Vendetta
First Post
Here is the Rogue gallery and character creation process for Dangerous Legacy. Should you have any questions, please post them in the OOC thread. Please only post your character for this game in this section.
Thank you.
Character Creation:
Only races from the PHB
Any base class from the PHB, Expanded Psionic Handbook, Complete Divine, Complete Warrior and Complete Arcane. Prestige classes can become available as characters level up.
Level: 1
Point Buy: 35 points.
Max gold for class.
Alignment: Characters SHOULD be of good alignment. While a character of another alignment could work out in the adventure, there will come a time down the adventure where it will be VERY advantageous to be good and you will wish you were of good align at that time.
All characters get an extra feat. This feat is limited to general feats and should be described as a feat that the character gained while growing up.
Additionally, all characters may choose 2 skills that will always be considered “Class skills”. These skills are considered to be something the character has always been, and always will be, interested in. However, if you chose something that is “Trained only” then you must be a class that has that skill on its skill list. ((This is a great way to add a couple extra skills to your character or to ensure that at least two skills can always be increased for those who chose to multi-class.
I’ll also be adding something to the game called Luck Dice. Luck dice are set by race and are rolled rarely, generally only when an Ability roll would be made but which ability to assign is not obvious. Luck can be both good and bad and some races are more subject to luck than others. When luck dice are rolled, the highest number possible for the die results in good luck while rolling a 1 on the die results in bad luck. The larger the die, the less likely luck will play into the situation.
For example. Dwarves are not often subject to luck or chance. Their luck die is 1d10 (Rolling a 10 means good luck, 1 bad luck and 2-9 means luck does not come into it) while a human is much more susceptible to the effects of luck, having a 2d6 Luck Dice.
In the case of multiple dice, rolling both a 1 and the highest number (a 6 in the case of humans) cancels each other out and there is no luck, good or bad. If two 1s are rolled, the luck is even worse and likewise, if both roll the highest number (two 6s in the case of humans) then the good luck is even better.
For your histories, you should note that ALL beginning this adventure will start in the city of Tev’El Rhoe. It is a small but tolerant town where many races live together in peace, which is rather rare in Enber. Your character has either come there recently, moved there some time ago or grew up there. (That choice is up to you… as well as the “Whys” and “Hows” of it)
Tev’El Rhoe is on the western side of Enber along the Tuskan River in the foothills beneath the massive mountains that make up the Enber Valley
(Map to come)
The Races
(All races are as shown in the PHB with the exception of the extra feat and the luck dice. A brief description is also given for how these races are within this campaign world.)
Human
Luck Dice: 2d6 (The lives of humans are often swayed by luck)
(Yes, humans start with 3 feats)
Humans typically live around the shores of Lake Enber or along the rivers that feed it. They have several large cities on the lake and trade extensively. No race is as industrious as humans. They have vast farms and often produce in excess of what they need of a given item. They then trade what they have in excess for things they need. Most races see this as a rather foolish way to do things. Why grow corn and trade for tomatoes and rice when you could just grow tomatoes and rice as well? But their system has proven to be extremely effective. Humans worship a complex pantheon of gods in much the same way as ancient Greece did. The gods of the humans generally hold sway over areas, cities or groups of people. For simplicity sake, we’ll just use appropriate “human” gods found in the PHB.
Humans generally have some degree of prejudice against the other races due to an inherent distrust of all things they do not know. Humans are so varied that they do not have a typical alignment as most races do.
Dwarf
Luck Die: 1d10 (The lives of dwarves are rarely swayed by luck)
Dwarves in Enber generally come from Hammerforge, the dwarven capital city in the Kalmar Valley in north western Enber. Most dwarves live their entire lives underground, having a bad taste in their mouths from the “overland” races. However, trade is still done with the overlands. They follow a Norse like pantheon of gods led by Oberon, the Father of The Law, the code by which the Dwarves live, and one of the “Founder Gods.” Dwarves have a deep love for Hammerforge and will do anything to protect it.
Dwarves, like humans, have an inherent distrust. While humans distrust the unknown, dwarves distrust anything that is not dwarven; weapons, armor, furniture, other races, even caves not made by dwarves. Dwarves are also extremely loyal as well as grouchy (at least in the eyes of other races). Most dwarves will be Lawful Good, in accordance with The Law.
