Sunday, 27 May 2012

House Rules (Character Generation)

House Rules (Character Generation)

Race and Class Selection: All races and classes detailed in the C&C PHB are allowed, as is the Tiefling character race which this blog will elucidate.  


Attribute Generation: Roll 4d6, drop the lowest dice and arrange as desired. Or alternatively use the following array 16, 15, 13, 12, 10, 8.


Attribute Modifiers: Attribute modifiers have been changed to the following:


Dwarf: +1 Con, +1 Wis, -1 Dex

Elf: +1 Dex, +1 Int, -1 Con
Gnome: +1 Con, +1 Int, -1 Str

Half-Elf: Elven or human attribute modifier depending on lineage 
Half-Orc: +1 Str, +1 Con, -2 Cha
Halfling: +1 Dex, +1 Wis, -1 Str

Human: +1 to any one attribute
Hit Points: Maximum hit points at first level.Roll second level as normal. Characters with d6 hit dice ignore rolls of 1, characters with d8 hit dice ignore rolls of 1-2, d10 ignore 1-3, and d12 ignore 1-4. Hit Points after 10th level add Constitution modifier to set progression.

Starting Gold: Maximum gold for 1st level, plus 5 gold per +1 of Charisma or Wisdom modifier.

Equipment Selection: Generally speaking, anything on the standard list is available in a cosmopolitan country like Cheliax.  Characters, being third level, can make one of their weapons a +1 magical weapon and will also gain one other minor magical item of the CK's choice.


Spell Selection: Wizards and Illusionists begin with access to a number of 0 and 1st-level spells equal to the number of spells they can cast, with the gratis addition of Read Magic. These characters can freely choose the spells they have learned. Clerics and Druids have access to all of their spells. The base list of C&C spells can be supplemented with additional spells from AD&D materials in the CK's possession. 


Special Ability and Traits: Each character will gain an special ability that is unique to that character, based somewhat on character concept. This special ability will be chosen by the CK. 
 

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