
Halfling                       50 years     75       100           +5d20
Planetouched, any              45 years     68        90           +3d20
*-1 Str, Con, and Dex; +1 Int, Wis, and Cha
**-2 Str, Con, and Dex; +1 Int, Wis, and Cha
***-3 Str, Con, and Dex; +1 Int, Wis, and Cha

Random Height and Weight
                      Base Height        BH         Base Weight       BW
Race                Male     Female     Mod...... Male     Female     Mod.

Human, Calashite    4’9”      4’4”     +2d10     115 lb.   80 lb.  x(2d4) lb.
Human, Chondathan   5’0”      4’7”     +3d6      120 lb.   85 lb.  x(2d4) lb.
Human, Damaran      4’10”     4’5”     +2d10     120 lb.   85 lb.  x(2d4) lb.
Human, Illuskan     5’2”      4’9”     +2d8      140 lb.  105 lb.  x(2d4) lb.
Human, Mulan        4’11”     4’6”     +2d10     120 lb.   85 lb.  x(2d4) lb.
Human, Rashemi      4’10”     4’5”     +2d8      130 lb.   95 lb.  x(2d4) lb.
Human, Tethyrian    4’10”     4’5”     +2d10     125 lb.   90 lb.  x(2d4) lb.
Dwarf, Gold         3’9”      3’7”     +2d4      130 lb.  100 lb.  x(2d6) lb.
Dwarf, Gray         3’9”      3’7”     +2d4      110 lb.   80 lb.  x(2d4) lb.
Dwarf, Shield       4’2”      4’0”     +2d4      145 lb.  110 lb.  x(2d6) lb.
Elf, Drow           4’5”      4’5”     +2d6       85 lb.   80 lb.  x(1d6) lb.
Elf, Moon           4’10”     4’5”     +2d10      90 lb.   70 lb.  x(2d4) lb.
Elf, Sun            4’10”     4’5”     +2d10      90 lb.   70 lb.  x(2d4) lb.
Elf, Wild           4’10”     4’5”     +2d10     100 lb.   80 lb.  x(2d4) lb.
Elf, Wood           4’10”     4’5”     +2d10     100 lb.   80 lb.  x(2d4) lb.
Gnome, Deep         2’10”     2’8”     +2d4       40 lb.   35 lb.  x 1 lb.
Gnome Rock          3’0”      2’10”    +2d4       40 lb.   35 lb.  x 1 lb.
Half-Elf, Drow      4’7”      4’5”     +2d8      100 lb.   80 lb.  x(2d4) lb.
Half-Elf, Other     4’10”     4’5”     +2d10     110 lb.   80 lb.  x(2d4) lb.
Half-Orc            4’10”     4’5”     +2d12     150 lb.  110 lb.  x(2d6) lb.
Halfling            2’8”      2’6”     +2d4       30 lb.   25 lb.  x 1 lb.
Planetouched, Aas.  4’10”     4’5”     +2d10     120 lb.   85 lb.  x(2d4) lb.
Planetouched, A.G.  4’10”     4’5”     +2d10     120 lb.   85 lb.  x(1d6) lb.
Planetouched E.G.   4’10”     4’5”     +2d10     120 lb.   85 lb.  x(2d6) lb.
Planetouched F.G.   4’10”     4’5”     +2d12     120 lb.   85 lb.  x(2d4) lb.
Planetouched, Tief. 4’10”     4’5”     +2d10     120 lb.   85 lb.  x(2d4) lb.
Planetouched W.G.   4’10”     4’5”     +2d8      120 lb.   85 lb.  x(2d4) lb.
(For Humans: Use the Calashite entry for Durparis and Zakharans.  Use the
Chondathan entry for Mazticans (Nexalans) and Turami.  Use the Damaran entry
for Halruaans, Lantannas, Netherese, Shaarans, Shou, Tashalans, Tuigans, and
Vaasans.  Use the Illuskan entry for Chultans.  Use the Mulan entry for
Sossrims.  Use the Rashemi entry for Gurs, Nars, Raumvirans, and Ulutiuns.  Use
the Tethyrian entry for Ffolk.)



NOTE: Reducing Level Adjustments from Unearthed Arcana may be used.

Step 3 – Region

RoA uses the new 3.5 Edition character regions found in the Player's Guide
To Faerun. Region rules were changed between editions, and the new rules are
summarised below for your convenience. Regions and Regional Backgrounds are
detailed in the following posts in this thread.

A number of races and/or feats are listed below that aren't ordinarily allowed
in RoA games. These are included for reference or for bubble region purposes.
Normal RoA rules still apply.

Once you have decided upon a race for your character, you must decide where in
the Realms your character comes from. Each character must be from a region
indicated by his or her race and subrace. Find the table below that corresponds
to your choice of race. For example, if your character is a Shield Dwarf
Fighter, go to the Dwarf Regions table.

In each table you will find a number of different Regions corresponding to
different geographical and cultural locations in the Realms. Each Region has a
number of subraces or ethnicities that live there. For your Shield Dwarf
character, choose a Region that contains Shield Dwarves, such as The Spine Of
The World.

Automatic Languages are those that your character knows for free (without
spending language slots on them). Bonus Languages are those that your character
may choose due to having a high Intelligence score at character creation. These
languages will be different from those found in the PHB and other books. You
may not choose languages outside the Bonus Languages list without spending
ranks in the Speak Language skill. All characters know Common. The Dwarf of the
above examples has Int 13, and knows Common and Dwarven automatically and
chooses Chondathan for his bonus language.

The Favoured Dieties are those that are commonly worshipped in this region.
Characters may choose other dieties, but would be unusual for doing so. This
includes Clerics - they may choose any diety they wish, but most likely one of
those listed.

Each Region offers a number of Regional Feats for characters who come from that
region. These represent particular cultural strengths of the races who live
there. These are optional feats, you don't have to take one if you don't want
to, and they are purchased just like any other feat. You may only have one of
these feats however, and they may only be taken at 1st level. The Shield Dwarf
Fighter chooses Bullheaded as his normal 1st level feat.

Each Region also offers bonus equipment, representative of local culture and
lifestyles. This equipment is free and in addition to any equipment you may
purchase with your starting money. You may choose either option (A) or option
(B) (or sometimes (C) ); each option may be further subdivided by use of 'or'.
An asterisk (*) indicates a masterwork item. The Dwarf Fighter chooses (A) and
takes the masterwork warhammer instead of the masterwork dwarven waraxe. If
none of the equipment suits your character, you may instead choose to sell this
equipment for 50% of the GP value (this replaces the standard rule of 100 GP).

Half-breed races, such as Half-Elves, Half-Orcs and Planetouched, may choose to
come from either side of their parentage. Half-Elves may choose a Human region,
an Elf region, or a Half-Elf region where they are prevalent enough to have
their own subculture. Similarly, a character of unusual background, such an
orphaned Dwarf raised by humans may choose a Human region, but this should only
be done with a very good reason, an appropriate backstory and roleplaying, and
the approval of your DM.

The region you play in here at RoA does not necessarily have to be the region
your character comes from. The Dwarf Fighter from the Spine Of The World may
freely play in The Vast region in RoA.

Alternatively, Character Regions can be further customised with the use of
Regional Backgrounds. These are described in a later post.

Step 4 - Classes

The following classes and class variants are playable in RoA:
Adept (NPC)
Archivist (Heroes Of Horror)
Aristocrat (NPC)
Commoner (NPC)
Barbarian
Bard
Beguiler (PHB2)
Class Feature Variants (Complete Mage, PHB2, Unearthed Arcana)
Cleric
Dragon Shaman (PHB2)
Dragonfire Adept (Dragon Magic)
Dread Necromancer* (Heroes Of Horror)
Druid
Duskblade (PHB2)
Expert (NPC)
Factotum* (Dungeonscape)
Favoured Soul (Complete Divine)
Fighter
Healer (Miniatures HB)
Hexblade* (Complete Warrior)
Knight (PHB2)
Marshall (Miniatures HB)
Monk
Paladin
Racial Paragons (Unearthed Arcana)
Ranger
Rogue
Scout (Complete Adventurer)
Sorcerer
Spellthief (Complete Adventurer)
Spirit Shaman* (Complete Divine)
Swashbuckler (Complete Warrior)
Variant Cloistered Cleric (Unearthed Arcana)
Variant Paladin without spellcasting (Complete Warrior)
Variant Ranger without spellcasting (Complete Warrior)
Variant Specialist Wizard (Unearthed Arcana)
Variant Wasteland Druid (Sandstorm)
Warlock*
Warmage (Complete Arcane)
Warrior (NPC)
Wizard


*Factotum's Cunning Brilliance feature, which allows it to copy the features of
other classes, can only apply to other classes accepted in RoA. It may also only
have the standard class skills, not those pertaining to alternative systems.

For classes outside the PHB, players must provide their DM with any information
that is required if the DM does not have access to that book.

NPC Classes

The Adept, Aristocrat, Commoner, Expert and Warrior are NPC classes found in
the DMG, and are usually too weak for PC use, and are not recommended.

Racial Paragons

Racial Paragon classes from Unearthed Arcana represent characters who are
exemplary examples of their race. They increase the racial abilities of a
character. Levels in racial paragon classes never result in XP penalties for
multiclass characters.

An Aasimar Paragon was left out of Unearthed Arcana. It is allowed for use in
RoA and can be found in the "Substitution Levels & Paragons" thread.

NOTE: No Drow, Orc, or Half-Dragon Paragons are allowed outside of the
appropriate bubble regions.

Restricted Classes

The classes marked with an asterisk (*) above were deemed to be unusual or
difficult to play in standard RoA games. These either have non-Good alignment
restrictions (Hexblade, Dread Necromancer and Warlock), or they are simply
unusual within the context of the Forgotten Realms (Spirit Shaman).

Hexblades, Dread Necromancers and Warlocks are still bound by standard RoA rules
in standard RoA games, and may not be Evil either, thus the Hexblade and Dread
Necromancer must be Neutral (LN, NN, CN), and the Warlock must be Chaotic (CN,
CG).

Players should discuss these characters with their DMs, and plan their
behaviour accordingly - their characters should play (relatively) well with
others, and recognise that most games have Good tendencies. Non-good bubble
regions (such as Non-Good Moonsea, Pirates or Drow) might relax these
restrictions, but players should check with the DM in question.

The Dread Necromancer in particular is restricted, as many class
features involve evil powers, raising the dead, and lichdom. Players should
come up with a really good reason as to why necromancy can be non-evil,
and justify their actions convincingly and rationally. The DM may choose not to
allow it, in any case.

The Spirit Shaman has a different approach to divine magic than is normal for
the Forgotten Realms, so players should discuss their character and background
with their DM. It is highly recommended that the Spirit Shaman originates from a
tribal, primitive culture and region (such as Rashemen, Uthgardt, Chult or the
Shaar). They must still choose a patron diety.

Oriental Classes

The Oriental-flavoured classes:
Ninja (Complete Adventurer)
Samurai (Complete Warrior)
Samurai (Oriental Adventures)
Shaman (Oriental Adventures)
Shugenja (Complete Divine, Oriental Adventures))
Sohei (Oriental Adventures)
Wu Jen (Complete Arcane, Oriental Adventures)

are not allowed in standard RoA games. Players should recognise that
adventurers from Kara-Tur are quite rare in Faerun, and to preserve the flavour
of the Realms, they are restricted. Being so far from home, and from nearly
another campaign setting, the DM will likely be unable to tailor adventures to
such characters, and the players might not enjoy their characters as much.

Some DMs of certain regions might choose to allow them, such as in
Kara-Tur or the far eastern parts of Faerun. Players should check with their DM
as to which types of character are allowed, and the feasibility of certain
concepts. The DM in question will likely state the availability of such classes
in their advertisement.

Alternative Magic Systems

The classes related to alternative magic systems:
Incarnum
Incarnate (Magic Of Incarnum)
Soulborn (Magic Of Incarnum)
Totemist  (Magic Of Incarnum)

Psionics
Ardent (Complete Psionic)
Erudite (Complete Psionic)
Divine Mind (Complete Psionic)
Lurk (Complete Psionic)
Psion (Expanded Psionics Handbook)
Psychic Rogue (The Mind's Eye, WotC Website)
Psychic Warrior (Expanded Psionics Handbook)
Wilder (Expanded Psionics Handbook)
Soulknife (Expanded Psionics Handbook)

Tome Of Magic
Binder (Tome Of Magic)
Shadowcaster (Tome Of Magic)
Truenamer (Tome Of Magic)

Tome Of Battle
Crusader (Tome Of Battle)
Swordsage (Tome Of Battle)
Warblade  (Tome Of Battle)

are not allowed in any RoA games except for bubble regions specially
set up to handle those systems.

Currently only the Psionics Bubble region will take psionics-using classes.
There are currently no plans for any other alternative magic systems.

Variant Character Classes

Variants of certain classes are allowed, as seen in Unearthed Arcana and
elsewhere, but you may not multiclass between variants of the same class.

Substitution Levels

Substitution levels are levels of a given class that you take to gain certain
benefits instead of the level benefits associated with the standard class.
Selecting a substitution level is not the same as multiclassing; you remain in
the class for which the substitution level was taken. The class features of the
substitution level simply replace those of the normal level. To qualify for a
substitution level, you must be of the proper race, class, and in some cases,
organisation. For instance, a fighter can't take a substitution level for the
rogue or monk class, nor can an elf wizard take a substitution level for a
gnome wizard.

Substitution Levels exist for different races and for certain organisations and
religious orders. They are described in the "Substitution Levels & Paragons"
thread.

If a substitution level that you are interested in was invented or allowed for
use in RoA after your character has already passed the required level, consult
your DM, who may allow you to change that feature at your next level up,
perhaps with some appropriate role-playing and training (such as with prestige
classes).

Additional Class Notes

Several deities support orders of monks and paladins that allow their members
free access to multiclassing. If this option is chosen, the characters first
level must be as a paladin or monk of the desired order. If any other class is
added (that is not stated as being freely multiclassable), core or PrC, this
rule is broken, and the player can gain no more levels in the paladin or monk
class. Select PrCs may counter this rule; if so, it states it in the PrC's class
information.

If you plan to take one of these orders, it will be in your best interest to
read the information about them in the Forgotten Realms Campaign Setting,
Faiths & Pantheons Web Enhancement and Champions of Valor. These
can provide roleplaying opportunities and potential plot hooks.

