Interesting Times: Character Creation

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Character Creation - Races

Each race gains one skill that is its class skill, it also gains a bonus feat that must be spent on one of its racial feat or one of the following feats: Any of the feats that give you a +2 bonus to two skills, the Mentor feat, or the World Traveler feat.

If you gain a skill as a class skill at 1st level that you already have as a class skill due to your race or a racial feat, you get a +2 bonus to that skill.

All races gain Knowledge: Local for the location they start in.

NPC’s can have racism penalties vs specific races. These penalties are applied vs sense motive and

diplomacy checks against the race, but are also applied against any diplomacy, gather info rolls, sense motive, or performance rolls used on the NPC. Their innate distrust of other races makes it harder for them to deal with them.

Mentor: You have a mentor or a private tutor that taught you the ways of a skilled class. As such, you have no connections or duties to any guild or academy. You may also choose to keep your training a secret. Your mentor can not adventure with you, but you can still seek them out for advice and more training.

World Traveler: You have traveled to many different countries, and are used to the cultures of others. You gain 2 extra bonus languages, and gain Knowledge: Geography as a class skill. You may also chose to start with Knowledge: Local for a location other than your own location, although it does not become a class skill for you. Racism penalties against you are reduced by 1.

-Gain Sense Motive as a Class skill.

-Must pick what lands they originate from.

-Can become both sorcerers and wilders.

-Racial class: Warlock

Feats: Culturally acclimated: You have taken well to your adopted country, and the race of people that live there. You may take the special racial class for that race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0).

Trades Person: +100g starting equipment, Gain Appraise and Gather Info as class skills.

Warlock Blood: The legacy of the warlocks is strong in you. You may become a warlock spontaneously and without training (like a sorcerer or wilder). You have no alignment restrictions on your warlock class and it is considered a bonus favored class for you.

Skilled: Gain +5 skill points and chose any two skills to become class skills.

  • Elf: As PHB with the following exception.

Elves gain +2 Int and –2 Con

-Gain Spot as a class skill

-Can become Sorcerers.

-Racial Class: Duskblade

Feats: Friend of the Proudfoot: You are particularly close to the Proudfoot. You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)

Friend of the Dromites: You are particularly close to the Dromites. You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)

Elven Lore: You gain K: Arcana, Nature, History as class skills.

Nobility: You are a member of Elven nobility. You could potentially gain a seat on the Elven council and you start with +100gp in starting equipment. K: History, Nobility are class skills for you.

-Gain balance as a class skill.

-Can become Wilders.

-Racial Class: Artificer

Feats: Cliffsman: You are of one of the clans that neighbor with the Gnomes. You have aided in their countries defense, and may even join their illustrious musketeers. You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)

By any Means: You are dedicated to the destruction of Orcs, even if it means learning of their methods. You may chose the Orcs racial class as your own, gain Orc as a bonus language and gain +1 damage against Orcs. Racism penalties when dealing with Orcs is increased by 2

Engineer: Gain K: Engineering, Dungeoneering as class kills. Stone cunning racial ability is increased by an additional +2 (to a total of +4).

Dwarven Armorer: Max dex bonus in armor increases by +1. Heavy Shields count as light for class abilities and skills. If you have the Heavy armor feat you also gain Tower Shields and can use exotic dwarven armors (such as interlocking plate)

-Gain listen as a class skill.

-Can become Sorcerer

-Racial Class: Musketeer

Feats: Friend of Dwarves: You are particularly close to the Dwarves. You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)

Beguilers Guild: You are a member of the exclusive Beguilers Guild. You may take Beguiler as a class choice and racism penalties against all races are reduced by 1 (to a minimum of 0).

Gnomish Bank: Your family has considerable holdings in the Gnomish bank. You start with an additional 200gp at start and can spend up to 50gp a month in any city with a gnomish bank for free. You also have access to the services of the Gnomish Bank.

Firearms Use: You have strong ties to the Guild of Musketeers even though you do not have that class. Firearms are considered martial weapons for you. However, as a Guild member you are still required to follow all the guild rules or face sanctions.

  • Proudfoot: As PHB Halfling

-Gains Spot as a class skill

-Can become Sorcerers

-Racial Class: Beguilers

Feats: Friend of Elf: You are particularly close to the Elves. You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)

Friend of Ghostwise: You are particularly close to the Ghostwise. You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)

Nomad: Ride, K: Nature are class skills for you. Mounted speed is increased by 10’ and any animal you ride gains +4 to resist fatigue when you ride it.

