House Rules-Character Creation

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Character Creation Guidlines

Usable Material
  • There is no particular restriction to what sources can/cannot be used. However, due to the modifications to this campaign, particularly magic, many things may not be usable as created. Things like the pantheon, the planes, the undead, and the impact of magic are all different in this particular campaign than they are for the standard D&D 3.5 game. That being said, although this campaign will use the main three core rulebooks, things from other sources may be acceptable as well. If there is something(skill, feat, magic item, class, etc.) that you would like to use, let me know and I will determine on a case by case basis if it can be incorporated into this campaign. For some things that might mean trading some abilities not within the scope of the campaign for others that are. Bottom line, if you want something, Don’t be afraid to ask.
Character Generation Rules

Character Level Including the level in an NPC base class and Level adjustments for races, characters should be made starting at 3rd Level.

Classes In Middle-earth, heroes are more often thrust into their roles rather than begin life as an adventurer like in standard D&D. To reflect this, each character MUST take at least one level in one of the NPC base classes representing upbringing and life before adventuring. This class must be the FIRST level of any classes(Regarding skill points, Vitality Points etc) Ex, Frodo would probably take a level in aristocrat. Sam would take Expert(Gardening). This NPC base class level is not taken into account when multiclassing.

  • The Warrior base class represents active martial training that may or may not be part of a military. A Rohirrim who is raised as a squire would take this, as would a gondorian man at arms. A hobbit would probably not take this one.
  • The Expert is a skill focused base class and is good for an upbringing as a trade apprentice or the like.
  • The Commoner is good if the main source of work is manual labor(farming, ditch digging etc).
  • The Adept represents a training in some form of magical arts. Characters who have learned some of the local medicine womans trade or who have studied at the houses of healing nearby are good for this base class
  • The Aristocrat is a good class for a character who did not have to work for a living and dabbled in scholarship, the arts, martial training, and etiquette. This usually results from a more noble birth.

Level Adjustment The level adjustment given for some races reflects their higher power at lower levels. However, with more and more class levels, the initial superiority of a racial bonus begins to be overshadowed by class abilities and so forth. So, a variant allowing for the reduction of level adjustment by paying an XP penalty will be allowed. It is by no means mandatory and but if it is desired it is useable.

Ability Rolls Begin by rolling Abilities. To do this, roll each ability separately. Roll 4d6 and reroll 1’s until they are not 1’s. Discard the lowest of these rolls and record the ability score. Do this SEVEN times CONSECUTIVELY so that you have a set of seven ability scores ex: 16,14,13,13,11,10,8. Discard the lowest of these scores and use the remaining six as your ability scores. Ex STR 14 DEX 16 CON 13 INT 11 WIS 13 CHA 10.

Vitality Points Roll Vitality Points as you would normal Hit Points. NPC base class levels DO gain Vitality Points for player characters and they gain max Vitality Points at first level. When you are rolling you may re-roll 1’s until you get a result that is not 1. Also, after you roll, you may ask the DM to roll the dice for you and accept whatever roll shows including a 1. (Thus you could roll a 2 and ask to have it rolled for you once by the DM and it could come up 10 or 1 and you must take it)

Starting Equipment Roll starting gold from the Player’s Handbook or the table below to obtain starting money for each class. Total gold obtained by adding all class levels. Use this gold to purchase Mundane starting equipment . Mounts can be purchased at half price. For a more exotic mount than the listed warhorses, find an acceptable source for prices or we can work to make one. After the equipment is purchased and the character background has been created the DM will assign a few bonus items and upgrades suitable for the character race, class, background, and level. This is only done after equipment is chosen. The DM may also rule out some equipment based on character race class and background. A hobbit in the shire wouldn’t have a dwarven war axe unless there is a good reason for it(Which is %100 possible but its up to you to provide the reason). Example A character with a level in expert and 2 levels in rogue would roll the required starting gold for a level one expert, and then roll the starting gold for a level 1 rogue two times. After summing the gold from the expert and rogue levels, the player has gold to purchase mundane equipment from the standard equipment lists.

Starting Gold
Class Gold
Adept 2d4X10
Archer 6d4X10
Aristocrat 6d8X10
Barbarian 4d4X10
Bard 4d4X10
Commoner 5d4
Crusader 6d4X10
Druid 2d4X10
Expert 3d4X10
Fighter 6d4X10
Healer 5d4X10
Horseman 5d4X10
Mage 3d4X10
Monk 5d4
Rogue 5d4X10
Warrior 3d4X10
Woodsman 6d4X10

Names For a list of race specific names go Here for either ideas or a full name. Names are usually given as blank son of blank Ex: Aragorn II Son of Arathorn II

Action Points Each character gets a number of action points based on his character level.

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House Rules-Character Creation

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