Expedition to Castle Ravenloft DM: John Parkinson The following are my current rules and suggestions on character creation for Expedition to Castle Ravenloft, as set by the DM within the Forgotten Realms. Except for possible changes and elaborations given here, the campaign will use the standard Dungeons & Dragons v.3.5 rules. All core D&D products and generic sourcebooks will be valid if required with regards to character creation. Any Forgotten Realms (FR) sourcebooks will acceptable for the course of this campaign. The DM has ample FR resources, including the following sourcebooks:Forgotten Realms Campaign Setting Races of Faerûn Player’s Guide to Faerûn Faiths and Pantheons Magic of Faerûn Shining South Unapproachable East The DM will make available at any stage any relevant details from the above sourcebooks that players may wish to access. The only aspect of D&D that the DM does not wish to incorporate is the use of Psionic powers. Character Creation At campaign start, new characters will be created from a pool of 23,000 XP; which, if creating standard single-class PCs is a rough mid-point of 7th level. Character creation at this level will generally follow the DMG, page 199. PCs will also be allocated 19,000 gp (as per the standard Character Wealth By Level guidelines – Table 5-1, DMG, page 135) to spend on gear (including both mundane and magical items). See "Step 6 – Choose Equipment", below, for more guidelines and options. After the campaign starts, a new player may start a PC at the beginning of the level of the lowest-level PC. A player who changes characters may start a new PC at the beginning of the level below the lowest-level PC. Starting wealth by level can be found in the DMG, page 135. (The DM may adjust starting XP and wealth as he sees fit, based on the continuing PCs' status). Alternatively, there are likely to be a couple of NPCs who can potentially upgraded/converted for a PC’s use. PC death (or undeath) is not desirable but certainly possible in this campaign. Step 1 - Ability Score Generation As a DM I favour the floating reroll system (4d6, drop the lowest value, arrange in abilities as desired) will be used to create the six ability scores to be placed to player’s preferences. The DM is not concerned with directly viewing the rolling of ability scores, and is happy to accept scores that are brought to his attention, as long as they look reasonable. Step 2 - Choose Race/Class a) Races: The following races will be allowed from the Forgotten Realms Campaign Setting (FRCS). The default PHB races are designated by *. Races that have a level adjustment are designated with +x. Human* Dwarf, Gold Dwarf, Gray +2 Dwarf, Shield* Elf, Drow +2 Elf, Moon* Elf, Sun Elf, Wild Elf, Wood Gnome, Deep +3 Gnome, Forest* Half-Elf* Half-Orc* Halfling, Ghostwise Halfling, Lightfoot* Halfling, Strongheart Planetouched, Aasimar +1 Planetouched, Tiefling +1 Planetouched, Genasi (Air/Earth/Fire/Water) +1 Essentially, the variant racial groups listed above tinker with the base stats to allow class builds that are more applicable. For example, Wild Elves are tougher and less intelligent than standard (Moon) Elves (instead of +2 DEX, -2 CON they have +2 DEX, -2 INT) so may be a better choice if choosing an Elven Barbarians (unlikely race/class combo, I know!). Please contact the DM if you wish to consider playing a variant race, so that you can be supplied with the relevant stat changes. Alternatively, check the FR sourcebooks when available. The DM also has additional FR sourcebooks available for even more exotic races found in Faerûn such as Avariel (winged elves), Wemics (human torsos on lion bodies), Vodyanoi (tree-like spirit people) and Taers (ape/yeti snow beasts) but these are likely to be an extreme challenge to play. Any race found within Forgotten Realms sourcebooks will be allowed, as long as the DM feels that the PC created will fit within the milieu. b) Classes: All classes from the PHB will be allowed. Bear in mind, that the campaign has a bias towards undead creatures and effects. Barbarian: good melee choice for heavy damage ability (though crits won’t affect undead) Bard: poor first choice as traps are deadly, and spells are limited – leave it to the experts Cleric: at least one cleric is preferable, not just for turning ability but likely heavy reliance on ‘restoration’ and other similar spells. The default “good” & “sun” deity in this campaign is Lathander, though it is not imperative that clerics follow him. Clerics are limited to Forgotten Realms deities. Druid: There are some wilderness based encounters where a druid’s skills may be applicable Fighter: everyone needs some grunt at some stage Monk: not recommended, touch attacks on undead can be tricky………. Paladin: solid melee/divine caster package – strongly recommended Ranger: good fighter, favoured enemy (undead) – though can’t ‘crit’ them Rogue: virtually essential due to extremely deadly traps. Difficult to play in this campaign as undead can’t be sneak attacked. In this campaign Open Locks will be discarded as a skill, all Open Lock checks will be made by Disable Device instead. The rogue is free to put his/her skill points not used in Open Locks in other slots. Sorcerer: good mobile artillery package Wizard: wider spell choice may help solve certain conundrums Multiclassing and/or prestige classes will certainly be fine if wanted. Check with DM if particular prestige classes are applicable to the Forgotten Realms milieu. Usual rules apply for XP penalties for favoured classes. If choosing multiple classes then determine how many levels of each class the character has, and in what order they were gained. (The order is important in Step 3). Step 3 – Determine Character Statistics This may include: Base Attack Bonuses Save Bonuses Spells Racial abilities Class abilities Choosing a Forgotten Realms region +see below+ Feats *see below* Skills #see step 4 in next section# Hit points (maximum HP at 1st level, rolled for the other levels) Ability score bonuses (+1 to one score, gained at 4th level) ~see below~ +Forgotten Realms regions+ The Forgotten Realms setting requires you to select a region to base your character on. Region choices are generally geographically and/or racially defined. The full list(s) are found within the Player’s Guide to Faerûn. Region selection opens the way to bonus languages, possible alternate feat selections and bonus equipment. Also, if you choose ranks in Knowledge (Local) the Local section will be replaced by your default region. *Feats* Remember that: Humans get an additional feat at 1st level on creation Fighters get bonus feats at levels 1, 2, 4 & 6 (PHB, page 38) Wizards get a bonus feat at 5th level (PHB, page 57) Additionally, region specific feats may be available Again, remember that your main adversaries are highly likely to be undead (and possibly demonic forces too – whoops, big hint!). Undead cannot be sneak attacked or critically hit – possibly avoid feats that bolster these statistics. ~Ability Score Bonuses~ PCs are entitled to increase one ability score by +1 every 4th level. It is important to note if Intelligence gets modified at 4th level, because a raised Intelligence score might gain the character more skill points, but only at 4th level and beyond. (That is, extra skill points are NOT retroactive). Step 4 – Determine Skill ranks The best way to do this is to buy them one level at a time. This allows a player to take into account possible increased skill points from Intelligence (if any) and changes due to multiclassing (class & cross-class skill availability may change). However, if a character’s skill points per level do not change (such as when he/she puts the ability score boost at 4th level into some ability other than Intelligence) and no multiclassing is involved, then the player can buy all the character’s skills at once. In either case, keep in mind that maximum rank in a skill is level + 3 for class skills and (level + 3) ÷ 2 for cross-class skills. Obviously, if you’re creating a single class, base race PC this would be a maximum of 10 ranks for class skills, and a maximum of 5 for cross-class skills. As noted above, in this campaign Open Locks will be discarded as a skill. All Open Lock checks will be made by Disable Device instead. The rogue is free to put his/her skill points not used in Open Locks into other ranks. Additionally, as above, Knowledge (Local) will be set to your chosen Forgotten Realms region. Step 5 – Choose Alignment The DM will not allow any PC to be evil. Any non-evil alignment combination on the Lawful-Chaotic and Good-Evil alignment axes will be fine, subject to the usual class restrictions. The party are highly likely to be working with either PC or NPC Paladins; who will not willingly associate with evil characters. Additionally, the object of this campaign is countering a great evil; it wouldn’t make sense for the PCs to supplant an existing evil with their own form of vile wickedness. However, if players do feel that some aspects of their PCs may be evil, the DM suggests choosing a Neutral alignment on the Good-Evil axis (i.e. Lawful Neutral, True Neutral, and Chaotic Neutral) may be an acceptable compromise. One of the initial PCs I created for this module for the previous Halloween sessions was a 6th level Tiefling Necromancer from Thay. His motivation for heading to Ravenloft was to further his necromantic studies. I felt it was perfectly acceptable to make his alignment CN to allow for party interaction, with a free rein on dipping into his own nefarious needs/plots that wouldn’t be affecting the party as a whole. Step 6 – Choose Equipment Refer to the PHB and DMG for available gear and market prices. All purchases are subject to DM approval. PCs will be allocated 19,000 gp (as per the standard Character Wealth By Level guidelines – Table 5-1, DMG, page 135) to spend on gear (including both mundane and magical items). The following options and rules affecting starting wealth are in effect: A new character may not spend more than one half of his/her total wealth (9,500 gp) on a single item. A new character may not spend more than one quarter of his/her total wealth (4,750 gp) on consumables such as ammunition, scroll, potions, wands, & alchemical items. A spellcaster can use any of the 23,000XP and 19,000gp allotted to make magic items, provided that s/he has the proper item creation feats and prerequisites. A player may select a partially used magic item, at a cost proportional to the charges left compared to the charges in a newly created item. Hint: There is a strong possibility that some of the monsters encountered in this setting may have damage reduction, from a variety of sources. Therefore, it is strongly advised to equip your PCs with weapon choices or attack methods that may overcome this eventuality. You’re reminded that specific damage reductions may relate to weapon types, weapons constructed from particular metals, weapon alignment; or sometimes combinations of these factors. Remember too that undead can occasionally be incorporeal………OK, that’s enough hints. The DM is also highly likely to be quite liberal with donating to the PCs additional items that may be quite relevant to the campaign in question at no additional cost. Step 7 – Additional Details, Fleshing Out Work out the final details of your PC. A paladin needs a warhorse (or other special mount); a druid or experienced ranger needs animal companions; a wizard might want a familiar and so on……… Additional Campaign Rules Experience & Advancement Experience Awards (PHB, pp. 58-60; DMG, pp. 36-41): The bulk of XP will be gained from overcoming challenging encounters, per the standard award system. However, the actual XP gained by each PC may vary slightly depending on a number of factors. If the PCs gain XP and hence level at differing rates; then XP awards will be weighted per level differences (FRCS, pp. 299-300). Other sources of XP include: Story Awards: Given for non-combat accomplishments, and generally given for completing a particular story arc. The amount (and the fraction of the adventure's total) will vary widely depending on the focus of a given adventure. Roleplaying Awards: Players whose roleplaying enhances the game will receive small awards (maximum 50 XP x current level per session). Journal Awards: 10 XP x current level for a journal (or equivalent). Posting to the Meetup site, sending the DM email, or giving the DM a hard copy are all acceptable. Only 1 such award per session, but I'll also give it for a brief background/bio write-up when you create your character. Advancing Levels (PHB, pp. 58-60; DMG, pp. 197-198): PCs are assumed to have the time and resources necessary for training between adventures. Unusual circumstances (such as researching rare spells) may require special costs. Multiclassing (PHB, pp. 59-60): Beyond the normal rules, no restrictions on multiclassing will be imposed except for plausibility in making such a change. Prestige Classes (DMG, pp. 176-197): Several prestige classes will become available (on a limited basis) when PCs reach sufficient level to qualify for them (usually 5th-7th level minimum). Allowable Prestige Classes will only be from Forgotten Realms and/or Ravenloft sourcebooks. Spells All PHB spells, and spells found within the Forgotten Realms sourcebooks are available to be selected. Divine spellcasters will have no restrictions on selecting their spells depending on the usual caster level requirements. Sorcerers & bards will select spells known as per usual rules. The total number of spells known per level by generalist wizards and specialised wizards will be formulated in discussion with the DM Deities The DM thoroughly encourages the patronage of deities by FR PCs. There is a very wide selection of deities, with whole pantheons of deities dedicated to racial groups in the Forgotten Realms. The DM specifically would like to see divine spellcasters referencing their deity at the correct times of the day for gaining spells; and also events festivals during the game year were applicable. Acknowledgement The DM wishes to thoroughly reference the fact that the bulk of this document has been based on another’s work. The online document referenced can be found at http://dreamsoffreeport.wikispaces.com/SoF+House+Rules The DM has done his best to scrounge and adapt this work to fit his own ends.