Elf
Luck Die: 1d8 (Elves are not swayed by luck as much as most races are. As well, elves do not believe in “luck” but rather “fate.”)
Elves in Enber generally hail from a thick woodland area in north eastern Enber called Thel’Luthia. They are a warm, friendly race that generally cares about Enber as a whole and especially nature and things natural. They have a kind of monotheistic religion that worships Thel’Lorean (Yes, the elven capital city was named for him), father of the Elves and son of Thorus Odara, one of the “Founder Gods.” In recent times, worship of Thorus Odara himself has grown. But even those elves that worship Odara still follow the path of Thel’Lorean; artist, scholar, teacher and romanticist.
Elves, being the longest lived of the races, remember more clearly, times when the races lived in harmony and do not hold the same grudges against each other that the other races do. Yet, despite their tolerance, they generally consider themselves the most superior race of all because of the beauty they create, the length of their lives and their natural grace.
Elves are generally Neutral Good in alignment, believing strongly in peace, love, and scholarly or artistic pursuits.
Half Elf
Luck Die: 1d6 (Half elves are not as swayed by luck as humans, but more so than elves, having a sort of “typical” level of luck.)
Half Elves are generally looked down upon by their heritage. Both elves and humans consider intermixing with other races rather inappropriate. But sometimes, elves and humans can fall deeply in love with each other and are physiologically compatible to create offspring. Consequently, half elves rarely ever feel part of either race and often lead lives of exiles and outsiders. But, they usually feel more pull to human lifestyles since humans are far more varied than elves, granting a tiny bit of social moment.
Half elves are like humans and have not typical racial alignment.
Halfling
2d8 (Lucky; Rolling a 7 or an 8 results in good luck, thus having a greater chance at good luck than bad luck. Halflings are very lucky.)
Halflings hail from the Lomis Valley along the western shore of Lake Enber. The valley is dotted with many small Halfling villages, the main village being Bobbit, where their King lives. Halflings are happy-go-lucky and rarely leave their homes unless curiosity just gets the better of them. They all enjoy lives of leisure, fun and celebration.
Halflings generally worship a goddess similar to Yondalla from the PHB… so for simplicity sake, we’ll just use here. Halflings generally refer to her as “The Provider” and often credit their good fortunes to her intervention.
Half-Orc
1d10 (Unlucky; Rolling a 1 or 2 often results in bad luck)
Half-Orcs are generally shunned by Humans. Most half-orcs fit well into Orc societies and are generally regarded as trophies by their fathers. Half-orcs have to work extra hard to prove themselves to their full orc brethren. Occasionally, a half-orc is born with a conscious and cannot live among the full blooded Orcs and exiles himself/herself from them. He/she is an outcast from both societies, though these generally strive to fit into human societies. Half-orcs can form some of the strongest, most loyal bonds of friendships known among any race when he’s exiled himself from the Orcs and found some who will accept him, despite his orcish heritage.
Half-orc exiles (not all half-orcs, just the exiles) receive a racial +1 to their Fort saves. They receive a +4 Will save bonus when mind altering effects attempt to force him/her to harm someone the Half-orc has formed a bond of friendship with. Half-orc Exiles tend to worship human gods, but can find solace in any non-evil god. Half-orcs tend to be of Chaotic Good alignment.
Gnome
1d6 (Gnomes are swayed by luck as most races are)
Gnomes hail from a series of caves in the eastern mountain range surrounding Enber. They are very much like gnomes of the PHB except that they also worship Oberon, who they believe also created them. Though, unlike the Dwarves, the Gnomes do not have Oberon's Law. The sharing of Oberon as their god has brought Gnomes and Dwarves into sharp contrast as the Oberon of the Gnomes is not nearly as strict and much more forgiving than the Oberon of the Dwarves. Oberon is a builder and teacher in Gnome religion. Gnomes tend to build as elaborately as Dwarves do, but lack the harsh discipline. As well, more Gnomes tend to study the arts and magic, much in the way Elves do. This is due to Oberon's wife (in gnomish religion), Adella, the Entertainer.
