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Q'Barra: Into the Emerald Forest - Attempting to Revive!
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<blockquote data-quote="Urko" data-source="post: 2150362" data-attributes="member: 30822"><p><strong>Character Generation</strong></p><p></p><p>Alignment: This is a story about Heroes working together to make the world a better place. Character quirks and flaws make fine roleplaying, but all characters must be Good or Neutral. Mad-dog killers and sociopaths need not apply!</p><p></p><p>Ability Scores: 28 point buy (and don’t forget to add in your 4th level attribute bonus!)</p><p> </p><p>Races: All common races from the Player’s Handbook and Eberron Campaign Setting. Goblinoid races and Orcs are also acceptable choices. If you want to play something else you’ll have to make a very convincing case for it in your background.</p><p> </p><p></p><p>Classes, Feats, Spells, Powers, Prestige Classes: In general Core, <em>Expanded Psionics Handbook</em>, and Eberron sourcebooks are fine, stuff from the <em>Complete</em> series is usable with permission (and a good in-character reason), anything else is unlikely.</p><p> </p><p></p><p>Hit Points: I use a somewhat esoteric system. Hit Points are figured with the following formula: </p><p> </p><p>Step One: Find maximum possible Hit Points and subtract Character Level. For example, for a 4th level cleric this value would be 28 (8*4 = 32, 32-4 = 28); for a Fighter 3/Rogue 1 this value would be 32 (3*10 + 1*6 = 36, 36-4 = 32).</p><p> </p><p>Step Two: Multiply the value from Step One by .85, rounding down the result.</p><p> </p><p>In the above examples, the value would for the Cleric 4 would be 23 (28*.85, round down) and the value for the Fighter 3/Rogue 1 would be 27 (32*.85, round down).</p><p> </p><p>Step Three: Add your Character Level back into the result from Step Two. For our example characters, the Cleric 4 would end up with 27 Hit Points (23+4) and our Fighter 3/Rogue 1 would have 31 (27+4).</p><p> </p><p>Step Four: Add your Con Bonus (or subtract Con Penalty) * Character Level. Let’s say our Cleric 4 only has a 9 Con, giving a –1 penalty. That leaves a final Hit Point total of 19 (23-(4*1)). Our Fighter 3/Rogue 1 is healthier, with a 15 Con (+2 bonus), making a final Hit Point total of 35 (27+(4*2))</p><p> </p><p>Note that this entire calculation, using all character levels, is performed every time you gain a level. If all of this is too confusing just let me know and I’ll tell you what your hit points are.</p><p></p><p> </p><p>Starting Equipment: Characters start with the standard 5400 gp worth of equipment for 4th level characters. There is no limit on the value of any individual item you buy – if you want to blow it all on one thing, that’s your prerogative. There is one twist though – if you don’t use it, you lose it! No character can start the game with more than 10gp in cash. Anything beyond that not spent on equipment is lost (no, gems or other forms of wealth do not count as equipment!).</p><p> </p><p>Artificer Note: If you want to play an Artificer, you can use up to 50% of your current level’s craft bonus (the rest can be used in-game) and no more than 35% of previous levels’ craft bonus on items you have created (the rest are assumed to have been used on items you’ve already used up). All of these items will be assumed to have been created successfully (but you’ll have to roll as normal for anything you want to create in-game).</p><p> </p><p></p><p>Any other questions, just ask. I look forward to seeing your submissions!</p></blockquote><p></p>
[QUOTE="Urko, post: 2150362, member: 30822"] [b]Character Generation[/b] Alignment: This is a story about Heroes working together to make the world a better place. Character quirks and flaws make fine roleplaying, but all characters must be Good or Neutral. Mad-dog killers and sociopaths need not apply! Ability Scores: 28 point buy (and don’t forget to add in your 4th level attribute bonus!) Races: All common races from the Player’s Handbook and Eberron Campaign Setting. Goblinoid races and Orcs are also acceptable choices. If you want to play something else you’ll have to make a very convincing case for it in your background. Classes, Feats, Spells, Powers, Prestige Classes: In general Core, [i]Expanded Psionics Handbook[/i], and Eberron sourcebooks are fine, stuff from the [i]Complete[/i] series is usable with permission (and a good in-character reason), anything else is unlikely. Hit Points: I use a somewhat esoteric system. Hit Points are figured with the following formula: Step One: Find maximum possible Hit Points and subtract Character Level. For example, for a 4th level cleric this value would be 28 (8*4 = 32, 32-4 = 28); for a Fighter 3/Rogue 1 this value would be 32 (3*10 + 1*6 = 36, 36-4 = 32). Step Two: Multiply the value from Step One by .85, rounding down the result. In the above examples, the value would for the Cleric 4 would be 23 (28*.85, round down) and the value for the Fighter 3/Rogue 1 would be 27 (32*.85, round down). Step Three: Add your Character Level back into the result from Step Two. For our example characters, the Cleric 4 would end up with 27 Hit Points (23+4) and our Fighter 3/Rogue 1 would have 31 (27+4). Step Four: Add your Con Bonus (or subtract Con Penalty) * Character Level. Let’s say our Cleric 4 only has a 9 Con, giving a –1 penalty. That leaves a final Hit Point total of 19 (23-(4*1)). Our Fighter 3/Rogue 1 is healthier, with a 15 Con (+2 bonus), making a final Hit Point total of 35 (27+(4*2)) Note that this entire calculation, using all character levels, is performed every time you gain a level. If all of this is too confusing just let me know and I’ll tell you what your hit points are. Starting Equipment: Characters start with the standard 5400 gp worth of equipment for 4th level characters. There is no limit on the value of any individual item you buy – if you want to blow it all on one thing, that’s your prerogative. There is one twist though – if you don’t use it, you lose it! No character can start the game with more than 10gp in cash. Anything beyond that not spent on equipment is lost (no, gems or other forms of wealth do not count as equipment!). Artificer Note: If you want to play an Artificer, you can use up to 50% of your current level’s craft bonus (the rest can be used in-game) and no more than 35% of previous levels’ craft bonus on items you have created (the rest are assumed to have been used on items you’ve already used up). All of these items will be assumed to have been created successfully (but you’ll have to roll as normal for anything you want to create in-game). Any other questions, just ask. I look forward to seeing your submissions! [/QUOTE]
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