All for One and One for All: Gain the swarm fighting feat even if you do not meet the prerequisites. Gain a +4 moral bonus on Will saves to resist doing something that will cause you to hurt or betray a friend. (This stacks with other bonuses that may apply)

  • Ghostwise: As PHB with the following changes. Culture and mannerisms are quite different from PHB Halfling. Use Forgotten Realms Ghostwise as the base.

-Does NOT gain a +1 to all saving throws.

-Speak without Sound (Su): A ghostwise halfling can communicate telepathically with any creature within 20 feet, just as if speaking to him or her. The halfing can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails.

-Barbarian is their favored class

-Gain Listen as a class skill.

-Racial Class: Spirit Shaman

-Can become Wilder

Feats: Friend of the Xeph: You are particularly close to the Xeph. You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)

Goblin Bane: You are dedicated to keeping the Goblins out of the Ghostwood. Even going so far as learning the secrets of their Shadowblades. You may take the racial class Shadowblade and you gain Goblin as a bonus language. You gain a +1 moral bonus to damage against Goblins. Racism penalties when dealing with Goblins is increased by 2.

Meeting of the Minds: Your Speak without Sound ability is particularly powerful. Your range is considered 40 feet and, as a move action, you may allow all Ghostwise within 40 feet to communicate telepathically together. Everyone can hear and speak to everyone else. Also, you may include a number of non-Ghostwise equal to your Cha modifier. This is considered a blessing by the Ghostwise, and they will often expect those that have it to become leaders. Ghostwise are more willing to follow those that possess this feat.

Noble Savage: You understand both the tranquility and the savagery of nature. This allows you unique insights and world views. You may ignore alignment restrictions for classes along the Law/Chaos axis. Survival is also a class skill for you. Also, you only take ¼ the penalty for feinting against a non-humanoid or animal opponent. Gain +2 on attempts to domesticate wild animals that you raise from infancy and may use the intimidation skill against animals and creatures of animal intelligence at no penalty.

  • Orcs:

- Gain +4 Str, -2 Int, -2 Wis, -2 Cha

- Speed of 30’

- Darkvision 60’

- Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

-Gains either a martial weapon proficiency or an exotic weapon proficiency whose prerequisites they meet.

- Automatic Languages: Common and Orc

-Favored Class: Barbarian

- Gain Intimidate as a class skill

- Can become a Wilder

- Racial Class: Hexblade

Feats: Powerful Blood: For the purposes of class abilities and spells your Cha is considered to be 2 higher.

Friend of Goblins: You are particularly close to the Goblins. You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)

Learned from the Humans: You have found a human that has taught you the ways of the Warlock. He may be a mentor to you, or a slave that was forced to teach you by your tribe. Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)

Diurnal: You have adjusted to working in bright light. You lose your light sensitivity special quality and because you can operate during the day or night you have had more time to learn skills. Gain +4 skill points.

  • ½ Orcs: As PHB

-Gains either a martial weapon proficiency or an exotic weapon proficiency whose prerequisites they meet.

-Gains intimidate as a class skill.

-Can become a Wilder

-Racial Class: Hexblade

Feats: Powerful Blood: For the purposes of class abilities and spells your Cha is considered to be 2 higher.

Learned from the Humans: You have found a human that has taught you the ways of the Warlock. He may be a mentor to you, or a slave that was forced to teach you by your tribe. Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)

Friend of Goblins: You are particularly close to the Goblins. You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)

Orphan or Bastard: You did not grow up in Orc lands. For one reason or another you grew up in a different country, most likely raised by your human parents. Perhaps your mother was raped in an Orc raid, or your father escaped with you and fled. All racism penalties for you are reduced by 1 and your favored class is whatever class is highest for you. Gain 1 bonus language.

  • Goblin:

-2 Str, +2 Dex, -2 Cha

-Small size

-30’ move

-Darkvision of 60’

-+4 racial bonus to Move Silently and Ride

-Automatic languages: Goblin and Common

-Gains Move Silently as a class skill

-Can become Sorcerers

-Racial Class: Shadowblade

Feats: Learned from the Humans: You have found a human that has taught you the ways of the Warlock. He may be a mentor to you, or a slave that was forced to teach you by your tribe. Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)

Stolen from the Proudfoot: a small number of Goblins have stolen the secrets of the Beguilers from the Proudfoot. You have been lucky enough to learn from this secret society. You may choose Beguiler as a skilled class and you gain +1 to will saves vs enchantment or illusion effects. Racism penalties against Proudfoot are increased by 2.