Thank you.
Character Creation:
Only races from the PHB
Any base class from the PHB, Expanded Psionic Handbook, Complete Divine, Complete Warrior and Complete Arcane. Prestige classes can become available as characters level up.
Level: 1
Point Buy: 35 points.
Max gold for class.
Alignment: Characters SHOULD be of good alignment. While a character of another alignment could work out in the adventure, there will come a time down the adventure where it will be VERY advantageous to be good and you will wish you were of good align at that time.
All characters get an extra feat. This feat is limited to general feats and should be described as a feat that the character gained while growing up.
Additionally, all characters may choose 2 skills that will always be considered “Class skills”. These skills are considered to be something the character has always been, and always will be, interested in. However, if you chose something that is “Trained only” then you must be a class that has that skill on its skill list. ((This is a great way to add a couple extra skills to your character or to ensure that at least two skills can always be increased for those who chose to multi-class.
I’ll also be adding something to the game called Luck Dice. Luck dice are set by race and are rolled rarely, generally only when an Ability roll would be made but which ability to assign is not obvious. Luck can be both good and bad and some races are more subject to luck than others. When luck dice are rolled, the highest number possible for the die results in good luck while rolling a 1 on the die results in bad luck. The larger the die, the less likely luck will play into the situation.
For example. Dwarves are not often subject to luck or chance. Their luck die is 1d10 (Rolling a 10 means good luck, 1 bad luck and 2-9 means luck does not come into it) while a human is much more susceptible to the effects of luck, having a 2d6 Luck Dice.
In the case of multiple dice, rolling both a 1 and the highest number (a 6 in the case of humans) cancels each other out and there is no luck, good or bad. If two 1s are rolled, the luck is even worse and likewise, if both roll the highest number (two 6s in the case of humans) then the good luck is even better.
For your histories, you should note that ALL beginning this adventure will start in the city of Tev’El Rhoe. It is a small but tolerant town where many races live together in peace, which is rather rare in Enber. Your character has either come there recently, moved there some time ago or grew up there. (That choice is up to you… as well as the “Whys” and “Hows” of it)
Tev’El Rhoe is on the western side of Enber along the Tuskan River in the foothills beneath the massive mountains that make up the Enber Valley
(Map to come)
The Races
(All races are as shown in the PHB with the exception of the extra feat and the luck dice. A brief description is also given for how these races are within this campaign world.)
Human
Luck Dice: 2d6 (The lives of humans are often swayed by luck)
(Yes, humans start with 3 feats)
Humans typically live around the shores of Lake Enber or along the rivers that feed it. They have several large cities on the lake and trade extensively. No race is as industrious as humans. They have vast farms and often produce in excess of what they need of a given item. They then trade what they have in excess for things they need. Most races see this as a rather foolish way to do things. Why grow corn and trade for tomatoes and rice when you could just grow tomatoes and rice as well? But their system has proven to be extremely effective. Humans worship a complex pantheon of gods in much the same way as ancient Greece did. The gods of the humans generally hold sway over areas, cities or groups of people. For simplicity sake, we’ll just use appropriate “human” gods found in the PHB.
Humans generally have some degree of prejudice against the other races due to an inherent distrust of all things they do not know. Humans are so varied that they do not have a typical alignment as most races do.
Dwarf
Luck Die: 1d10 (The lives of dwarves are rarely swayed by luck)
Dwarves in Enber generally come from Hammerforge, the dwarven capital city in the Kalmar Valley in north western Enber. Most dwarves live their entire lives underground, having a bad taste in their mouths from the “overland” races. However, trade is still done with the overlands. They follow a Norse like pantheon of gods led by Oberon, the Father of The Law, the code by which the Dwarves live, and one of the “Founder Gods.” Dwarves have a deep love for Hammerforge and will do anything to protect it.
Dwarves, like humans, have an inherent distrust. While humans distrust the unknown, dwarves distrust anything that is not dwarven; weapons, armor, furniture, other races, even caves not made by dwarves. Dwarves are also extremely loyal as well as grouchy (at least in the eyes of other races). Most dwarves will be Lawful Good, in accordance with The Law.