The following orders are available for players (those that are evil-only may
only be taken in evil bubble regions with the DM's permission):

Monk Orders
Race (if not Human) - Deity - Order Name - Alignment - Multiclassing

None, Velsharoon - Long Death - Evil - Fighter, Assassin, Blackguard
Unknown - Old Order - usually Neutral, sometimes Good, rarely Evil - Rogue,
  Sorcerer, Shadowdancer (monk levels must be higher than total of all other
  class levels)
Halfling - Arvoreen, Cyrrollalee, Sheela Peryoyl, Urogalan, Yondalla - Hin Fist
  - Neutral, Good - Fighter, Rogue, Paladin (Shields Of Yondalla)
Azuth - Shining Hand - Neutral - Wizard (if monk levels exceed wizard levels)
Bane - Order Of The Iron Gauntlet - Evil - Fighter, Assassin
Deneir - Zealots Of The Written Word - Good - Cleric
Grumbar - Disciples Of The Changeless Face - Neutral - Fighter
Ilmater - Broken Ones - Good - Clerics, Divine Champions, Divine Disciples, Divine Seekers, Heirophants
Ilmater - Disciples Of St Sollars / Monks Of The Yellow Rose - Good - Ranger, Shadowdancer
Kossuth - Disciples Of The Phoenix - Good - Cleric
Kossuth - Brothers And Sisters Of The Pure Flame - Neutral - Cleric
Kossuth - Disciples Of The Salamander - Evil - Cleric
Lathander, Selune, Sune - Sun Soul - Good, Neutral - any one other class (as long as monk is highest)
Loviatar - Disciples Of The White Rod - Evil - Cleric
Orc - Luthic - Runeclaws - Evil - Cleric, Runecaster
Oghma - Children Of The Passive Voice - Neutral
Shar - Dark Moon - Evil - Sorcerer (monk and sorcerer levels must be within two levels of eachother)
Tiamat - Serpent Guards - Evil - Fighter, Rogue, Assassin, Divine Champion
Orc - Yurtrus - Brotherhood Of The Scarlet Scourge - Evil - Cleric

Paladin Orders
Race (if not Human) - Deity - Order Name - Multiclassing
Halfling - Arvoreen - Arvoreen's Marchers - Cleric, Fighter, Rogue
Gnome - Baravar Cloakshadow - Knights Of The Shadowy Cloak - Cleric, Fighter, Illusionist, Rogue
Dwarf - Berronar Truesilver - Berronar's Valkyries - Cleric, Dwarven Defender
Chauntea - Field Guardians - Cleric, Divine Champion, Divine Disciple
Gnome - Gaerdal Ironhand - Shields Of The Golden Hills - Cleric, Fighter
Helm - Vigilant Eyes Of The God - Cleric, Fighter, Arcane Devotee, Divine Champion, Purple Dragon Knight
Helm - Champions Vigilant - Cleric, Divine Champion
Horus-Re - Claws Of The Sun And Ankh - Cleric, Divine Champion, Divine Disciple, Heirophant
Ilmater - Order Of The Golden Cup - Cleric, Divine Disciple, Heirophant
Ilmater - Companions Of The Noble Heart - Fighter, Divine Champion
Kelemvor - Knights Of The Eternal Order - Cleric, Doomguide
Lathander - Order Of The Aster - Cleric, Divine Champion, Divine Disciple, Heirophant, Purple Dragon Knight
Milil - Harmonious Order - Fighter, Divine Champion
Dwarf - Moradin Hammers Of Moradin - Cleric, Fighter, Divine Champion, Dwarven Defender, Runecaster, Hammer Of Moradin
Mystra - Knights Of The Mystic Fire - Wizard, Guild Wizard Of Waterdeep
Wemics, Werelions - Nobanion - Legion Of Lions Cleric, Divine Champion
Osiris - Order Of The Risen Sceptre - Cleric, Ranger
Red Knight - Order Of The Red Falcon - Fighter, Divine Champion
Siamorpe - Order Of The Silver Chalice - Aristocrat, Fighter
Sune - Sisters And Brothers Of The Ruby Rose - Divine Champion
Torm - Loyal Order Of Innocents - Fighter
Torm - Order Of The Golden Lion - any one other class
Tyr - Knights Of Holy Judgement - Cleric, Divine Champion
Tyr - Knights Of The Merciful Sword - Fighter, Divine Champion
Halfling - Yondalla - Shields Of Yondalla - Monk (Hin Fist)
Halfling - Yondalla - Wayward Wardens - Cleric, Ranger

Step 5 - Feats, Traits & Flaws

For information on feats allowed for PC use, see the ***FEATS*** thread.

Traits

Traits from Unearthed Arcana are allowed, and they allow for further
customization of a character. You can pick up to 2 traits from the list below
and apply the appropriate modifiers to your PC.  Traits must be chosen at the
time of character creation.  List traits as you would feats on your PC sheet,
with the trait name and the modifiers given by that trait.  Traits are
optional. The effects of these traits should be roleplayed where possible.

-Abrasive (+1 on Intimidate, -1 on Diplomacy and Bluff)
-Absent-Minded (+1 on Knowledge, -1 on Listen and Spot)
-Aggressive (+2 initiative, -1 Armor Class)
-Brawler (+1 on unarmed attacks, -1 on weapon attacks) Does not apply
when character also has Improved Unarmed Strike

-Cautious (+1 dodge bonus to armor class whenever you fight defensively or take
the total defense action. You take a -1 to saves vs. fear effects) Cannot
select if character has immunity to fear

-Detached (+1 on will saves, -1 on reflex saves)
-Dishonest (+1 on Bluff, -2 on Diplomacy; non-lawfuls)
-Easygoing (+1 on Gather Information, -1 on Intimidate and Sense Motive)
-Farsighted (+1 on Spot, -2 on Search)
-Focused (+1 on Concentration, -1 on Spot and Listen)
-Hard of Hearing (+1 on Spot, -2 on Listen)
-Hardy (+1 on fortitude saves, -1 on reflex saves)
-Honest (+1 on Diplomacy, -1 on Bluff and Sense Motive; no chaotic-evils)
-Musclebound (+1 on all strengh checks, -2 on all dexterity checks)
-Nearsighted (+1 on Search, -1 on Spot)
-Nightsighted (+10 feet on darkvision, -1 on Spot in bright light) Need
to have darkvision

-Passionate (+1 on fortitude saves, -1 on will saves)
-Plucky (+1 on will saves, -1 on fortitude saves)
-Polite (+1 on Diplomacy, -2 on Intimidate)
-Quick (+10 feet on movement, -1 hp/level) CON >= 4
-Reckless (+1 on melee damage, -1 on melee attack rolls)
-Relentless (+2 on saves vs. tiring; if fail, are exhausted)
-Saddleborn (+1 on Ride, -1 on Handle Animal)
-Skinny (+1 on Escape Artist, -2 to avoid being knocked over)
-Slippery (+1 on escape artist checks against being grappled, -1 all other
grapple checks.)
-Slow (+1 hp/level, halve movement speed) Base land speed >= 20
-Stout (+2 to avoid being knocked over, -1 on Escape Artist)
-Suspicious (+1 on Sense Motive, -1 on Diplomacy and Intimidate)
-Torpid (+1 on saves vs. enchantments, -2 on initiative)
-Uncivilized (+1 on Handle Animal / Wild Empathy, -1 on Bluff, Diplomacy, Gather
Information)

Character Flaws

Flaws from Unearthed Arcana are allowed, and they allow for further
customization of a character. A character may select up to two flaws at
character creation. Each flaw a player selects entitles his/her character to a
bonus feat that he/she qualifies for.  In other words, when you create a
character, if you select two flaws, you can also take two bonus feats beyond
those your character would normally be entitled to. Flaws are optional. The
effects of these flaws should be roleplayed where possible.

-Feeble
You are unathletic and uncoordinated
-2 penalty on STR, DEX, and CON-based ability checks and skill checks

-Frail
You are thin and weak of frame
Subtract 1 from the number of hit points you gain at each level. This flaw can
reduce the number of hit points you gain to 0 (but not below). You must have a
Constitution of 4 or higher to take this flaw.

-Inattentive
You are particularly unaware of your surroundings
-4 Penalty to Listen and Spot checks

-Meager Fortitude
You are sickly and weak of stomach
-3 penaly on Fortitude saves

-Murky-Eyed
Your vision is obscured
In combat, every time you attack an opponent that has concealment, roll your
miss chance twice.  If either or both results indicate that you miss, your
attack fails

-Noncombatant
You are relatively inept at melee combat
-2 penalty to melee attack rolls

-Pathetic
You are weaker in an attribute than you should be
Reduce one of your ability scores by 2; you cannot take this Flaw if the total
of your ability modifiers is 8 or higher.

-Poor Reflexes
You often zig when you should have zagged
-3 penalty to Reflex saves

-Shaky
You are relatively poor at ranged combat
-2 penalty on all ranged attack rolls

-Slow
You move exceptionally slowly
Base land speed is halved (round down to nearest 5-foot interval); you must
have a base land speed of at least 20 feet to take this flaw

-Unreactive
You are slow to react to danger
-6 penalty on initiative checks

-Vulnerable
You are not good at defending yourself
-1 penalty to Armor Class

-Weak Will
You are highly suggestible and easily duped
-3 penalty on Will saves

Step 6 - Skills

Knowledge Regions

In the Forgotten Realms, the effects of the Knowledge (Local) skill extend only
so far. When you take ranks in Knowledge (Local), you must designate to which
region your knowledge pertains. The Knowledge Regions are:

Aglarond (includes Altumbel, Sildeyuir, Wizard’s Reach, and Yuirwood)
Amn
Anauroch
Calimshan
Chessenta
The Chondalwood*
Chult
Cormyr
The Dalelands (includes Cormanthor Drow and Elven Court)
Damara (includes Galena Mountains)
Dambrath
The Dragon Coast
Evermeet*
The Golden Water
The Great Dale (includes Forest of Lethyr)
The Great Glacier (includes Sossal and Snow Eagle Aerie)
Halruua
The High Forest*
The Hordelands
Impiltur
The Inner Sea*
The Lake Of Steam
Lapaliiya
Lantan
Luiren*
The Moonsea
The Moonshae Isles
Mulhorand
Narfell
The Nelanther Isles
Nimbral
The North
The Outer Sea*
Rashemen
The Ride
Samarach
Sembia
The Shaar
Shadovar
The Silver Marches (includes Silverymoon and the Spine Of The World)
The Smoking Mountains
The Sword Coast
Tashalar
Tharsult
Thindol
Tethyr
Thay
Thesk
Underdark – Buried Realms
Underdark – Darklands
Underdark – Earthroot
Underdark – Glimmersea
Underdark – Great Bhaerynden
Underdark – Northdark (includes Menzoberranzan)
Underdark – Old Shanatar
Unther
Vaasa
The Vast
The Vilhon Reach
Waterdeep
The Wealdath*
The Western Heartlands (includes Evereska)

* Non-human region

Knowledge Synergy
If you have at least 5 ranks in Knowledge (Local) for a particular region, you
gain a +2 synergy bonus on all other Knowledge skill checks pertaining to that
region. For example, if you have at least 5 ranks in Knowledge (Cormyr Local),
you gain a +2 synergy bonus on Knowledge (Geography), Knowledge (History),
Knowledge (Nobility & Royalty), and all other Knowledge checks made relating to
topics or questions that have to with Cormyr.

This rule supercedes any regional knowledge skill rules in the FRCS.

Skill Changes, 3.0 to 3.5

Several skills in 3rd edition changed in 3.5 edition. The relevant changes are as follows:
    * Alchemy now becomes Craft (Alchemy)
    * Animal Empathy is no longer a skill, but is a class feature for rangers &
druids
    * Innuendo has been folded into Bluff
    * Intuit Direction has been folded into Survival, which is the renamed
Wilderness Lore
    * Read Lips has been folded into Spot
    * Pick Pocket is now Sleight of Hand
    * Scry is no longer a skill
    * Wilderness Lore is now named Survival

If PrC requirments list some of the old skills, we will tweak it as needed,
once we review that PrC.

Complex Skill Checks

Complex Skill Checks from Unearthed Arcana can be used if the DM allows it.

Step 7 – Unearthed Arcana

The following variant rules from Unearthed Arcana (that weren’t listed above)
may be used if the DM allows it:
-Death and Dying (More-or-less already in use as per the PHB
-Summon Monster Variants
-Individualized Summoning Lists
-Metamagic Components
-Legendary Weapons
-Item Familiars

Step 8 – Day Units

One house-rule we do have is Day Units. Day Units are virtual amounts of time that PCs can spend for crafting, studying, training for prestige classes and other things. These represent time spent doing these things in one's spare time. This saves PCs from holding the game up while they work and making other characters wait.

Each PC begins with 10 Day Units. Day Units can be saved up and spent as you like and as your DM determines. For each day required for an activity, one Day Unit is spent.

Earning Day Units: Players earn Day Units at a rate of 5 day units x new
level earned. For example: when you reach 6th level, you gain 5 x 6 = 30 day units.

The DM may also hand out Day Units as rewards or as the result of long in-game waiting, travelling or time off.

Step 9 – Equipment

Players will begin play with 2,700 GP (the average amount for
level 3 PCs) for use when purchasing equipment.  All equipment in the PHB is
accessible, as well as the equipment in the FRCS, and the various "Complete"
books.

The only magic items allowed are those appearing on the "Minor" tables of the
DMG or other approved D&D or FR sourcebooks.  Magic weapons and armor can not
have greater than +1 enhancements.  Mundane items can be of any value
affordable (this includes masterwork items, or items constructed of different
material, such as mithril).

Forgotten Realms Character Regions provide bonus equipment, often masterwork
weapons or minor potions, scrolls or wands. This equipment does not count
towards the 2700 GP starting wealth.

Equipment from other Forgotten Realms sources, general D&D sources, or
Guidebooks to classes published by Wizards of the Coast will also be allowed,
but it is the player's responsibility to let the DM know what the item costs
and does and the book the item comes from.  Such information should appear in
abbreviated form on the character's PC sheet.  If a DM asks, the player must
post a full description of the item in question (since DMs may not own the
rulebook in question).

Step 10 – Spells

Spells from the Player's Handbook 3.5, FRCS book, Magic of Faerun, Spell Compendium,
Defenders of the Faith, Masters of the Wild, Tome and Blood, Song and Silence, Underdark
3.5, and Faiths and Avatars, Complete Adventurer, Complete Arcane, Complete Divine,
Complete Mage, Complete Warrior and Players' handbook II are allowed.

In the case of books other than the PH and FRCS, a description of the spell
should be given to your DM, and an abbreviated description of the spell and the
book it is from should appear on your PC's character sheet. Be mindful that
some of the spells from DoF are available only to domains that are "prestige
domains" that go with certain PrCs that are listed below.

Domains from both PHB 3.5 and FRCS are available for choosing.  Domains from
Defenders of the Faith and Faiths and Avatars are also allowed, but give your
DM information on those domains if you are asked about them, and put brief
summaries of them on your PC's sheet.  No evil domains may be chosen and DMs
have the right to disallow domains they view as "evil".

Step 11 – Dieties

All characters need to select a patron deity. If they do not choose one, they cannot be reincarnated or resurrected with reincarnation, raise dead, or true resurrection. Only a miracle or wish spell can bring them back from the dead. Characters who die without a patron deity become Faithless and go to the realm of Kelemvor, or have their souls abducted by fiends.

All divine magic casting characters need to choose a patron deity to cast their divine spells and use special class powers (most class features of a non-divine nature should still be usable). This includes clerics, druids, paladins, rangers  at 4th level or above, archivists, favoured souls, and spirit shamans, and all variants of these classes.

Deities are listed in the Background Information thread.

Step 12 – Character Sheets & Bio Lines

Bio Lines

Once they have joined an adventure region/group, all players must set up their
bio lines as follows:

Line 1: Initiative Modifier  Armor Class -- Normal/Flat Footed/Touch Attack

Line 2:  Current Hit Points/Normal Hit Points  Saves -- Fortitude/Reflex/Will

RPOL is picky about what goes into these Bio Lines, and space is limited. This
may take several tries to get right. Try to avoid non-alphanumeric characters,
and keep a personal copy handy.

Character Sheets

You should not have any problems with most of the PC sheet as you fill it out.
If you do have any questions, ask one of the DMs or the RoA Sage.  When filling
out the sheet, be sure to show how you came up with number totals, if the sheet
does not ask. For example, when showing your attack or damage for a weapon.

It is helpful for both players and DMs if you keep a record of changes on your
character sheet, by listing changes such as adding XP, corrections, and level
up benefits.

Current DM: The DM you will game with.