Powerful Blood: For the purposes of class abilities and spells your Cha is considered to be 2 higher.

Beast Rider: You gain Ride as a class skill. Furthermore, you only take ¼ the penalty for feinting against a non-humanoid or animal opponent. Gain +2 on attempts to domesticate wild animals that you raise from infancy and may use the intimidation skill against animals and creatures of animal intelligence at no penalty. Your level is considered 2 levels higher for determining the abilities of an animal companion or what kind of companion you may have and any animal you train can learn 1 additional trick.

  • Lizardfolk: Altered considerably from the Monster Manual.

+2 Dex, -2 Wis

-Gains swim as a class ability.

-Special Qualities: Hold breath (see MM), non-prehensile tail (+4 jump, swim, balance)

+2 natural AC

Bite attack 1d4

-Automatic Languages: Common, Draconic

-Favored Class: Swashbuckler

-Can become Sorcerers.

-Racial Class: Divine Mind

A Lizardfolks feet are considerably different from other races, they tend to walk on their toes rather than the sole of their foot. As such, a Lizardfolk can not wear boots (even magical boots) meant for another race. They use leg greaves as their boot slot for magical items made by Lizardfolk.

Feats: Old Blood: For the purposes of class abilities and spells and feats your Wis is considered to be 2 higher.

Dragon Heritage: You gain two claw attacks as natural weapons (1d4 damage) and the Multi-attack feat. You gain +2 on Cha based skills used on creatures of the dragon type.

Secret Society: You are a member of a secret society of Lizardfolk that do not believe in worshiping dragons. Indeed they would like to free the Island Draconis and have the Lizardfolk rule themselves. You may choose Ardent as a skilled class and may become a Wilder as well as a Sorcerer.

Friend of Orcs: You are particularly close to the Orcs. You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)

  • Kobold: As MM with some changes

-4 Str, +2 Dex, -2 Con

-small size

-30’ move

-Darkvision 30’

-Racial Skills: +2 on craft (trapmaking), Profession (Miner and Sailor), concentration checks and search checks.

+1 natural AC

Special Qualities: Light sensitivity.

-Automatic Languages: Common, Draconic

-Favored Class: Sorcerer

-Racial Class: Divine Mind

-Gains Hide as a class skill

Feats: Diurnal: You have adjusted to working in bright light. You lose your light sensitivity special quality and because you can operate during the day or night you have had more time to learn skills. Gain +5 skill points.

The Old Ways: You pratice the Old Ways of the Kobolds, before they were enslaved and before the Island Draconis became a home to your kin. You can become a Spirit Shaman, and racism penalties against anyone who practices or believes in the Old Ways are reduced by 2 (to a minimum of 0)

Friend of the Kenku: You are particularly close to the Kenku. You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)

Legacy of Dragons: Chose one dragon type. Your scales match that dragon type and you have an affinity for the element of that dragon. Saves against that element are at +1 (increasing by +1 for every 5 character levels), and the DC for spells cast of that element are at +1.

  • Xeph: As Expanded Psionic Handbook

-Gains Survival as a class skill

-Racial Class: SpellTheif

-Can become a Wilder

Feats: Friend of the Dromite: You are particularly close to the Dromite. You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)

Friend of the Proudfoot: You are particularly close to the Proudfoot. You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)

Trained Young: Gain one Fighter feat and +4 HP

Talented Mind: Gain Psionic Talent feat and one other Xeph or psionic feat.

  • Kenku: (As MM 3 with cultural changes)

-Have ability modifiers of +2 Wis, -2 Str (changed from the MM3)

-Gain Bluff as a class skill

-Can become a Sorcerer

-Racial Class: SpellTheif

Feats: Friend of the Ghostwise: You are particularly close to the Ghostwise. You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)

Gift of the Mimic: Gain Disguise as a class skill. All penalties to disguise checks are halved. You may mimic musical instruments and other sounds as well.

Ancient Knowledge: Gain K: Acana, History, geography as class skills.

Dark Truths: You know the dark secrets that let you become a Warlock. The human Warlock tradition is very interesting to you. The Kenku suspect it has similar origins, but even the humans don’t seem to know. Racism penalties against humans are reduced by 2 (to a minimum of 0)

  • Dromites: (Changed from the Expanded Psionics handbook)

+2 Cha, -2 Str, -2 Wis

-Humanoid

-Size Small

-Land speed 20’

-Naturally Psionic – Gains 1 power point

-Psi-like Ability: Energy ray 1/day. Manifester level is equal to ½ HD, Save DC is Cha based. Each Dromite is from a different caste, Fire, Ice, Glimmer (lightning) and Voice (sonic) Their energy ray is of the element for their caste. They also gain energy resistance 5 to that energy type.

-Scent: Their antennae give a dromite the scent ability.

-Antennae also give them the blindfight feat for free.

-Compound Eyes: gain +2 on spot checks.

Automatic Language: Common and Dromite

Favored class: Wilder

-Gain Spot as a class skill

-Racial Class: Ardent

Feats: Friend of the Elf: You are particularly close to the Elves. You may take their racial class for their race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0)

Frind of the Kobold: You have found the Kobolds particularly interesting. You may take their racial class for their race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0)

Wise Mind: For the purposes of class abilities and spells your Wis is considered to be 2 higher.

Dual Caste: You are one of the few Dromites that develop into two castes. Chose two energy types, you gain energy resistance to both, and you can create a ray of either. (but still only 1/day) Other Dromites will take notice of you and will consider you gifted.

Naturally Gifted: Gain Dromite Ray feat and one other psionic or Dromite feat.

Character Creation: Classes

I have a lot of classes available in my game. I’ve done this for two reasons. One, I love character creation, I love choice in character creation, so I’ve put a lot of it in my game. Two, I’ve started to like prestige classes less. So many of them are unbalanced, or sometimes they just aren’t that well thought out. I will probably be stricter about what prestige classes I allow, so I’m making up for that by giving a lot of variety in classes. Characters get one bonus feat that must be chosen from a special list based on their race.

I’ve broken classes down into 3 categories. General Classes: Bard, Druid, Fighter, Ranger, Rogue, Swashbuckler, Scout, Paladin/Ravage(evil Paladin) And Either Sorcerer OR Wilder. Each race will either have Sorcerer or Wilder as a choice. Humans are the only race that can be both.

Special Training Classes: Wizard, Psion, Soulknife, Cleric, Monk, Warmage, Psychic Warrior, Lurk, Martial, Knight. Each of these classes requires special training. All races could potentially be any of these classes, but some classes are for more common among some races. If you are one of these races, you must choose what school or temple you belong to. It is expected that you still have some ties or loyalty to those schools. Some schools have greater expectations than others, but they also tend to be the schools that offer the most help. If you want to have been taught by a private tutor or have no affiliation with any school or temple, you must select “Mentor” as your bonus feat. The exception to this is if you race gets that class as a favored class. In that case it is easy to find mentors and tutors and the class is considered general to you.

Limited Classes: These classes are limited based on race. Each race gets a specific class that they can choose. Also, each race gets two other classes that they can chose from if they pick the appropriate feat. The races in parenthesis are the races that must use a feat to select the limited class.

Duskblade: Elf, (Proudfoot, Dromite)

Artificer: Dwarf (Gnome, Elf)

Beguiler: Proudfoot (Goblin, Xeph, Gnome)

Spirit Shaman: Ghostwise (Proudfoot, Kobold)

Hexblade: ½ Orc, Orc (Dwarf, Lizardfolk)

Spellthief: Xeph, Kenku (Kobold, Ghostwise)

Warlock: Human: (Orc, ½ Orc, Goblin, Kenku)

Divine Mind: Kobold, Lizardfolk (Dromite)

Musketeer: Gnome (Dwarf)

Shadowblade: Goblin (Ghostwise, Orc, ½ Orc) (use ninja game mechanics, but different concept)

Ardent: Dromite (Xeph, Lizardfolk)

EDIT: I forgot to mention Favored Souls. They will be allowed in the game as well, but the way they fit into my game world will be pretty specific. And they are not necessarily welcomed by the church of the avatar they are linked to. I'll post more about them when I get deeper into the theology.