Elf
Luck Die: 1d8 (Elves are not swayed by luck as much as most races are. As well, elves do not believe in “luck” but rather “fate.”)
Elves in Enber generally hail from a thick woodland area in north eastern Enber called Thel’Luthia. They are a warm, friendly race that generally cares about Enber as a whole and especially nature and things natural. They have a kind of monotheistic religion that worships Thel’Lorean (Yes, the elven capital city was named for him), father of the Elves and son of Thorus Odara, one of the “Founder Gods.” In recent times, worship of Thorus Odara himself has grown. But even those elves that worship Odara still follow the path of Thel’Lorean; artist, scholar, teacher and romanticist.
Elves, being the longest lived of the races, remember more clearly, times when the races lived in harmony and do not hold the same grudges against each other that the other races do. Yet, despite their tolerance, they generally consider themselves the most superior race of all because of the beauty they create, the length of their lives and their natural grace.
Elves are generally Neutral Good in alignment, believing strongly in peace, love, and scholarly or artistic pursuits.
Half Elf
Luck Die: 1d6 (Half elves are not as swayed by luck as humans, but more so than elves, having a sort of “typical” level of luck.)
Half Elves are generally looked down upon by their heritage. Both elves and humans consider intermixing with other races rather inappropriate. But sometimes, elves and humans can fall deeply in love with each other and are physiologically compatible to create offspring. Consequently, half elves rarely ever feel part of either race and often lead lives of exiles and outsiders. But, they usually feel more pull to human lifestyles since humans are far more varied than elves, granting a tiny bit of social moment.
Half elves are like humans and have not typical racial alignment.
Halfling
2d8 (Lucky; Rolling a 7 or an 8 results in good luck, thus having a greater chance at good luck than bad luck. Halflings are very lucky.)
Halflings hail from the Lomis Valley along the western shore of Lake Enber. The valley is dotted with many small Halfling villages, the main village being Bobbit, where their King lives. Halflings are happy-go-lucky and rarely leave their homes unless curiosity just gets the better of them. They all enjoy lives of leisure, fun and celebration.
Halflings generally worship a goddess similar to Yondalla from the PHB… so for simplicity sake, we’ll just use here. Halflings generally refer to her as “The Provider” and often credit their good fortunes to her intervention.
Half-Orc
1d10 (Unlucky; Rolling a 1 or 2 often results in bad luck)
Half-Orcs are generally shunned by Humans. Most half-orcs fit well into Orc societies and are generally regarded as trophies by their fathers. Half-orcs have to work extra hard to prove themselves to their full orc brethren. Occasionally, a half-orc is born with a conscious and cannot live among the full blooded Orcs and exiles himself/herself from them. He/she is an outcast from both societies, though these generally strive to fit into human societies. Half-orcs can form some of the strongest, most loyal bonds of friendships known among any race when he’s exiled himself from the Orcs and found some who will accept him, despite his orcish heritage.
Half-orc exiles (not all half-orcs, just the exiles) receive a racial +1 to their Fort saves. They receive a +4 Will save bonus when mind altering effects attempt to force him/her to harm someone the Half-orc has formed a bond of friendship with. Half-orc Exiles tend to worship human gods, but can find solace in any non-evil god. Half-orcs tend to be of Chaotic Good alignment.
Gnome
1d6 (Gnomes are swayed by luck as most races are)
Gnomes hail from a series of caves in the eastern mountain range surrounding Enber. They are very much like gnomes of the PHB except that they also worship Oberon, who they believe also created them. Though, unlike the Dwarves, the Gnomes do not have Oberon's Law. The sharing of Oberon as their god has brought Gnomes and Dwarves into sharp contrast as the Oberon of the Gnomes is not nearly as strict and much more forgiving than the Oberon of the Dwarves. Oberon is a builder and teacher in Gnome religion. Gnomes tend to build as elaborately as Dwarves do, but lack the harsh discipline. As well, more Gnomes tend to study the arts and magic, much in the way Elves do. This is due to Oberon's wife (in gnomish religion), Adella, the Entertainer.
Last edited: