Character Creation Guide
The following are adjustments to the character creation process. If you have questions, send me a direct message on Hangouts.
Races. The only races available to choose are the following.
- Aasimar (modified, ask me for details)
- Elf (Drow allowed)
- Halfling (Ghostwise not allowed)
- Human (Variant Allowed)
- Kobold (Very specific origin, see me)
Classes and Content. *All classes and archetypes from the Player’s Handbook and Sword Coast Adventurer’s Guide are allowed. The following Unearthed Arcana is allowed. Other UA is approved on a case-by-case basis. Elemental Evil spells are allowed. The *guidance *cantrip is not allowed, for story reason. See the “Culture in Oakenheart” handout for more information.
- Mystic (modified, see me)
- Revised Ranger
Point Buy. Each player will start with 31 CP to spend towards developing their starting ability scores.
All ability scores start at 8, and adding CP will increase those stats by an amount shown below, depending on how much CP you spend. No starting ability score can be increased above 16 before racial bonuses.
+1 to Ability = 1 CP
+2 to Ability = 2 CP
+3 to Ability = 3 CP
+4 to Ability = 4 CP
+5 to Ability = 5 CP
+6 to Ability = 7 CP
+7 to Ability = 9 CP
+8 to Ability = 12 CP
Example: Jimmy increases his strength from 8 (the base) to 12. It costs him 4 CP. When he increases his intelligence to 16 from 8, it costs him 12 CP.
Unfortunately, increasing his Character’s intelligence does nothing for Jimmy’s own intelligence. Poor, stupid Jimmy.
OPTIONAL ADDITION: You may lower one of your character’s base ability scores from 8 to 7, increasing another from 8 to 9. The lowered ability score can never be permanently altered in any way, magical or otherwise. This includes benefitting from Ability Score Increases, Racial bonuses, magical items that increase ability scores, or spells that can permanently raise ability scores.
All PHB feats are allowed, with the exception of Keen Mind. Certain other Unearthed Arcana and my personal homebrew feats may be allowed on a case-by-case basis.
You all start with the starting gear shown in your class’ Starting Equipment section the Player’s Handbook, and 3000 gold. Feel free to use the equipment section of the Player’s Handbook (page 143 in the book, 134 on the PDF) to trade starting gear in at-cost, then spend your gold to buy other mundane equipment.
Free Language: As long as your character was formally educated within Oakenheart, you know Celestial in addition to your other known languages.
In addition to your base starting gear, I will be also giving each player a few magical items to start. If you wish, I will create a list of items that makes sense for your character, and let you choose a few off the list. If you do not want me to choose for you, then this is the rubric for choosing your own magic items from the Dungeon Master’s Guide:
Budget: 8 points
- Very Rare: 5 points
- Rare: 2 Points
- Uncommon: 1 points
NOTE: I reserve the right to veto any magic item.
The following are some house rules to remember when playing in my game. If you have questions, just ask!
Encumbrance. You are allowed to carry items in “slots”. You have eight slots on your person at all times, counting straps, pockets, and small bags. Accessories, worn items, and carried weapons do not count towards slots.
Light weapons count as one slot. Regular weapons count as two, and heavy weapons count as four.
Normal backpacks add eight + twice your strength mod (negatives included) in extra slots. Bags of holding add ten slots, and cannot hold any item larger than two slots. Heward’s Handy Haversack adds twenty, but cannot hold any item larger than three slots. Portable holes add one hundred slots, and have no limit on slot size, within reason.
Spells per turn. You can cast more than one spell on a turn, provided you have actions to do so, and that only one spell exceeds 2nd level.
Pocket Change. If something costs less than one gold piece, and you are not buying more than a few, then you have enough money for it in your pocket at all times.
Skill Checks and Proficiency. Proficiency in a skill comes with a passive benefit of always knowing *something *about a subject, even if a roll is horribly botched. Some situations will require proficiency for a skill check to even be attempted.
Actions Over Rolls. Skill checks determine how well you succeed at the task you are attempting. They do not represent whether or not you get the outcome you desire.
As such, botching a roll to shove open a door likely will not backfire and hurt you; but, a critical success busting down the wall of a crumbling ruin might cause the whole place to fall on you.