Current Region: The region your PC will adventure in.  You can see which
regions are currently accepting PCs and players in the "Available Space for
PCs" forum here in RoA: OOC.  Send the region's DM a Private Message letting
them know you'd like to join their region.  Showing them your completed PC
sheet will speed the process along.
This message was last edited by the GM at 12:18, Sat 25 June 2011.
DM BadCatMan
GM, 71 posts
Sun 25 Jun 2006
at 11:11
  • msg #3

Character Region

Human Regions
RegionRecommended SubracesAutomatic LanguagesBonus LanguagesFavoured DietiesRegional FeatsBonus Equipment
AglarondChondathan, Damaran, RashemiAglarondanChessentan, Damran, Draconic, Elven, Mulhorandi, Orc, Sylvan, UnthericChauntea, Selune, ValkurDiscipline, Luck Of Heroes, Treetoppera) Studded leather armor* and 20 arrows* b) scroll of web and protection from Arrows
AltumbelChondathan, Damaran, MulanAglarondanAquan, Chondathan, Chessentan, Rashemi, Serusan, UnthericChauntea, Selune, ValkurBullheaded, Militia, Stormhearta) Longsword* or spear* b) chain shirt* and lute*
AmnCalishite, TethyrianChondathanAlzhedo, Elven, Giant, Goblin, Nexalan, Orc, ShaaranBane, Chauntea, Cyric, Selune, Shar, Sune, WaukeenCosmopolitan, Mercantile Background, Silver Palm, Street Smarta) Thieves' tools, hand crossbow and 10 bolts* b) longsword* or short sword*
AnaurochBedineMidaniChondathan, Damaran, Draconic, Gnoll, Netherese, OrcBeshaba, Kelemvor, Selune, TalosFearless, Knifefighter, Survivora) Scimitar* or Dagger* b) Composite Shortbow (Str +2) and 10 Arrows*
CalimshanCalishite, TethyranAlzhedoAuran, Chondathan, Chultan, Draconic, Ignan, Shaaran, TashalanAzuth, Ilmater, Shar, Sharess, Siamorphe, Talos, TyrBloodline of Fire, Genie Lore, Harem Trained, Mind Over Body, Street Smart, Spellwisea)Wand of magic missiles (CL 1st, 20 ch.) b) Chain shirt* and Potion of cure light wounds
ChessentaMulan, TuramiChessentanAglarondan, Chondathan, Draconic, Mulhorandi, Turmic, UnthericAnhur, Azuth, Hoar, Lathander, Red Knight, Tiamat, WaukeenArcane Schooling, Artist, Education, Street Smarta) Short Sword* or Longspear* b) Scroll of Blur and Levitate
ChultChultan, TashalanChultanAlzhedo, Draconic, Dwarven, Goblin, Shaaran, Sylvan, TashalanShar, Thard Harr, UbtaoFoe Hunter(Goblinoid), Snake Blood, Survivora) Kukri* or Shortspear* b) 2 doses large monstrous scorpion poison
CormyrChondathan, TethyrianChondathanDamaran, Elven, Gnome, Goblin, Halfling, Orc, TurmicChauntea, Deneir, Helm, Lathander, Lliira, Milil, Selune, Silvanus, Tempus, Tymora, Tyr, WaukeenCaravanner, Discipline, Foe Hunter (Goblinoid), Furious Charge, Saddlebacka) Longsword* or Heavy Mace* b) Banded Mail*
DalelandsChondathan, VaasanChondathanDamaran, Elven, Giant, Gnome, Orc, SylvanChauntea, Lathander, Mielikki, Oghma, Shaundakul, Silvanus, Tempus, Torm, TyrBlooded, Caravanner, Forester, Luck of Heroes, Militiaa) Composite Longbow (Str +2) b) Longbow* or Spear* or Quarterstaff*
DamaraDamaran, ChondathanDamaranChondathan, Dwarven, Giant, Goblin, Orc, UluikIlmater, Silvanus, TempusArctic Adaptation, Bullheaded, Dauntless, Grim Visage, Jotunbruda) Bastard Sword* or Battle Axe* b) 2 scrolls of cure moderate wounds
DambrathIlluskan, ShaaranDambrathanDwarven, Elven, Halfling, Halruaan, Gnoll, Illuskan, Shaaran, UndercommonLoviatar, TempusKnifefighter, Resist Poison, Saddlebacka) Light Crossbow* or Rapier* b) 3 doses drow poison
Dragon CoastChondathan, TethyrianChondathanAglarondan, Chessentan, Damaran, Goblin, Halfling, Orc, TurmicHelm, Mask, Nobanion, Sune, Tempus, Tymora, UmberleeSilver Palm, Stormheart, ThugA) Rapier* or Light Crossbow* b) potion of blur or Potion of levitate
Golden WaterDurpariDurpariDraconic, Dwarven, Giant, Halruaan, Halfling, Mulhorandi, ShaaranGond, Selune, Torm, WaukeenArcane Schooling, Cosmopolitan, Silver Palma) Scimitar* or Kukri* or Falchion* or b) wand of cure light wounds (CL 1st, 20 ch.)
Great DaleChondathan, Damaran, NarDamaranGiant, Goblin, Mulhorandi, Rashemi, SylvanShaunakul, Silvanus, TalonaBullheaded, Dauntless, Forestera) Longbow* or Shortbow* b) Healer’s kit, 2 Antitoxins and 20 Arrows*
Great GlacierUlutiun, SossrimUluikAuran, Damaran, Dwarven, Elven, GiantAuril, UlutiuAncestral Spirit, Axethrower, Surefooted, Survivora) Spear* or Javelin* b) Hide Armor* and Potion of cure moderate wounds
HalruaaHalruaan, Shaaran, TashalanHalruaanDambrathan, Elven, Goblin, Halfling, Shaaran, TashalanAzuth, Mystra, SharArcane Schooling, Magical Training, Spellwisea) scroll of web and 6 1st-level Arcane spells b) Wand of sleep (CL 1st, 20 ch.)
HordelandsTuigan, RashemiTuiganDamaran, Goblin, Mulhorandi, Rashemi, Shou ExpatriateAkadi, Grumbar, Malar, SeluneHorse Nomad, Saddleback, Tirelessa) Composite Shortbow* b) Light warhorse, bit and bridle, military saddle, and studded leather barding
ImpilturChondathan, DamaranDamaranAglarondan, Chessentan, Chondathan, Dwarven, Giant, Goblin, Mulhorandi, TurmicIlmater, Selune, Tymora, Valkur, WaukeenDauntless, Fearless, Foe Hunter (Demon), Militiaa) Bastard Sword* or Morningstar* b) Thieves tools* and studded leather armor
Lake Of SteamCalishite, ShaaranShaaranAlzhedo, Chondathan, Dwarven, Goblin, TashalanBane, Chauntea, Cyric, Lathander, Sune, Tyr, WaukeenKnifefighter, Snake Blood, Stormhearta) Scimitar* or Falchion* or Glaive* b) Potion of darkvision or invisibility
LapaliiyaShaaran, TashalanTashalanAlzhedo, Chultan, Gnoll, Halruaan, Shaaran, Yuan-tiIlmater, Kelemvor, Selune, Talos, WaukeenResist Poison, Snake Blood, Stormhearta) Scimitar* or Javelin* b) Studded Leather Armor* and Potion of invisibility
LantanLantaneseLantannaAlzhedo, Chondathan, Dwarven, Gnome, Ignan, Illuskan, ShaaranAzuth, GondArcane Schooling, Education, Mercantile Backgrounda) Pistol, powderhorn and 10 bullets* b) Heavy Crossbow*
MoonseaChondathan, Damaran, VaasanDamaranChessentan, Chondathan, Draconic, Giant, Goblin, OrcBane, Cyric, Loviatar, Mask, Talona, Talos, TyrFoe Hunter (Orc), Street Smart, Thuga) Short Sword* or Two-bladed-sword* b) Hand crossbow and two doses of greenblood oil
Moonshae IslesFfolk, IlluskanIlluskanAquan, Chondathan, Elven, Giant, Orc, SylvanChauntea, TempusAxethrower, Dauntless, Oral History, Strong Soula) Studded Leather Armor* and 20 arrows* b) Handaxe* or Battleaxe* or Greataxe*
MulhorandDurpari, MulaniMulhorandiAglarondan, Chessentan, Draconic, Durpari, Goblin, Tuigan, UnthericMulhorandi Pantheon, Mask, Mystra, Red KnightArcane Schooling, Mind over Body, Theocrata) Sickle* or Falchion* or Khopesh* b) two 2nd-level scrolls (divine)
NarfellDamaran, NarDamaranGoblin, Orc, Rashemi, Tuigan, UluikTalos, Tempus, WaukeenArctic Adaptation, Saddleback, Survivora) Light warhorse, bit and bridle and military aaddle and studded leather barding b) light lance* or longspear*
Nelanther IslesCalishite, Chondathan, IlluskanChondathanAlzhedo, Goblin, Illuskan, Lantanese, Orc, ShaaranBeshaba, Cyric, Talos, Tempus, UmberleeBlooded, Stormheart, Thuga) Scimitar* or Dagger* b) Pistol, powder horn and 10 bullets*
NimbralHalruuanHalruaanChultan, Dambrathan, Durpari, Halfling, Midani, TashalanAzuth, Cyric, MystraRegional Feats: Arcane Schooling, Magical Training, Saddleback, Spellwise(A) Scroll of invisibility and 6 1st-level arcane spells (B) Wand of silent image (CL 1st, 20 ch.)
The NorthIlluskanIlluskanChondathan, Dwarven, Elven, Giant, Goblin, OrcAuril, Deneir, Eldath, Lurue, Malar, Mielikki, Milil, Mystra, Oghma, Selune, Shaundakul, Shiallia, Silvanus, Talos, TempusArctic Adaptation, Axethrower, Foe Hunter(orc), Jotunbrud, Saddlebacka) Battleaxe* or Heavy Mace* or Longsword* b) Studded Leather Armor* and 20 arrows*
RashemenNar, RashemiRashemiAglarondan, Damaran, Goblin, Mulhorandi, TuiganChauntea, Mielikki, MystraAftersight, Bullheaded, Draw From The Land, Dreadful Wrath, Ethran, Vremyonni Traininga) Greataxe* or Greatsword* b) Wand of detect magic or Wand of light (CL 1st, 20 ch.)
The RideNar, VaasanDamaranChondathan, Giant, Goblin, Orc, RashemiMalar, Talos, Selune, TempusFurious Charge, Horse nomad, Tirelessa) Light warhorse, bit and bridle, military saddle and studded leather barding b) battleaxe* or Spear*
SamarachChultan, TashalanChultanDraconic, Dwarven, Goblin, Tashalan, Yuan-tiKossuth, Lathander, Malar, Set, Sharess, UbtaoFoe Hunter, Militia, Snake Blood(A) Scimitar* or composite shortbow*, or (B) potion of bear’s endurance
SembiaChondathanChondathanChessentan, Damaran, Gnome, Halfling, Mulhorandi, Shaaran, TurmicAzuth, Deneir, Lathander, Loviatar, Mystra, Sune, Tymora, Tyr, WaukeenCaravanner, Mercantile background, Silver Palm, Twin Sword Stylea) 300gp b) Rapier* or Dagger*
The ShaarCalishite, ShaaranShaaranAlzhedo, Dambrathan, Durpari, Dwarven, Gnoll, Halruaan, Tashalan, UnthericAkadi, Mask, Shar, TempusFleet of Foot, Horse Nomad, Survivora) Studded leather armor* and Javelin* b) light warhorse, bit and bridle, military saddle and studded leather barding
ShadovarNetherese, ShadeNethereseChondathan, Damaran, Draconic, Elven, Loross, ThorassSharDiscipline, Spellwisea) Ranseur* or Short Sword* or b) Wand of sleep (CL 1st 20 ch.)
Shou ExpatriateShouShouDraconic, Durpari, Goblin, Mulhorandi, Rashemi, TuiganCelestial BureaucracyDiscipline, Mercantile Background, Mind over Bodya) Katana(Bastard Sword*) b) Nunchaku* or Kukri*
SilverymoonChondathan, IlluskanChondathanDwarven, Elven, Giant, Illuskan, Orc, SylvanDeneir, Lurue, Mielikki, Milil, Mystra, Oghma, SilvanusBlooded, Education, Smooth Talka) Longsword* or Rapier* or Longbow* b) Studded Leather Armor* and 2nd lvl spell scroll (arcane or divine)
SwagdarArkaiunArkaiunDrow, Gnoll, Haluuran, ShaaranMalar, TempusBlooded, Might Makes Right, Thug(a) Hide armour* (b) short bow* and 20 arrows
Sword CoastIlluskan, TethyrianIlluskanChondathan, Dwarven, Giant, Halfling, OrcBane, Beshaba, Chauntea, Lathander, Mask, Mystra, TempusCosmopolitan, Knifefighter, Stormhearta) Longsword* or Dagger* b) Pistol, powderhorn and 10 bullets*
TashalarChultan, Shaaran, TashalanTashalanAlzhedo, Chultan, Draconic, Illuskan, Orc, Shaaran, Yuan-tiChauntea, Malar, Savras, Set, WaukeenFoe Hunter (Yuan-ti), Mercantile Background, Snake Blooda) light crossbow* b) hide armor* and large darkwood shield
TethyrCalishite, TethyrianChondathanAlzhedo, Elven, Goblin, Lantanese, OrcHelm, Ilmater, Siamorphe, Torm, TyrBlooded, Furious Charge, Luck of Heroesa) potion of cure moderate wounds b) Chainmail
TharsultCalishite, ShaaranAlzhedoAquan, Chultan, Halfling, Tashalan, Yuan-tiIlmater, Selûne, Shar, Tyr, Valkur, WaukeenMercantile Background, Silver Palm, Snake Blood, Stormheart(A) Cutlass* or blade boot*, (B) studded leather armor* and potion of blur
ThayMulan, RashemiMulhorandiChessentan, Damaran, Gnoll, Infernal, Rashemi, Tuigan, UnthericBane, Gargauth, Kossuth, Loviatar, Shar, TalonaDiscipline, Mind over Body, Tattoo Focusa) two 2nd lvl arcane scrolls b) one 2nd lvl and six 1st lvl arcane spell scrolls
TheskDamaran, Rashemi, TuiganDamaranAglarondan, Chondathan, Giant, Gnoll, Mulhorandi, Orc, Rashemi, Shou, TuiganChauntea, Mask, Shaundakul, WaukeenCaravanner, Mercantile Background, Silver Palm, Smooth Talka) Studded Leather Armor* and Thieves tools* b) Scale Mail* and healer’s kit
ThindolChultan, TashalanTashalanChultan, Dwarven, Goblin, Shaaran, Yuan-tiLathander, Lliira, Malar, Savras, Set, TymoraFleet of Foot, Foe Hunter, Militia, Snake Blood, Tireless(A) Cutlass* or blade boot* (B) studded leather armor* and potion of blur
TurmishChondathan, TuramiTurmicChessentan, Chondathan, Draconic, Dwarven, Ignan, ShaaranLliira, Silvanus, Talos, TyrLuck of Heroes, Mercantile Background, Militiaa) splint mail and heavy steel shield* b) five 50gp gems
Underdark (Old Shanatar)Calishite, TethyrianDwarvenAquan, Alzhedo, Chondathan, Elven, UndercommonGrumbar, Mask, Shar, Shaundakul, Talona, TalosDauntless, Resist Poison, Swift And Silent(A) Battle axe* or dagger* (B) chain shirt*
UntherMulan, TuramiUnthericChessentan, Draconic, Mulhorandi, Orc, ShaaranMulhorandi pantheon, Bane, Mystra, TiamatArcane Schooling, Street Smart, Theocrat, Thuga) Breastplate* b) Scroll of detect thoughts and scorching ray
Uthgardt TribesfolkIlluskanIlluskanChondathan, Dwarven, Elven, Giant, OrcUthgarAncestral Spirit, Furious Charge, Oral History, Surefooted, Swift and Silenta) Battleaxe* or Greataxe* b) Studded Leather Armor* and 20 arrows*
VaasaDamaran, VaasanDamaranAbyssal, Giant, Goblin, Orc, UluikAuril, Orcus, TalosArctic Adaptation, Axethrower, Tirelessa) splint mail* b) Heavy mace* or light mace*
The VastChondathan, DamaranDamaranAglarondan, Chondathan, Dwarven, Giant, Goblin, Orc, RashemiChauntea, Eldath, Mystra, Tempus, Torm, Tymora, Umberlee, WaukeenLuck of Heroes, Mercantile Background, Thuga) Three potions of cure light wounds and 20 arrows* b) banded mail with armor spikes
Vilhon ReachChondathan, Shaaran, TuramiChondathanChessentan, Damaran, Draconic, Elven, Shaaran, TurmicEldath, Helm, Lliira, Malar, Nobanion, Silvanus, Talos, Tempus, TyrPlague resistant, Silver Palm, Snake Blood, Thuga) Rapier* or Dagger* b) chain shirt and 20 bolts*
WaterdeepChondathan, Illuskan, TethyrianChondathanDwarven, Elven, Giant, Halfling, Illuskan, OrcFaerunian pantheonArtist, Cosmopolitan, Education, Mercantile Background, Silver Palm, smooth Talk, Twin Sword Stylea) Longsword* or Rapier* or Short Sword* b) any two 2nd lvl spell scrolls
Western HeartlandsCalishite, ChondathanChondathan, TethyrianElven, Giant, Goblin, Illuskan, Midani, Orc, TurmicDeneir, Helm, Kelemvor, Lathander, Oghma, TempusArtist, Bullheaded, Cravanner, Saddleback, Shadow Shield, Shadow Song, Snake Blood, Spire Walkinga) Bastard Sword* or Greatsword* b) Potion of lesser restoration
Wizard’s ReachChondathan, Mulan, RashemiUnthericAglarondan, Chessentan, Elven, Mulhorandi, Orc, SerusanHoar, Mystra, Selune, Shar, Tiamat, Tyr, Umberlee, ValkurArcane Schooling, Spellwise, Street Smarta) Studded leather Armor* and 10 +1 bolts b) scroll of one 2nd level spell and 3 thunderstones


Dwarf Regions
RegionRecommended SubracesAutomatic LanguagesBonus LanguagesFavoured DietiesRegional FeatsBonus Equipment
ChultWildChultan, DwarvenDraconic, Goblin, Ignan, Shaaran, TashalanThard HarrDisentangler, Jungle Stamina, Survivor(A) Hand axe* or Shortspear* (B) 3 doses black adder venom
The Galena MountainsShieldDamaran, DwarvenChondathan, Giant, Goblin, Orc, UndercommonDwarven PantheonDauntless, Foe Hunter (Goblin), Stoneshaper, Thunder Twin, Tireless(A) Heavy pick* or Dwarven urgrosh* (B) Chain mail*
The Great GlacierArctic, ShieldDwarven, UluikAquan, Auran, Damaran, Draconic, GiantTalos, UlutiuAxethrower, Oral History, Survivor(A) Light pick* or Shortspear* (B) Riding dog and hide armor*
The Great RiftGoldDwarvenGiant, Gnome, Goblin, Sharran, Terran, UnthericMoradin, Dwarven pantheonBullheaded, Metallurgy, Silver Palm, Sky Rider, Thunder Twin(A) Scroll of bull's strength and 5 thunderstones (B) Heavy mace* or Dwarven waraxe*
OldonnarUrdunnirDwarvenDraconic, Giant, Terran, UndercommonDumathoinMagic In The Blood, Stoneshaper, Strong Soul(A) Hand pick* or Heavy mace* (B) Chainmail*
The Smoking MountainsGoldDwarvenChessentan, Goblin, Mulhorandi, Undercommon, UnthericDwarven pantheonDauntless, Forgeheart, Oral History, Thunder Twin(A) Chain shirt* (B) Wand of cure light wounds (CL 1st, 20 charges)
The Spine of the WorldArctic, Shield, UrdunnirDwarvenChondathan, Draconic, Giant, Goblin, Illuskan, OrcDwarven pantheonBullheaded, Foe Hunter (Orc), Oral History, Thunder Twin(A) Warhammer* or Dwarven waraxe* (B) Breastplate and 2 potions of cure light wounds
The Sword CoastShieldDwarven, IlluskanChondathan, Elven, Giant, Gnome, OrcDumathoin, Marthammor Duin, MoradinForgeheart, Mercantile Background, Metallurgy, Thunder Twin, Tireless(A) Hand axe* or Greataxe* (B) Five 50-gp gold bars
TurmishGold, ShieldDwarven, TurmicChondathan, Elven, Giant, Gnome, HalflingDwarven pantheonDauntless, Silver Palm, Stoneshaper, Thunder Twin(A) Splint mail and heavy steel shield* (B) Five 50-gp gold bars
Underdark (Darklands)GrayDwarven, UndercommonAquan, Chondathan, Draconic, Giant, GoblinDeep DuerraArachnid Rider, Iron Mind, Magic In The Blood, Mercantile Background(A) Warhammer* or Short sword* (B) Splint mail*
Underdark (Earthroot)ShieldDwarven, UndercommonElven, Giant, Goblin, Orc, TerranMoradinBlooded, Bullheaded, Dauntless(A) Battleaxe* or light crossbow* (B) potion of cure moderate wounds and scale mail*
Underdark (Northdark)GrayDwarven, UndercommonDraconic, Giant, Goblin, Orc, TerranLaduguerBullheaded, Resist Poison, Thug(A) Chain shirt* and 10 bolts* (B) Handaxe* or Battleaxe*
Underdark (Old Shanatar)ShieldDwarven, UndercommonAquan, Draconic, Elven, Gnome, TerranDumathoinAzerblood, Batrider, Dauntless, Thunder Twin, Tireless(A) Heavy mace* or Dwarven urgrosh* (B) Chainmail*
WaterdeepShieldDwarvenAlzhedo, Chondathan, Elven, Halfling, Illuskan, OrcDwarven pantheonCosmopolitan, Silver Palm, Thug, Thunder Twin(A) Chain shirt* and 50 gp (B) Heavy mace* or Battleaxe*


Elf Regions
RegionRecommended SubracesAutomatic LanguagesBonus LanguagesFavoured DietiesRegional FeatsBonus Equipment
The ChondalwoodWildElvenChessentan, Chondathan, Gnoll, Halfling, Shaaran, Sylvan, UnthericRillifane RallathilForester, Survivor, Treetopper(A) Hide Armor* and elixer of sneaking (B) Shortspear*
Cormanthor DrowDrowElvenAbyssal, Chondathan, Draconic, Drow Sign, Orc, Sylvan, UndercommonEilistraee, VhaeraunBlooded, Swift And Silent(A) Rapier* or Light crossbow* (B) Hand crossbow and 3 doses of drow knockout poison
Elven CourtMoon, Wild, WoodChondathan, ElvenDamaran, Giant, Gnome, Orc, SylvanElven pantheonFearless, Luck of Heroes, Strong Soul, WoodwiseUNA(A) Chain shirt* (B) Scroll of barkskin and tree shape
EvereskaMoon, SunChondathan, ElvenAuran, Draconic, Goblin, Giant, Illuskan, OrcElven pantheonDiscipline, Gift of Tounges, Magical Training(A) Chain mail* and 20 arrows* (B) Wand of color spray (CL 1st, 20 ch.)
EvermeetMoon, Sun, WoodElvenAquan, Auran, Celestial, Chondathan, Illuskan, SylvanElven pantheonEducation, Magical Training, Otherworldly, Spellwise(A) Scroll of knock and invisibility (B) Longsword* or Longbow*
Forest Of AmtarWildElvenDambrathan, Dwarven, Gnoll, Halfling, Shaaran, Sylvan, UndercommonRillifane Rallathil, Elven PantheonForester, Survivor, Treetopper(a) Hide armour* and elixir of hiding (b) shortspear*
The Forest of LethyrWoodDamaran, ElvenGiant, Gnoll, Gnome, Orc, RashemiElven pantheonFleet of Foot, Forester, Luck of Heroes(A) Studded leather armor* and 3 potions of cure light wounds (B) Hide armor* and scroll of heat metal
The High ForestWoodElvenGnoll, Goblin, Halfling, Illuskan, SylvanElven pantheonFleet of Foot, Forester, Treetopper(A) Longsword* or Longbow* (B) Composite longbow (Str +2)
The Inner SeaAquaticElven, SerusanAquan, Chondathan, Draconic, Giant, SylvanDeep SashelasBlooded, Landwalker(A) Trident* or Longspear* (B) Aquatic Longbow*
MenzoberranyrDrowElven, UndercommonAbyssal, Draconic, Drow Sign, Goblin, IlluskanLolthArachnid Rider, Blooded, Magic in the Blood, Twin Sword Style(A) Hand crossbow and 20 bolts* (B) Scroll of two 2nd-level spells
Misty ValeWildElvenHalruaan, Gnoll, Shaaran, Sylvan, TashalanRillifane Rallathil, Elven PantheonForester, Swift And Silent, Woodwise(A) Hide armour* and elixir of hiding (B) shortspear*
The Outer SeaAquaticAquan, elvenAlzhedo, Chondathan, Draconic, IlluskanDeep SashelasBlooded, Survivor(A) Trident* or dagger* (B) Potion of cure moderate wounds and studded leather armor*
SildëyuirStarAglarondan, ElvenAbyssal, Auran, Infernal, Mulhorandi, Rashemi, SylvanCorellon LarethianArtist, Forester, Otherworldly, Woodwise(A) Longsword* or Rapier* (B) Chain shirt* and lute*
SilverymoonMoon, SunElven, IlluskanChondathan, Dwarven, Giant, Orc, SylvanElven pantheonEducation, Mind over Body, Strong Soul(A) Longsword* or Rapier* (B) Breastplate and 20 arrows*
Snow Eagle AerieAvarielAuran, ElvenDamaran, Draconic, Giant, Rashemi, Sylvan, TuiganAerdrie FaenyaArtist, Education, Fearless, Mind over Body(A) Rapier* or Longsword* (B) Wand of cure light wounds (CL 1st, 20 charges)
WaterdeepMoonChondathan, ElvenAlzhedo, Dwarven, Halfling, Illuskan, OrcElven pantheonCosmopolitan, Smooth Talk, Twin Sword Style(A) Rapier* or Dagger* (B) Wand of magic missile (CL 1st, 20 charges)
The WealdathWood, WildChondathan, ElvenAlzhedo, Draconic, Giant, Goblin, ShaaranElven pantheonFleet of Foot, Swift and Silent, Woodwise(A) Longbow* (B) Chain shirt* and potion of cure light wounds
The YuirwoodStar, WoodAglarondan, ElvenChessantan, Damaran, Draconic, Mulhorandi, Sylvan, UnthericElven pantheonDiscipline, Luck of Heroes, Treetopper(A) Studded leather armor* and 20 arrows* (B) Scroll of barkskin and tree shape

Gnomes
RegionRecommended SubracesAutomatic LanguagesBonus LanguagesFavoured DietiesRegional FeatsBonus Equipment
Great DaleForest, RockDamaran, GnomeDraconic, Elven, Gnoll, Goblin, Orc, SylvanBaervan WildwandererAnimal Friends, Forester, Magic In The Blooda) light mace* or shortspear* b) wand of cure light wounds (CL 1st, 20ch.)
LantanRockGnome, LantaneseAlzhedo, Chondathan, Draconic, Dwarven, Ignan, IlluskanGondEducation, Fearless, Mercantile Backgrounda) Pistol, Powder Horn and bullets* b) Heavy Crossbow*
Rathgaunt HillsRockGnome, ShaaranDwarf, GnollGaerdal IronhandDiscipline, Fearless, Militia(A) Warhammer* and oil of magic weapon (B) breastplate* and small steel shield*
Underdark (Northdark)Deep (Svirfneblin)Gnome, UndercommonDraconic, Dwarven, Elven, Illuskan, TerranCallarduran, SmoothhandsMagic In The Blood, Mercantile Background, Strong Soula) Dagger* or Light Pick* b) chain shirt* and 10 bolts*
Western HeartlandsRockGnome, ChondathanDraconic, Dwarven, Goblin, Illuskan, Sylvan, TerranGnome PantheonArtist, Discipline, Strong Soula) Pistol, Powder Horn and 10 bullets* b) Scroll of invisibility and mirror image

Half-Elves
RegionRecommended SubracesAutomatic LanguagesBonus LanguagesFavoured DietiesRegional FeatsBonus Equipment
AglarondHalf-MoonAglarondan, ElvenChessentan, Damaran, Draconic, Mulhorandi, Orc, Sylvan, UnthericMielikki, Rillifane Rallathil, SilvanusForester, Luck Of Heroes, Militia, Treetoppera) Longbow* or Longsword* b) Hide Armor* and large darkwood shield*
The DalelandsHalf-Moon, Half-DrowChondathan, ElvenDwarven, Giant, Goblin, Sylvan, UndercommonEilistraee, Mielikki, Silvanus, SuneArtist, Fleet Of Foot, Strong Soula) Longbow* or Spear* b) Composite Longbow (Str +2)
DambrathHalf-DrowDambrathan, ElvenDraconic, Gnoll, Halfling, Halruaan, Shaaran, UndercommonLolth, LoviatharDrow Eyes, Knifefighter, Strong soula) Chain shirt* and 1 dose of drow poison b) Spiked Chain* or Scourge*
Dragon CoastHalf-AquaticElven, SerusanAquan, Chondathan, Giant, Goblin, TurmicDeep SashelasFoe Hunter (Dragons), Knifefightera) Trident* or Shortspear* b) five 50gp pearls
The High ForestHalf-Moon, Half-Wood, Half-DrowElven, IlluskanChondathan, Giant, Goblin, Orc, SylvanLurue, Mielikki, Rillifane Rallathil, SilvanusFleet of Foot, Forester, Treetopper(A) Composite longbow* or longsword* (B) potion of cure moderate wounds and studded leather armor*
SilverymoonHalf-MoonElven, IlluskanChondathan, Dwarven, Giant, Orc, SylvanElven Pantheon, Mystra, Oghma, Selune, SuneEducation, Mind Over Body, Strong Soula) Longsword* or Rapier* b) Breastplate and 20 Arrows*
WaterdeepHalf-MoonChondathan, ElvenAlzhedo, Dwarven, Halfling, Illuskan, OrcAngarradh, Sehahine Moonbow, Selune, SuneCosmopolitan, Smooth Talk, Twin Sword Stylea) Rapier* or Dagger* b) Chain Shirt* and 50gp


Halflings
RegionRecommended SubracesAutomatic LanguagesBonus LanguagesFavoured DietiesRegional FeatsBonus Equipment
AmnLightfootChondathanAlzhedo, Draconic, Giant, Illuskan, OrcHalfling PantheonCosmopolitan, Mercantile Background, Silver Palm, Street Smart(A) Light crossbow* or dagger* (B) potion of cure moderate wounds and studded leather armor*
CalimshanLightfoot, StrongheartAlzhedoAuran, Chondathan, Draconic, Ignan, ShaaranBrandobarisMercantile Background, Street Smart(A) Scimitar* or dagger* (B) potion of levitate and 3 thunderstones
Channath ValeGhostwise, StrongheartHalfling, ShaaranDambrathan, Dwarven, Elven, Gnoll, HalruaanHalfling PantheonFearless, Knifefighter, Luck of Heroes, Strong Soula) Studded Leather Armor* and 1 dose of black adder venom b) sling* and 10 silver bullets
ChondalwoodGhostwiseChondathan, HalflingChessentan, Elven, Gnoll, Shaaran, SylvanSheela, Peryrol, UrogalanBlooded, Forester, Swift and Silent, Treetoppera) Shortbow* or Longbow* or Shortspear* b) 3 doses of blue whinnis poison
LuirenLightfootHalflingDambrathan, Durpari, Dwarven, Elven, Gnoll, Halruaan, ShaaranYondallaDiscipline, Militia, Nobody’s Fool, Strong Soula) Short Sword* or Longsword* b) Large Darkwood Shield* and 3 Tanglefoot bags
The NorthLightfootIlluskanChondathan, Dwarven, Elven, Giant, OrcHalfling PantheonFoe Hunter, Swift and Silent(A) Composite longbow* or shortsword* (B) chain shirt*
Western HeartlandsLightfoot, StrongheartChondathan, HalflingAlzhedo, Dwarven, Gnome, Goblin, IlluskanHalfling PantheonFearless, Luck of Heroes, Nobody’s Foola) Light Crossbow* or Shortbow* b) Chainshirt*


Orcs & Half-Orcs
RegionRecommended SubracesAutomatic LanguagesBonus LanguagesFavoured DietiesRegional FeatsBonus Equipment
AmnHalf-OrcOrc, ChondathanAlzhedo, Draconic, Giant, Gnoll, HalflingBane, Cyric, Tempus, Tyr, WaukeenDauntless, Surefooted, Thuga) Battleaxe* or Orc-Double-Axe* b) Chain Shirt and Heavy steel shield*
ChessentaHalf-Orc, MountainOrc, ChessentanChondathan, Draconic, Giant, TurmicHoar, Tiamat, Tempus, TyrDauntless, Furious Chargea) Bastard Sword* or Falchion* b) Breastplate*
HordelandsHalf-Orc, GreyOrc, RashemiDamaran, Gnoll, Mulhorandi, TuiganOrc PantheonFearless, Tirelessa) Spear* or Greataxe* b) Studded Leather Armor* and potion of bull's strength
MoonseaHalf-Orc, Mountain, OrogOrc, DamaranChondathan, Draconic, Dwarven, GiantOrc Pantheon, Bane, Cyric, Talona, TalosAxethrower, Resist Poison, Surefooteda) Greataxe* or Orc Double Axe* b) Chain Shirt and Heavy Steel Shield*
The NorthHalf-Orc, Mountain, Orog, TanarukkOrc, IlluskanDraconic, Dwarven, Goblin, GiantOrc Pantheon, Bane, Malar, TempusResist Poison, Swift and Silenta) Banded Mail* with armor spikes b) Dire Flail* or Greataxe* or Orc Double-Axe*
TheskHalf-Orc, Grey, MountainOrc, DamaranGiant, Gnoll, Gnome, Mulhorandi, RashemiBane, Shaundakul, WaukeenKnifefighter, Thuga) Spear* or Greataxe* b) Chainmail* with armor spikes
Underdark (Northdark)Mountain, Orog, TanarukkOrcAbyssal, Giant, Goblin, Illuskan, UndercommonOrc PantheonAxethrower, Blooded, Thuga) Greatsword* or Spear* b) Banded Mail* with armor spikes
VaasaHalf-Orc, MountainOrc, DamaranDwarven, Giant, Goblin, Uluik, UndercommonOrc Pantheon, BaneBlooded, Dauntless, Surefooteda) Spear* or Orc Double Axe* b) Chain Shirt and heavy steel Shield*


Planetouched
RegionRecommended SubracesAutomatic LanguagesBonus LanguagesFavoured DietiesRegional FeatsBonus Equipment
CalimshanAir Genasi, Fire GenasiAlzhedoAuran, Chondathan, Goblin, Ignan, Shaaran, TashalanIlmater, Shar, Sharess, Talos, TyrBloodline of Fire, Mind over Body, Magic in the blooda) Scimitar* or Falchion* b) Wand of magic missile (CL 1st, 20 ch.)
ChessentaAasimar, Water GenasiChessentanAglarondan, Chondathan, Draconic, Mulhorandi, Turmic, UnthericAnhur, Azuth, Hoar, Lathander, Red Knight, TiamatArcane Schooling, Knifefighter, Street Smarta) Short Sword* or Spear* b) Breastplate
ImpilturTieflingDamaranAbyssal, Aglarondan, Chessentan, Chondathan, Dwarven, Goblin, TurmicBane, Cyric, Ilmater, Tymora, WaukeenDreadful Wrath, Thug(A) Bastard sword* or morningstar* (B) thieves’ tools* and studded leather armor*
MulhorandAasimar, Earth Genasi, TieflingMulhorandiAglarondan, Celestial, Rashemi, Shaaran, UnthericMulhorandi PantheonDiscipline, Magic in the Blood, Theocrata) Falchion* or Khopesh* or b) scroll of lesser restoration and spirtual weapon
Silver MarchesTieflingIlluskanAbyssal, Chondathan, Dwarven, Elven, Giant, Goblin, OrcBane, Cyric, Lathander, Oghma, Silvanus, TalosDreadful Wrath, Thug(A) Longsword* or rapier* (B) 2nd-level spell scroll (arcane or divine) and studded leather armor*
ThayGenasi(any), TieflingMulhorandiAglarondan, Damaran, Gnoll, Infernal, RashemiBane, Cyric, Kossuth, Loviathar, SharDreadful Wrath, Mind over Body, Tattoo Focusa) Scroll of invisibility and scorching ray or b) Breastplate*
UntherAasimar, Fire Genasi, TieflingUnthericAbyssal, Chesentan, Dwarven, Orc, ShaaranAnhur, Bane, Mystra, Tempus, TiamatMagic in the blood, Theocrat, Thuga) Scale Mail* and 20 cold iron arrows or b) 3 doses black adder venom
Western HeartlandsTieflingChondathanAlzhedo, Elven, Giant, Goblin, Infernal, OrcBane, Cyric, Lathander, Mask, Oghma, TempusDreadful Wrath, Street Smart, Thug(A) Bastard sword* or greatsword* (B) potion of lesser restoration

Regions For Other Races (Monstrous)
RegionRecommended SubracesAutomatic LanguagesBonus LanguagesFavoured DietiesRegional FeatsBonus Equipment
AshaneSpirit Folk (Una)Rashemi, SylvanAquan, Auran, Giant, Goblin, Mulhorandi, Rashemi, Shou, TuiganMielikki, Selune, SilvanusMagic In The Blood, Mind Over Body, Otherworldly(a) Spiked chain* or nunchaku* or siangham* (b) Wand of detect magic or wand of light (CL 1st, 20 ch.)
Delimbiyr ValeFey'riElvenAbyssal, Chondathan, Dwarven, Giant, IlluskanGhaunadaur, ShevarashBlooded, Magic in the Blood(A) Longsword* or dagger* (B) chain shirt*
The Earthfast MountainsBugbear, Goblin, HobgoblinGoblinDamaran, Dwraven, Giant, Orc, UndercommonHruggek, MaglubiyetKnifefighter, Resist Poison, Swift And Silent(a) Studden leather armour* and 2 doses of greenblood oil (b) short sword* or spear*
The Far HillsKir-lananKir-lananAbyssal, Chondathan, Draconic, Giant, Infernal, OrcNoneDreadful Wrath, Magic in the Blood(A) Longsword* or spiked chain* (B) chain shirt*
The Forest Of LethyrVolodni (Una)Damaran, SylvanDraconic, Goblin, Mulhorandi, Orc, Rashemi, TreantSilvanusForester, Long Reach (Una), Woodwise (Una)(a) Longbow* or spear* (b)hide armour* and scroll of chill metal
The High ForestCentaurSylvanChondathan, Draconic, Elven, Giant, Illuskan, OrcLurue, Mielikki, Rillifane Rallathil, SilvanusForester, Furious Charge(A) Composite long bow* or greatclub* (B) Studded leather armor*
The Icerim MountainsTaer (Una)GiantAuran, Damaran, Dwarven, Rashemi, TuiganAuril, LoviatarBattle Jump (Una), Bullheaded, Survivor(a) Greatclub* (b) hide armour* and 6 applications of taer stench grease
Rethild (Great Swamp)LizardfolkDraconicDambrathan, Elven, Halruuan, Undercommon?Blooded, Heat Tolerance, Resist Poison(a) Heavy shield* (b) 3 javelins*
The Plateau Of ThayCentaur, GnollGnollAbyssal, Draconic, Goblin, Infernal, Mulhorandi, RashemiYeenoghuBlooded, Long Reach (Una), Thug(a) Battleaxe* or shortspear* (b) spiked scale mail*
The Shaar (Loxo)Loxo (Shining South)LoxoDwarf, Gnoll, Gnome, ShaaranHiatea, IallansBullheaded, Dreadful Wrath, Furious ChargePotion of cure light wounds and (a) morningstar* or (b) 2 javelins*
The Shaar (Thri-Kreen)Thri-Kreen (Shining South, XPH)Thri-KreenDiscipline, Fearless, TirelessAkadi, Malar, Silvanus, TempusBullheaded, Dreadful Wrath, Furious Charge(a) Chatkcha* and gythka* (b) 2 potions of cure light wounds
The Shaar (Wemic)Wemic (Rac)SylvanDwarven, Gnoll, Halfling, Shaaran, UnthericNobanionFurious Charge, Swift And Silent, Tireless(a) club* or spear* (b) large wooden shield* and 3 potions of cure light wounds
Sphur UpraGloaming (Und)UndercommonAquan, Draconic, Dwarven, Elve, Sylvan, TerranNoneFearless, Luck Of Heroes, Smooth Talk(a) Studded leather armour* and 20 arrows* (b) scroll of invisibility and knock
The StormhornsAarakocra (Rac)AuranChondathan, Draconic, Elven, Orc, SylvanAerdrie FaenyaFearless, Furious Charge(a) Javelin* or spear* or longspear* (b) flight lance*(Rac)
SurkhLizardfolkDraconicAquan, Chondathan, Goblin, Illuskan, OrcSemuanyaAxethrower, Dauntless, Tireless(a) Javelin* (b) hide armour* and large wooden shield*
Underdark (Deep Imaskar)Deep Imaskari (Und)RoushoumAbyssal, Aquan, Celestial, Draconic, Terran, UndercommonChauntea, Grumbar, Kossuth, Mystra, SharArcane Schooling, Otherworldly(a) One 2nd-level spell scroll and 3 thunderstones (b) wand of detect magic or wand of light (CL 1st, 20 ch.)
Underdark (Fluvenilstra)Slyth (Und)UndercommonAquan, Dwarven, Elven, Gnome, TerranChauntea, Grumbar, SharDauntless, Discipline, Survivor(a) Hide armour* and large wooden shield* (b) chain shirt* and potion of cure light wounds
Underdark (Reeshov)Grimlock (Und)Terran, UndercommonAbyssal, Elven, Kuo-Toan, OrcSharBlooded, Surefooted, Thug(a) Battleaxe* (b) Spiked scale mail*
Underdark (Sloopdilmonpolop)Kuo-toa (Und)Kuo-toa, UndercommonAquan, Draconic, Dwarven, ElvenBlibdoolpoolpDaylight Adaptation, Dreadful Wrath, Survivor(a) Pincer staff*(Und) or spear* (b) Scroll of bear's endurance and resist energy
Underdark (Yathchol)Chitine (Und)UndercommonDrow Sign, Elven, Kuo-Toan, OrcLolthDiscipline, Knifefighter, Resist Poison(a) Short sword* or javelin* (b) Potion of lesser restoration
This message was last edited by the GM at 04:02, Fri 18 May 2007.
DM BadCatMan
GM, 72 posts
Sun 25 Jun 2006
at 11:13
  • msg #4

Regional Backgrounds

The new character regions from Champions of Valor have been approved for use in
RoA, and are reproduced for your benefit below.

These are in effect sub-regions for your character. You begin by choosing a
traditional character region, as seen in the PGTF and the PC Creation Thread
here at RoA. You may then choose one of the regional backgrounds below to
further customise your character. Benefits and restrictions granted here
replace those give in the standard region.

Example: You wish to be a Dales-born bastard human son of King Azoun -
the 'Bastard of Azoun' regional background. It lists Dalelands as one of the
possible Regions, so your character comes from the 'Dalelands' Region. You take
all the relevant benefits of that region, except where 'Bastard of Azoun' says
differently. Your automatic and bonus languages do not change, nor do the
favoured dieities. You do however get to choose from a different set of bonus
feats. You may choose Dreadful Wrath (from Bastard) if you wish, but may not
choose Caravanner (from Dalelands). You may choose a MW longsword (again from
Bastard), but you may not choose a +2 composite longbow (from Dalelands).

Players are advised that these regions may heavily affect the history and
personality of your character, and that they should reflect their choice of
background region in their backstories and roleplaying. Choose carefully: do
you really want to be spawn of Elminster? If you wish to try a variation on one
of the themes below, such as a bastard of some other king, discuss this with
your DM, who reserves the right to say no.

Normal RoA rules still apply, except in bubble regions.

If you have any questions about these regional backgrounds, or wonder about a
new feat, spell or item listed below, ask DM BadCatMan. Spells and new magic
items should already appear in the RoA Spell and Magic Item Compendiums.

Champions of Valor - Regional Backgrounds

Regions in the FORGOTTEN REALMS setting are typically associated with large
geographic areas or at least some locale as large as a city. This book expands
that concept by presenting "regional backgrounds" that function in conjunction
with a region. These backgrounds represent character origins or upbringings and
are typically tied to a particular area, organization, or belief, such as a
monastery, temple, druid circle, Harper safe house, or bardic college. Some of
these backgrounds are specific to one region, while others have multiple sites
separated by miles and country borders. For example, the Orphan of the Yellow
Rose regional background is one small place in a Damaran mountain range, while
the Ward of the Triad regional background consists of a dozen small pockets
across several countries that favor Ilmater, Torm, and Tyr. All of the regional
backgrounds described in this book are tied to good in some way.

A character who chooses a regional background uses it in place of a region for
determining his automatic languages, bonus languages, favored deities, regional
feats, and bonus equipment. Effectively, the background replaces the
character's region for all of these listings. However, for the purpose of
meeting any other prerequisites (other than regional feats), use the
character's actual region rather than his regional background. For example, a
character who chooses the Dalelands as his region and Bastard of Azoun as his
regional background qualifies for prestige classes and the like using the
Dalelands region. Also, you can't purchase skill ranks in Knowledge (local) for
a regional background. Use only actual regions for this purpose.

A regional background is chosen during character creation at the same time that
the player chooses a region. The regional background chosen must have the
character's region listed as an option. For example, the Holy Realm regional
background has Dragon Coast or Turmish as associated regions, which means that
only characters who choose one of those two regions can select Holy Realm as a
regional background.

Some of these regional backgrounds are very general (such as celestial-attended
birth), and you can use them for many different faiths or organizations. Others
are specific to one region (such as Mulhorandi royal) or specific to a
particular good influence (such as ward of the Triad) and therefore more
focused in their interests and rewards. Feel free to use these general and
specific examples to create your own new good regional backgrounds.

Bardic Tutelage
Bards are highly respected in Faerun (mainly because of the actions of the
Harpers) and bardic colleges are praised not only for the musical talents of
their graduates but their traditions of magic and worldly knowledge. Wealthy
folk pay to have their children taught by bards, and traveling bards sometimes
sponsor enterprising young students. These people are taught the history of
music and lore and their roles in shaping civilized society. Graduates of good
aligned bardic colleges see themselves as guardians of the past and present,
using historical models to right today's injustices.
Region: Any with a bardic college.
Automatic Languages: As region.
Bonus Languages: As region, plus any one (including dead languages).
Favored Deities: Corellon Larethian, Deneir, Finder Wyvernspur, Hanali Celanil,
Labelas Enoreth, Lliira, Milil, Oghma.
Regional Feats: Arcane Schooling (bard), Artist, Education
Bonus Equipment: (A) masterwork instrument, chain shirt, and 50 GP; or (B)
masterwork chainmail; or (C) two scrolls of cat's grace.

Bastard Of Azoun
King Azoun IV was neither the most faithful husband nor particularly discreet
in his affairs, and in the thirty-odd years of his rule he fathered quite a few
royal bastards. These offspring mainly live in Cormyr and the nearby lands, but
due to far-traveling diplomats and other officials, a few are scattered all
over Faerun. Most are born into families of privilege, but even those of lower
status usually received some kind of stipend to avoid complaints and public
embarrassment. Whether or not these children ever try to make claims based on
their bloodline, they are Azoun's heirs in courage and attitude.
Region: Dalelands, Impiltur, Sembia, Silver Marches, Water-deep, Western
Heartlands.
Automatic Languages: As region.
Bonus Languages: As region.
Favored Deities: As region.
Regional Feats: Bullheaded, Dreadful Wrath, Fearless, Luck of Heroes.
Bonus Equipment: (A) masterwork longsword; or (B) chain-mail and 25 masterwork
arrows or bolts; or (C) two 2nd-level scrolls.

Celestial-Attended Birth
Some people are born to do great things, and the easiest way to recognize this
is if a celestial arrives to announce or witness your birth. With dozens of
good-aligned deities watching over mortal affairs and thousands of births every
day, a celestial visitation at childbirth can happen once per year - often
enough to be remarkable to those involved, but common enough to those aware of
the supernatural to not get obsessive about their attention. Followers of the
celestial's deity (and in rare cases, the actual celestial) observe the
children of these blessed births and try to give them proper spiritual guidance
when the time is right. Sometimes these mentors go too far in their teachings
and "damage" the child's potential, but in most cases the child grows up to be
a special young man or woman - special enough to be an adventurer, for example
with unusual talents.
Region: Any.
Automatic Languages: As region.
Bonus Languages: Any, plus celestial.
Favored Deities: Any good deities.
Regional Feats: Fearless, Luck of Heroes, Otherworldly.
Bonus Equipment; (A) masterwork longsword, masterwork mace, or masterwork short
sword; or (B) masterwork chainmail; or (C) faith token (see page 64) of any
good deity.

Child of the Unicorn
Many tales tell of the man-child raised by animals — a feral, confused creature
with no language or higher thought. A fortunate few children like these are
found by good monsters or good talking beasts rather than common animals,
raised in nature like the wild-children but taught to speak and enriched by
intelligent interaction. Called "children of the unicorn" because their
nonhumanoid friends often worship the goddess Lurue, they can interact with
normal humans and lead normal lives, or even live as adventurers. Heroes of
this region tend to be stubborn and swift.
Region: The High Forest, The North, Silverymoon
Automatic Languages: None.
Bonus Languages: As region, plus Sylvan.
Favored Deities: Lurue.
Regional Feats: Bullheaded, Fleet of Foot, Forester, Strong Soul.
Bonus Equipment: (A) masterwork studded leather and one +1 orc bane arrow; or
(B) potion of easy trail (Mag); or (C) masterwork longsword.

Chosen-Born
The gods invest a handful of mortals with fantastic power to carry out their
demands in Faerun. Some of these Chosen have families and the godly magic
inadvertently gets passed on to their offspring. These children often grow up
to be great heroes in their own right. Nobody knows how numerous the Chosen
born are; some particularly long-lived Chosen (such as Alustriel) could have
dozens of grandchildren, any number of which might be exceptional.
Region: Any (as appropriate for the deity).
Automatic Languages: As region.
Bonus Languages: As region.
Favored Deities: Bane, Cyric, Deneir, Dumathoin, Labelas Enoreth, Mielikki,
Mystra, or Sehanine Moonbow.
Regional Feats: Dreadful Wrath, Luck of Heroes, Resist Poison, Strong Soul.
Bonus Equipment: (A) deity's favored weapon (masterwork); or (B) masterwork
chainmail; or (C) scroll of two 2nd-level spells.

Church Acolyte
Thousands of young adults join good churches all over Faerun every day with the
hope of becoming clerics. Some find it's too hard or not to their liking, and
leave after absorbing only some elements of the church's teachings. Some find
other roles in the church more exciting or rewarding. More than just a choice
of patron deity, these devotees of a faith identify more strongly with their
church than they do with their home country.
Region: Any region with a significantly large good temple.
Automatic Languages: As region.
Bonus Languages: As region plus Celestial.
Favored Deities: Any good deity.
Regional Feats:   Bullheaded, Cosmopolitan, Education.
Bonus Equipment: (A) masterwork flail, masterwork mace, or masterwork morning
star; or (B) masterwork chainmail; or (C) six potions of cure light wounds.

Circle-Born
Most of the nature deities in Faerun accept good druids, and their druid
circles revere the positive and nurturing aspects of the natural world. Children
raised in these circles understand life in the wilderness and (if close enough
to a larger settlement) are accustomed to civilization, often becoming liaisons
between their families and the humanoid interests that want to encroach on
nature.
Region: Any with a significant druid presence.
Automatic Languages: As region.
Bonus Languages: As region, plus Sylvan.
Favored Deities: Any nature deity.
Regional Feats: Bullheaded, Forester, Survivor.
Bonus Equipment: (A) masterwork druid weapon; or (B) masterwork heavy darkwood
shield; or (C) masterwork leather armor and wand of delay poison (Mag) (9
charges).

Enlightened Student
Just as there are bardic colleges run by good and valorous folk, there are
schools and universities concerned with educating students about right and
wrong in addition to who did what and when. Some of these institutes of
learning are wizard colleges, but many are just places where gifted students go
to learn and rich people send their children to get them out of the house. Many
graduates go on to become leaders in their home communities or adventurers that
help bridge the gap between warring races.
Region: Calimshan, Cormyr, Evermeet, Impiltur, Mulhorand, Sembia, Silver Marches, Waterdeep.
Automatic Languages: As region.
Bonus Languages: As region plus any one (including dead languages).
Favored Deities: As region, plus Oghma   (non-Mulhorandi   human lands only).
Regional Feats: Education, Magical Training (wizard). Thug.
Bonus   Equipment:   (A) masterwork rapier; or (B) potion of fox's cunning or
potion of owl's wisdom; or (C) scroll of comprehend languages, identify, and
locate object.

Harper Protégé
The Harpers have agents all over Faerun, and whether one parent or both is a
Harper, some of that group's attitude is bound to rub off on a child. Some of
these protégé’s   eventually join the Harpers, but many of them become
adventurers with material interests in mind or just a wanderlust born of the
incredible bedtime stories their mother or father told them in their younger
years. Sometimes a Harper goes deep undercover in enemy territory, raising a
family there to preserve their cover identity, and when the child learns their
parent isn't who they say they are it can be quite a shock.
Region: Any.
Automatic Languages: As region.
Bonus Languages: As region.
Favored Deities; As region, plus Deneir, Eldath, Lliira, Mielikki, Milil, Mystra, Oghma, Selune, Tymora, and the elven pantheon.
Regional Feats: Arcane Schooling, Artist, Luck of Heroes, Street Smart.
Bonus Equipment: (A) chain shirt, masterwork musical instrument, and antitoxin;
or (B) masterwork short sword; or (C) Harper token (see page 66).

Holy Realm
The Fellowship of the Purple Staff is trying to build a religious country north
of Turmish. Those coming of age there usually follow one of the deities favored
by that group, and while most of them aren't members of the founding
organization, they have taken the Fellowship's teachings to heart.
Region: Dragon Coast or Turmish.
Automatic Languages: As region.
Bonus Languages: As region, plus Celestial, Sylvan.
Favored Deities: Chauntea, Helm, Lathander, Nobanion, Selune, Sune.
Regional Feats: Forester, Militia, Treetopper.
Bonus Equipment: (A) masterwork chain shirt and potion of cure light wounds; or
(B) scroll of lionheart (see page 56) and one with the land (Mag); or (C) two
+1 lycanthrope bane arrows.

Knight Squire
Dozens of good knighthoods keep watch over parts of Faerun. Many parents see
knighthood as a way for their child to gain status, either as a way to escape a
lifetime of farm work or as a way to prove service to the nobility. Though few
of these children grow up to be knights, they gain rare opportunities, spending
time with majestic horses and heroes.
Region: Any region where martial knighthoods support the local government.
Automatic Languages: As region.
Bonus Languages: As region.
Favored Deities: Helm, Ilmater, Kelemvor, Lathander, Red Knight, Siamorphe,
Tempus, Torm, Tyr
Regional Feats: Dauntless, Fearless, Militia, Saddleback.
Bonus Equipment; (A) masterwork bastard sword, masterwork battleaxe, or
masterwork longsword; or (B) chainmail and light warhorse or warpony; or (C)
potion of cure moderate wounds.

Martyr's Progeny
When Torm battled Bane during the Time of Troubles, he absorbed the souls of
many of his worshipers to fight the more powerful deity. When he was restored
to life after the Godswar those worshipers remained dead and his temples
adopted the orphans of the battle. Some were too young to remember their
parents and embraced the church with great vigor, some resent Torm for causing
the death of their parents and only grudgingly accepted their tutelage long
enough to figure out where they want to go in the world.
Region: The Vast.
Automatic Languages: As region.
Bonus Languages: As region.
Favored Deities: Torm
Regional Feats: Bullheaded, Militia, Thug.
Bonus Equipment: (A) masterwork greatsword; or (B) masterwork banded mail and
heavy steel shield; or (C) scroll of silver dragonmail (see page 57).

Monastery Orphan
In many cultures, unwanted infants (whether from too many mouths to feed at
home, a love affair while a husband is away at war, a changeling or
planetouched birth, or stranger reasons) are exposed to the elements after
birth, but sometimes these babes are left on the doorstep of a local monastery,
where they grow up among ascetics, philosophers, and those studying the
perfection of the self. This regional background is appropriate for characters
raised in good-aligned monasteries, particularly those associated with good
deities. Some of these individuals become monks themselves, though many turn to
other careers.
Region: Amn, Calimshan, Damara, Mulhorand, Lake of Steam, Luiren, or
Silverymoon, as appropriate.
Automatic Languages: As region.
Bonus Languages: As region, plus Celestial.
Favored Deities: The good deity of the monastery (usually Deneir, Ilmater,
Kossuth, Lathander, Selune, Sune, or the halfling pantheon, as appropriate).
Regional Feats: Blooded, Bloodline of Fire, Discipline, Fleet of Foot.
Bonus Equipment: (A) masterwork monk weapon; or (B) masterwork instrument and
heavy horse; or (C) potion of cat's grace.

Mulhorandi Royal
The royal families of Mulhorand are closely related descendants of the physical
incarnations of the Mulhorandi gods; for centuries they ruled Mulhorand, and
even the least of them had the equivalent of the celestial template. Though
their celestial nature is diminished in the wake of the Godswar, the royals of
this ancient land still hold incredible power and influence. Their ways seem
strange to many in Faerun, but most of the Mulhorandi deities are good, and so
are their royal mortal offspring, Raised in the pinnacle of their society, they
are well schooled, careful with their words... and sometimes a little inhuman.
Region: Mulhorand.
Automatic Languages: As region.
Bonus Languages: As region.
Favored Deities: Mulhorandi pantheon, Red Knight.
Regional Feats: Education, Otherworldly, Theocrat (RoF).
Bonus Equipment: (A) masterwork falchion, masterwork flail, or masterwork
khopesh; or (B) two 2nd-level spell scrolls; or (C) 300 GP.

Orphan of the Yellow Rose
The Disciples of St. Sollars have a monastery in a remote mountain area of
Damara. These monks of Ilmater thrive in their harsh environment and have a
friendly, supportive relationship with nearby settlements. Though few children
are left at their gates (it's a hard climb up a mountain pass to get to the
Monastery of the Yellow Rose), every few years the monks take in a youngster
and do their best to train him or her to live as a good person in a harsh world.
Region: Damara, Vaasa.
Automatic Languages: As region.
Bonus Languages: As region.
Favored Deities: Ilmater.
Regional Feats: Artist, Surefooted, Survivor, Tireless.
Bonus Equipment: (A) climber's kit, healer's kit, and chainmail; or (B)
masterwork mace; or (C) faith token of Ilmater (see page 64).

Secret Moondancer
Countless drow live in the Underdark under the thumb of the Spider Queen, but a
small number of them know there is another goddess who will answer their
prayers, a benign goddess who loves them — Eilistraee, the Moon Maiden. Usually
these drow live in evil communities and must keep their heretical worship
secret, but out of earshot and within the privacy of their own homes they teach
their children about the good goddess who dances in the moonlight. If they're
lucky, these drow eventually flee to a safer place, either living in small
surface communities or in bastions of Eilistraee's strength such as the Promenade near Skullport.
Region: Cormanthor Drow, Menzoberranzan.
Automatic Languages: As region.
Bonus Languages: As region.
Favored Deities: Eilistraee.
Regional Feats: Cosmopolitan, Daylight Adaptation, Fleet of Foot.
Bonus Equipment: (A) masterwork longsword or masterwork greatsword; or (B)
masterwork chain shirt; or (C) faith token of Eilistraee (see page 64).

Selunite Foundling
Gentle Selune is known for her kindness and compassion, and the people of
Faerun know her priests reflect those traits. As a moon goddess, she looks
after women in need, and her church takes in unwanted infants and young
orphans. While most of these little ones are perfectly normal, some of them do
look odd (tieflings, changelings and strange hybrids have been left at
Selune's temples) but in the Moonmaiden's temple even the strangest children
are treated normally. Foundlings of Selune's temples tend to be creative,
lucky, and on the alert for evil lycanthropes.
Region: Aglarond, Amn, Cormyr, Impiltur, the North.
Automatic Languages: As region.
Bonus Languages: As region. Favored Deities: Selune. Regional Feats: Artist,
Foe Hunter (lycanthropes), Luck of Heroes.
Bonus Equipment: (A) masterwork mace; or (B) masterwork chain shirt; or (C) and
one application of oil of bless weapon.

Ward of the Triad
The churches of Ilmater, Torm, and Tyr have more than their fair share of
foundlings left at the temple door. Poor peasants with nothing to lose leave
their children with the priests, hoping that their offspring can find happiness
and escape from lives of drudgery in the teachings of the Triad. Raised among
priests and even paladins, these youths have a strong sense of purpose and
resolve in the face of danger.
Region: Calimshan, Cormyr, Dalelands, Damara, Impiltur, Sembia, Tethyr, the
Vast, the Vilhon Reach.
Automatic Languages: As region.
Bonus Languages: As region, plus Celestial.
Favored Deities: Ilmater, Torm, Tyr.
Regional Feats: Discipline, Fearless, Militia.
Bonus Equipment: (A) masterwork greatsword or masterwork longsword; or (B)
masterwork chainmail; or (C) six potions of cure light wounds.
This message was last edited by the GM at 04:14, Mon 26 June 2006.
DM Windwalker
GM, 801 posts
Head Over Heals
for DM Annihilator
Tue 14 Sep 2010
at 13:04
  • msg #5

Cut and Paste PC Sheet w/Sample RoA PC --REVISED 4/3/2006

Here is the PC sheet for Realms of Adventure characters.  Cut and paste this sheet,
then export it to your word processor.  Fill in the blanks, then submit it to the
current Sheet Checking DM's in the form of a private message here in RoA: OOC Forum
so one of them can approve it.  If there are any issues with the sheet, they will
help you make needed corrections.  Note: Please refer to the sample below by DM
BadCatMan if you are new to creating character sheets for RoA or for Dungeons &
Dragons in general.  Doing everything right the first time will greatly expedite
the approval process.

Current Sheet Checkers are DM Kilric, DM BadCatMan and DM Windwalker, when she's
available.

After the sheet is approved by the one of the sheet checkers, you can then PM it to
a DM accepting PCs into their region.  A list of regions/DMs accepting PCs is
located here in RoA: OOC Forum ("Available Space for PCs").
NOTE: When you post it, please use the <tt> tags!  It will make it much easier for everyone to read.
If you don't know what that means, here is an example:
<tt>
The entire character sheet goes between these tags to properly align everything
as it appears below.
</tt>


--------------------------------------------------------------------------------
PC Name:                                Gender:              HD:
RoA Player Name:                        Height:
Race:                                   Weight:              HP:   /
Class:                                  Age:                 Current/Normal
Level:                                  Hair:
Align:                                  Eyes:                XP:
Deity:                                  Speed:               Needed for
Size:                                                        Next Level:
Current DM:
Current Region:
Home Region:                            Day Units:
Bubble Character?:

Sheet Checked By:

SHEET UPDATED:
--------------------------------------------------------------------------------
ABILITIES
                                   Final
    Base  Racial  Magic  Misc  Ability / Mod
          Bonus   Item             Score

STR: --     --     --     --      00 / +0
DEX: --     --     --     --      00 / +0
CON: --     --     --     --      00 / +0
INT: --     --     --     --      00 / +0
WIS: --     --     --     --      00 / +0
CHA: --     --     --     --      00 / +0

+1 Ability Increase every 4th level is added to Base number.
--------------------------------------------------------------------------------
COMBAT STATISTICS

ARMOR CLASS                               BASE ATTACK BONUS
AC Total :            --                    MELEE         RANGED
AC when Flat-Footed   --                    Total: --     Total: --
AC vs Touch Attack    --                    Base:  --     Base:  --
Base:                 10                    STR:   --     DEX:   --
Armor:                --                    Misc:  --     Misc:  --
Shield:               --
Dexterity:            --                        INITIATIVE
Size:                 --                        Total:  --
Magic:                --                        DEX:    --
Misc.:                --                        Misc.:  --
--------------------------------------------------------------------------------
SAVING THROWS

           Total    Base  Ability    Misc   Magic
Fortitude  : +0  =   0  +    0    +   0   +   0
Reflex     : +0  =   0  +    0    +   0   +   0
Will       : +0  =   0  +    0    +   0   +   0
--------------------------------------------------------------------------------
RACIAL TRAITS


--------------------------------------------------------------------------------
FEATS                                      Indicate for level, class, race, etc.


--------------------------------------------------------------------------------
TRAITS                                         From Unearthed Arcana -- Optional


--------------------------------------------------------------------------------
CLASS ABILITIES                                  Indicate current abilities only


--------------------------------------------------------------------------------
PRESTIGE CLASS ABILITIES


--------------------------------------------------------------------------------
LANGUAGES

Common
Regional:
Bonus:
--------------------------------------------------------------------------------
SKILLS                       Fill in skills you have ranks in AND skills that
                             can be used untrained.  Mod is the final score, Rnk
Skill Point Total:           is the number of ranks attained in the skill, Abl
Max Class ranks:             is the related Ability Modifier, and Msc is for any
Max Cross-Class ranks:       miscellaneous bonus from feats, race, synergy, etc.

                                                        Related
      Mod = Rnk Abl Msc  |  Skills:                     Ability  Untrained?
      +?  =  0  +?  +0   |  Appraise                    (INT)       Yes
      +?  =  0  +?  +0!  |  Balance                     (DEX)       Yes
      +?  =  0  +?  +0   |  Bluff                       (CHA)       Yes
      +?  =  0  +?  +0!  |  Climb                       (STR)       Yes
      +?  =  0  +?  +0   |  Concentration               (CON)       Yes
      +?  =  0  +?  +0   |  *Craft:                     (INT)       Yes
      +?  =  0  +?  +0   |  Decipher Script             (INT)       No
      +?  =  0  +?  +0   |  Diplomacy                   (CHA)       Yes
      +?  =  0  +?  +0   |  Disable Device              (INT)       No
      +?  =  0  +?  +0   |  Disguise                    (CHA)       Yes
      +?  =  0  +?  +0!  |  Escape Artist               (DEX)       Yes
      +?  =  0  +?  +0   |  Forgery                     (INT)       Yes
      +?  =  0  +?  +0   |  Gather Information          (CHA)       Yes
      +?  =  0  +?  +0   |  Handle Animal               (CHA)       No
      +?  =  0  +?  +0   |  Heal                        (WIS)       Yes
      +?  =  0  +?  +0!  |  Hide                        (DEX)       Yes
      +?  =  0  +?  +0   |  Intimidate                  (CHA)       Yes
      +?  =  0  +?  +0!  |  Jump                        (STR)       Yes
      +?  =  0  +?  +0   |  *Knowledge:                 (INT)       No
      +?  =  0  +?  +0   |  Listen                      (WIS)       Yes
      +?  =  0  +?  +0!  |  Move Silently               (DEX)       Yes
      +?  =  0  +?  +0   |  Open Lock                   (DEX)       No
      +?  =  0  +?  +0   |  *Perform:                   (CHA)       Yes
      +?  =  0  +?  +0   |  *Profession:                (WIS)       No
      +?  =  0  +?  +0   |  Ride                        (DEX)       Yes
      +?  =  0  +?  +0   |  Search                      (INT)       Yes
      +?  =  0  +?  +0   |  Sense Motive                (WIS)       Yes
      +?  =  0  +?  +0!  |  Sleight of Hand             (DEX)       No
      +?  =  0  +?  +0   |  Spellcraft                  (INT)       No
      +?  =  0  +?  +0   |  Spot                        (WIS)       Yes
      +?  =  0  +?  +0   |  Survival                    (WIS)       Yes
      +?  =  0  +?  +0!  |  Swim                        (STR)       Yes
      +?  =  0  +?  +0!  |  Tumble                      (DEX)       No
      +?  =  0  +?  +0   |  Use Magic Device            (CHA)       No
      +?  =  0  +?  +0   |  Use Rope                    (DEX)       Yes

! = Armor Check Penalty applies (double for Swim)
* = Requires specialization
--------------------------------------------------------------------------------
WEAPONS                 ATT is your final attack modifier when using the weapon.
                        Monks should also list bare-handed attacks here.

NAME :                    NAME :                    NAME :
ATT  :                    ATT  :                    ATT  :
DMG  :                    DMG  :                    DMG  :
CRIT :                    CRIT :                    CRIT :
RNG  :                    RNG  :                    RNG  :
WGHT :                    WGHT :                    WGHT :
TYPE :                    TYPE :                    TYPE :
SIZE :                    SIZE :                    SIZE :
COST :                    COST :                    COST :

GRAPPLE BONUS: BAB -- + STR -- + SIZE -- =
--------------------------------------------------------------------------------
PROTECTION

ARMOR                                   SHIELD
NAME :                                  NAME :
TYPE :                                  TYPE :
AC BONUS :                              AC BONUS :
MAX DEX  :                              CHECK PENALTY :
CHECK PENALTY :                         SPELL FAILURE :
SPELL FAILURE :                         WGHT :
SPEED:                                  PROPERTIES:
WGHT :                                  COST:
PROPERTIES:
COST:
--------------------------------------------------------------------------------
EQUIPMENT          Indicate in notes which item(s) are bonus regional equipment.
                   Don't forget to add weapon, armor, magic items, and treasure
                   weights to total weight carried.

Item                     #   Cost   Weight   Location   Notes

[9 blank lines suppressed]

Total weight carried:
Light Load:            Medium Load:               Heavy Load:
Lift over head:        Lift off ground:           Push or Drag:
--------------------------------------------------------------------------------
MAGIC ITEMS      List items weights, costs, location, number of charges (if any)

[5 blank lines suppressed]

--------------------------------------------------------------------------------
TREASURE                                                      List where carried

PP:
GP:
SP:
CP:

MISC.:

GEMS:
--------------------------------------------------------------------------------
SPELLS                                   If this is not a spell-casting PC feel
                                         free to cut this section out.  If this
                                         PC casts both arcane and devine spells,
                                         cut and paste tables as needed.

              Base       Ability  Misc.
Lvl    DC   Spell/Day     Bonus   Bonus     Spell Per Day      # Known
0      ?        ?      +    0   +   ?    =        ?                ?
1      ?        ?      +    ?   +   ?    =        ?                ?
2      ?        ?      +    ?   +   ?    =        ?                ?
3      ?        ?      +    ?   +   ?    =        ?                ?
4      ?        ?      +    ?   +   ?    =        ?                ?
5      ?        ?      +    ?   +   ?    =        ?                ?
6      ?        ?      +    ?   +   ?    =        ?                ?
7      ?        ?      +    ?   +   ?    =        ?                ?
8      ?        ?      +    ?   +   ?    =        ?                ?
9      ?        ?      +    ?   +   ?    =        ?                ?

Misc. bonus is for such things are domain spells, specialist spells, etc.

Domain: If applicable
Granted Power:

Granted Spells:
Lvl 1:
Lvl 2:
Lvl 3:
Lvl 4:
Lvl 5:
Lvl 6:
Lvl 7:
Lvl 8:
Lvl 9:

Domain: If applicable
Granted Power:

Granted Spells:
Lvl 1:
Lvl 2:
Lvl 3:
Lvl 4:
Lvl 5:
Lvl 6:
Lvl 7:
Lvl 8:
Lvl 9:

Wizard School Specilization: In applicable
Forbidden School(s): If applicable

Mark prepared spells with a *

If a spell comes from any source other then the Player's Guide, note which book
it comes from using the following code:  FR = Forgotten Realms Campiagn Setting,
T&B = Tome and Blood, MF = Magic of Faerun, FP = Faiths and Pantheons, UD =
Underdark, etc.

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 3¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 4¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 5¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 6¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 7¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 8¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 9¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


--------------------------------------------------------------------------------
ANIMAL COMPANION                 Cut and paste in cases of more than one animal.

NAME:
TYPE: (Familiar/Animal Companion/Mount/etc.)
SPECIES:
AC:
HP:
ATTACKS:
DAMAGE:
SPECIAL:
ABILITIES GRANTED TO PC:
--------------------------------------------------------------------------------
HISTORY / BACKGROUND







--------------------------------------------------------------------------------
MOTIVATIONS & GOALS






--------------------------------------------------------------------------------
PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER

Things the DM can incorporate into adventures and rumors.
--------------------------------------------------------------------------------
PERSONALITY / QUIRKS / MANNERISMS

DMs can reference this section when your PC temporarily needs to be NPCed due to
sickness, vacations, acts of god.  This way the DM won't inadvertantly have your
PC do something he/she would not normally do.



=================END CUT AND PASTE HERE=======================

====================SAMPLE RoA PC SHEET====================

To help give you an idea of what a properly filled-in PC sheet should look
like before you submit it for DM approval, here is a sample character.


Note that if you need help with Forgotten Realms-related information or any PC
creation rules, please ask in the "Ask the RoA Sage" forum here in RoA: OOC and
wait for a reply.  One of the DMs may also offer you help, but we hope you will
first try the Sage forum.

Free Regional items and languages come from the region of the PC's birth, not
the region the PC enters play in (if the regions are not the same).
See page 28 of the FRCS book for more.

--------------------------------------------------------------------------------


--------------------------------------------------------------------------------
PC Name : Kas "Jarlond" Urgrimm         Gender : Male        HD : 3d8 + 6
RoA Player Name : PC BadCatMan          Height : 4'7"
Race : Shield Dwarf                     Weight : 175 lbs     HP : 28 / 28
Class : Ranger                          Age : 57             Current/Normal
Level : 3                               Hair : Brown
Align : NG                              Eyes : Blue          XP : 3000
Deity: Marthammor Duin                  Speed : 20ft         Needed for
Size : Medium                                                Next Level : 6000
Current DM : DM BadCatMan
Current Region : Silver Marches
Home Region : Spine of the World (Dwarf)                     Day Units : 10
Bubble Character?: No

Sheet Checked By: DM HackDoc

SHEET UPDATED :
16 Dec 05: sheet created
22 Jul 10: sheet updated to serve as example sheet

--------------------------------------------------------------------------------
ABILITIES
                                  Final
     Base  Racial  Magic  Misc  Ability / Modifier
            Bonus   Item          Score

STR : 14     --     --     --      14 / +2
DEX : 16     --     --     --      16 / +3
CON : 12     +2     --     --      14 / +2
INT : 14     --     --     --      14 / +2
WIS : 14     --     --     --      14 / +2
CHA :  8     -2     --     --       6 / -2

+1 Ability Increase every 4th level is added to Base number.

--------------------------------------------------------------------------------
COMBAT STATISTICS

ARMOR CLASS                               BASE ATTACK BONUS
AC Total :            18                    MELEE         RANGED
AC when Flat-Footed   15                    Total: +5     Total: +4
AC vs Touch Attack    13                    Base:   3     Base:   3
Base:                 10                    STR:   +2     DEX:   +3
Armor:                +4                    Misc:  --     Misc:  -2
Shield:               +1
Dexterity:            +3                        INITIATIVE
Size:                 --                        Total:  +3
Magic:                --                        DEX:    +3
Misc.:                --                        Misc.:  --

+4 Dodge AC against giants
+1 Shield AC when dual-wielding

--------------------------------------------------------------------------------
SAVING THROWS

           Total    Base  Ability    Misc   Magic
Fortitude  : +5  =   3  +    2    +   0   +   0
Reflex     : +6  =   3  +    3    +   0   +   0
Will       : +5  =   1  +    2    +   2   +   0

+2 vs Poison
+1 vs Spells and Spell-like affects
Endurance: various bonuses

Bullheaded: +2 Will, cannot become Shaken and ignore effects of Shaken condition

--------------------------------------------------------------------------------
RACIAL TRAITS

Standard Dwarf Traits:
+2 Constitution, –2 Charisma
Medium
Base land speed is 20 feet. However, dwarves can move at this speed even when
wearing medium or heavy armor or whose speed is reduced in such conditions.
Darkvision: 60 feet
Stonecunning: +2
Weapon Familiarity: dwarven warax, dwarven urgrosh
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull
rushed or tripped when standing on the ground
+2 racial bonus on saving throws against poison
+2 racial bonus on saving throws against spells and spell-like effects
+1 racial bonus to attack rolls against orcs (including half-orcs) and
goblinoids (including goblins, hobgoblins, and bugbears)
+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres,
trolls, and hill giants)
+2 racial bonus on Appraise checks that are related to stone or metal items
+2 racial bonus on Craft checks that are related to stone or metal

--------------------------------------------------------------------------------
FEATS                                      Indicate for level, class, race, etc.

Flaw:    Weapon Focus (Urgrosh)

Level 1:  Bullheaded [Regional Feat, Player's Guide To Faerun]
Ranger 1: Track
Ranger 2: Two Weapon Fighting [in light armour only]
Ranger 3: Endurance
Level 3:  Two Weapon Defense

--------------------------------------------------------------------------------
FLAWS & TRAITS                                 From Unearthed Arcana -- Optional

Shaky: -2 ranged attack rolls
(Few dwarves bother with ranged combat, and Kas is no different)

Uncivilised: +1 to Handle Animal and Wild Empathy;
     -1 to Bluff, Diplomacy, Gather Information
(Kas is good with animals, but not so good with people)

--------------------------------------------------------------------------------
CLASS ABILITIES                                  Indicate current abilities only

Weapon Proficiency: Simple, Martial, dwarven waraxe, dwarven urgrosh
Armour Proficiency: Light
Shield Proficiency: buckler, light, heavy

Ranger:
1: Favoured Enemy (Orc): +2 Bluff, Listen, Sense Motive, Spot, Survival, Damage
1: Wild Empathy: 3 (lvL) - 2 (Cha) + 1 (Uncivilised) + 2 (synergy) = +4
1: Track
2: Two Weapon Fighting (in light armour only)
3: Endurance

--------------------------------------------------------------------------------
PRESTIGE CLASS ABILITIES

Deepwarden [Races Of Stone] (not gained yet)

--------------------------------------------------------------------------------
LANGUAGES

Automatic: Common     [Thorass]
Automatic: Dwarven    [Dethek]
Bonus:     Orc        [Dethek]
Bonus:     Chondathan [Thorass]

--------------------------------------------------------------------------------
SKILLS                          Fill in skills you have ranks in AND skills that
                                can be used untrained.  Mod is the final score, Rnk
Skill Point Total: 48           is the number of ranks attained in the skill, Abl
Max Class ranks:       6        is the related Ability Modifier, and Msc is for any
Max Cross-Class ranks: 3        miscellaneous bonus from feats, race, synergy, etc.

r - Ranger class skills
                                                        Related
      Mod = Rnk Abl Msc  |  Skills:                     Ability  Untrained?
      +2  =     +2       |  Appraise                    (INT)       Yes
      +4  =     +2  +2   |  Appraise (stone, metal)     (INT)       Yes
      +2  =     +3  -1!  |  Balance                     (DEX)       Yes
      -3  =     -2  -1   |  Bluff                       (CHA)       Yes
r     +4  =  3  +2  -1!  |  Climb                       (STR)       Yes
r     +4  =  2  +2       |  Concentration               (CON)       Yes
r     +4  =     +2  +2   |  *Craft: (stone, metal)      (INT)       Yes
          =     +2       |  Decipher Script             (INT)       No
      -3  =     -2  -1   |  Diplomacy                   (CHA)       Yes
          =     +2       |  Disable Device              (INT)       No
      -2  =     -2       |  Disguise                    (CHA)       Yes
      +2  =     +3  -1!  |  Escape Artist               (DEX)       Yes
      +2  =     +2       |  Forgery                     (INT)       Yes
      -3  =     -2  -1   |  Gather Information          (CHA)       Yes
r     +5  =  6  -2  +1   |  Handle Animal               (CHA)       No
r     +5  =  3  +2       |  Heal                        (WIS)       Yes
r     +6  =  4  +3  -1!  |  Hide                        (DEX)       Yes
      -2  =     -2       |  Intimidate                  (CHA)       Yes
r     +4  =  3  +2  -1!  |  Jump                        (STR)       Yes
r     +6  =  4  +2       |  *Knowledge: Dungeoneering   (INT)       No
r     +6  =  4  +2       |  *Knowledge: Geography       (INT)       No
r     +8  =  4  +2  +2   |  *Knowledge: Nature          (INT)       No
r     +3  =  1  +2       |  Listen                      (WIS)       Yes
r     +6  =  4  +3  -1!  |  Move Silently               (DEX)       Yes
          =     +3       |  Open Lock                   (DEX)       No
      -2  =     -2       |  *Perform:                   (CHA)       Yes
r         =     +2       |  *Profession:                (WIS)       No
r     +5  =     +3  +2   |  Ride                        (DEX)       Yes
r     +3  =  1  +2       |  Search                      (INT)       Yes
      +2  =     +2       |  Sense Motive                (WIS)       Yes
          =     +3  -1!  |  Sleight of Hand             (DEX)       No
          =     +2       |  Spellcraft                  (INT)       No
r     +3  =  1  +2       |  Spot                        (WIS)       Yes
r     +8  =  6  +2       |  Survival                    (WIS)       Yes
r     +2  =  2  +2  -2!  |  Swim                        (STR)       Yes
          =     +3  -1!  |  Tumble                      (DEX)       No
          =     -2       |  Use Magic Device            (CHA)       No
r     +3  =     +3       |  Use Rope                    (DEX)       Yes

      +5  =  1  +2  +2   |  Search - Stonecunning       (INT)       Yes

Synergy: 5 ranks gives...
  Handle Animal: +2 Ride, Wild Empathy
  Survival:      +2 Knowledge (nature)

Favoured Enemy (Orc): +2 Bluff, Listen, Sense Motive, Spot, Survival

Armour Check Penalty: -1 (MW Chain Shirt) or -3 (Medium Load)

! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

--------------------------------------------------------------------------------
WEAPONS                 ATT is your final attack modifier when using the weapon.
                        Monks should also list bare-handed attacks here.

NAME : MW Urgrosh   NAME : MW Heavy Crossbow  NAME : Light Hammer
ATT  : +7 or +5|+5       ATT  : +5                 ATT  : +5
DMG  : 1d8+3 or 1d8+2|1d6+1 DMG  : 1d10               DMG  : 1d4+2
CRIT : 20/x3                 CRIT : 19-20/x2           CRIT : 20/x2
RNG  : Melee 5ft                RNG  : Ranged 120ft       RNG  : Melee 5ft
WGHT : 12 lb                    WGHT : 8                  WGHT : 2
TYPE : slashing | piercing TYPE : piercing           TYPE : bludgeoning
SIZE : medium            SIZE : medium             SIZE : medium
COST : 650                  COST : 350                COST : 1

GRAPPLE BONUS: BAB 3 + STR 2 + SIZE -- = 5

+1 attack against orcs and goblinoids
+2 damage against orcs

Single-Attack or Dual|Wielding

--------------------------------------------------------------------------------
PROTECTION

ARMOR                                 SHIELD
NAME : MW Chain Shirt                   NAME :
TYPE : Light                            TYPE :
AC BONUS : +4                           AC BONUS :
MAX DEX  : +4                           CHECK PENALTY :
CHECK PENALTY : -1                      SPELL FAILURE :
SPELL FAILURE : 20% (NA)                WGHT :
SPEED: 20ft                             PROPERTIES:
WGHT : 25 lb                            COST:
PROPERTIES: masterwork
COST: 250

--------------------------------------------------------------------------------
EQUIPMENT          Indicate in notes which item(s) are bonus regional equipment.
                   Don't forget to add weapon, armor, magic items, and treasure
                   weights to total weight carried.

Bonus Regional Equipment: not taken, took 100 GP instead

Item                     #    Cost    Weight Location   Notes
MW Urgrosh 650 12 held
MW Chain Shirt 250 25 body
Hammer, Light 1 2 belt
MW Crossbow, Heavy 350 8 back
Bolts 20 2 2 belt
Explorer's Outfit body
Holy Symbol (stone) 1 neck
Signal Whistle 0.8 neck
Belt Pouch 1 0.5 belt
Tindertwig 5 5 beltpouch
Potion: Cure Light 2 100 0.2 belt

Backpack 2 2 back
Bedroll 0.1 5 back
Flint and Steel 1 backpack
Grappling Hook 1 4 on rope
Trail Rations 10 5 10 backpack
Hempen Rope 1 10 back
Spyglass 1000 1 backpack
Waterskin 1 4 belt
Climber's Kit 80 5 backpack
Healer's Kit 50 1 backpack
Fishhook 0.1 backpack
Mirror, small steel 10 0.5 backpack
Sewing Needle 0.5 backpack
Whetstone 0.02 1 backpack
Map Case 1 0.5 backpack
Parchment 10 0.2 backpack
Ink 8 backpack
Ink Pen 0.1 backpack
Potion: Endure Elements 50 0.1 backpack

Self = 175 lbs
Self + Body Equipment = 224.7 lbs
Luggage = 44.1 lbs
Total Weight (Self, Pack, Equipment) = 268.8 lbs

Total weight carried:  93.8
Light Load:     58     Medium Load:   59 - 116    Heavy Load:   117 - 175
Lift over head: 175    Lift off ground:  350      Push or Drag: 875

--------------------------------------------------------------------------------
MAGIC ITEMS      List items weights, costs, location, number of charges (if any)

(Also listed in Equipment, above)

Potion: Cure Light Wounds - cure 1d8+3 HP; x2
Potion: Endure Elements - as spell

--------------------------------------------------------------------------------
TREASURE                                                      List where carried

128.18

PP:
GP: 128
SP: 1
CP: 8

MISC.:

GEMS:

--------------------------------------------------------------------------------
SPELLS                                   If this is not a spell-casting PC feel
                                         free to cut this section out.  If this
                                         PC casts both arcane and devine spells,
                                         cut and paste tables as needed.


                Base     Ability  Misc.
Lvl    DC    Spell/Day    Bonus   Bonus     Spell Per Day      # Known
1      ?        ?      +    ?   +  ?     =        ?                ?
2      ?        ?      +    ?   +  ?     =        ?                ?
3      ?        ?      +    ?   +  ?     =        ?                ?
4      ?        ?      +    ?   +  ?     =        ?                ?

Misc. bonus is for such things are domain spells, specialist spells, etc.

Mark prepared spells with a *

If a spell comes from any source other then the Player's Guide, note which book
it comes from using the following code:  FR = Forgotten Realms Campiagn Setting,
T&B = Tome and Blood, MF = Magic of Faerun, FP = Faiths and Pantheons, UD =
Underdark, etc.


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 3¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 4¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


--------------------------------------------------------------------------------
ANIMAL COMPANION                 Cut and paste in cases of more than one animal.

NAME:
TYPE: (Familiar/Animal Companion/Mount/etc.)
SPECIES:
AC:
HP:
ATTACKS:
DAMAGE:
SPECIAL:
ABILITIES GRANTED TO PC:

--------------------------------------------------------------------------------
HISTORY / BACKGROUND

The Urgrimmor are an old clan, able to trace their geneology back to ancient
times when the dwarves wandered Faerun in nomadic tribes. Some believe that they
had royal status, but they make no such claims today. They have a reputation for
honourable behaviour, and for a wanderlust and openmindedness that puzzles many
traditional dwarves.

The Urgrimmor pledged their allegiance to Clan Battlehammer at the founding of
Mithral Hall, and remained loyal allies ever since. When Mithral Hall fell, the
Urgrimmor followed the Battlehammers in their exile to Icewind Dale. It is said
that the main reason for this was for the journey.

Kas Urgrimm was born to loving parents of the Urgrimmor, Otto a bootmaker, and
Hilda, a cook. From a young age, Kas heard many tales from his grandfather
Durthic, a retired adventurer, of the clan's great march north, and was
fascinated by his stories of other lands and other races. He yearned to see the
world, but was frustrated with the dull closed-in stone walls of his home.

When he was older, Kas loved nothing more than exploring the landscape, climbing
hills, animal and monster watching, and going for long walks around the Cairn
and Icewind Dale. He often visited the human communities of the Ten Towns and
the barbarian tribes.

When Clan Battlehammer retook Mithral Hall, the Urgrimmor clan followed them
back to the ancestral homeland, again for the journey. Kas was sad to say
goodbye to Icewind Dale, but looked forward to the long march south and to
visiting the place he had heard so much about. He enjoyed the journey, and
joined the scouts on their expeditions, where he learned much fieldcraft.

When he was of age, Kas joined the scout corps, where he was sent on assignments
to explore the wilds of the Silver Marches, the mountains of the Spine Of The
World, and the caves around Mithral Hall.

Once, he was sent to spy on a small tribe of orcs migrating down from the Spine.
Kas watched them patiently for several days, learning their ways and their
habits. Then he was found and captured, and thrown into a cooking pot. With no
other options, Kas challenged the chief to a fight. They fought long and hard,
until the howl of an animal distracted the chief, and Kas landed the defeating
blow.

Thereafter, the orc chief held Kas in great respect, and honoured him as a fine
warrior. Kas spent quite some time that tribe, learning their culture and their
language. Kas told the chief about his mission, and warned him that the dwarves
were ready to fight his clan. Kas negotiated a peaceful outcome, and told the
chief of an alternative route, that would lead the tribe away from occupied
lands.

Kas's superiors were outraged that he'd let slip military intelligence, and made
peace with the orcs. It was here that Kas earned his nickname, Jarlond -
"Orc-Friend" - a compliment from the orcs and an insult from the dwarves. He was
exiled from the Halls, and from all other dwarven strongholds in the Marches.

Kas wasn't too off-put by this. This just gives him more opportunity to do what
he loves best - exploring.

--------------------------------------------------------------------------------
MOTIVATIONS & GOALS

Kas may not admit it, and knows that he did nothing wrong, but he would secretly
like to clear the mark of shame that hangs over his head, and be accepted back
into Dwarven society. He can't be a wanderer forever.

Kas knows that the orcs aren't all bad, they've just been led astray by booze
and cruel leaders, and are trapped in a cycle of violence and vengeance. He
would like to see the orcs become civilised, and wants to forge peaceful
relations between orcs and the other races.

And Kas always wants to travel and explore, to see what's over the mountain, to
see the oceans and deserts and jungles, and to see what's over the horizon. He'd
love to fly one day, so he can see the whole world.

--------------------------------------------------------------------------------
PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER

Any of the above.

A member of the orc tribe that Kas befriended is in trouble, and calls on him
for help. Perhaps Kas will be torn between loyalties to orc friends and to his
dwarven kin.

An animal of some kind has been tracking Kas for some time, and he thinks it may
be the one that distracted the orc chief during their fight. It might be an
animal companion seeking him out, maybe a wolf, badger, dire badger, dire wolf
or even a dire bat. He doesn't know what it is yet (and I'm not sure either).

I would like Kas to take the Deepwarden Prestige Class from Races of Stone.

--------------------------------------------------------------------------------
PERSONALITY / QUIRKS / MANNERISMS

Kas is unusual among dwarves, as he almost never drinks alcohol. He's seen too
many drunken dwarves make fools of themselves, and too many orcs go on drunken
rampages to want to take up drinking himself.

He's much more open-minded than the typical dwarf as well, having no problems
with magic or nature, or with orcs.

He tends to be quite withdrawn and softly spoken, and doesn't socialise well.
When he does speak, its probably because he something very important to say.

Sometimes he might just wander off into the wilderness or into the mountains,
just to have a look.

This message was last edited by the GM at 06:36, Sat 12 Mar 2016.
DM Windwalker
GM, 679 posts
Property of
Annihilator
Tue 5 Aug 2008
at 17:21
  • msg #6

XP Chart

1 -  0 XP       21 - 210000 XP
2 -  1000 XP    22 - 231000 XP
3 -  3000 XP    23 - 253000 XP
4 -  6000 XP    24 - 276000 XP
5 -  10000 XP   25 - 300000 XP
6 -  15000 XP   26 - 325000 XP
7 -  21000 XP   27 - 352000 XP
8 -  28000 XP   28 - 380000 XP
9 -  36000 XP   29 - 409000 XP
10 - 45000 XP   30 - 438000 XP
11 - 55000 XP   31 - 468000 XP
12 - 66000 XP   32 - 499000 XP
13 - 78000 XP   33 - 531000 XP
14 - 91000 XP   34 - 564000 XP
15 - 105000 XP  35 - 598000 XP
16 - 120000 XP  36 - 634000 XP
17 - 136000 XP  37 - 671000 XP
18 - 153000 XP  38 - 708000 XP
19 - 171000 XP  39 - 747000 XP
20 - 190000 XP  40 - 786000 XP 

If you take the level you are currently (e.g. 4) and use the base XP for that level (6000) then multiply that level by 1000 (4000) you can add the two numbers and get the XP requirement for the next level (lvl 5 = 6000 + 4000 = 10000)
This message was last edited by the GM at 13:09, Tue 14 Sept 2010.
DM Puma
GM, 50 posts
Silver Marches DM
Character Sheet Checker
Sun 23 May 2010
at 05:50
  • msg #7

Character Remake

There is an option to remake your character.  Because games on RPoL take so long, it can be years before you even earn one level on your character.  It is because of this that we provide a way to remake your character.  To qualify to remake your character it must be 12 months (real time) old.

If you are in a region you need to ask your region DM if they will allow you to change your character so the DM can decide if the rebuild will fit into what he/she has in their game.  Be sure to submit it to the Character Sheet Checkers (DMs Hackdoc - when he has returned, Windwalker, FuryouMiko and Puma) for approval just as you would any other character.

When you remake a character your XP is carried over, but the original character is lost forever.  Gear is traded in at full value, and the monetary value is given to the new character.  This can be limited by your DM.

No matter what, your DM has final say on all changes, and all RoA rules, including what is and what is not allowed in RoA must be followed as if the altered character was a new one.  Please do not abuse this privilege we are offering.  In most cases, this privilege should be used when a PC has lost its region/DM, especially multiple times, and needs to be altered to fit into a new region or with a new DM, not just because you have lost interest in your character or have found a new way to metagame.  That is part of the learning curve that all gamers need to gain from.

Be advised, this option has been overused, and so DM's a very reluctant to allow it.  Many requests are now being refused.
This message was last edited by the GM at 10:31, Tue 03 May 2011.
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