Legends of the Nentir Vale
Character Creation Rules
Unless otherwise changed below, we're using the standard character creation rules that start on page 11. For ease of reference, I'm going to repeat the steps and changes to them here.
1. Choose a Race
This game is set in the Forgotten Realms, so the information in the book is accurate. I've divided the various races into three categories. Most everything is available, but check with me first if you want something a bit more unusual. And none of the Underdark races are available in this game.
- Fully Available: Aasimar, Dragonborn, Dwarf, Elf, Genasi, Gnome, Half-Elf, Half-Orc, Halfling, Human, Tiefling
- Ask Me First: Aarakocra, Changeling, Gnome (Deep), Human (Variant), Shifter, Tiefling (Winged), Warforged, and other third party races
- Banned: Dwarf (Duergar), Elf (Drow)
2. Choose a Class
All classes are available in this game. If you plan on playing a Warlock, I'd like to know in advance, as we have to hash out your patron and their place in this game. The exact amount of focus on the patron will be determined before play.
- Starting Level: 1st
- Starting Hit Points: Characters begin play with a number of hit points equal to their Constitution score plus the maximum value of their classes hit dice. For example, a Rogue (d8 Hit Die) with a 12 Constitution would begin play with 20 hit points.
3. Determine Ability Scores
I don't use the normal method for generating ability scores. Instead I use the Baseflip Method. I've provided an easy to use worksheet at the link.
4. Describe your Character
I have a few requirements to ensure party cohesion and a fun experience for everyone.
- Alignment: I'm using the 4th edition alignment system: Lawful Good, Good, Unaligned, Evil, Chaotic Evil. Truth be told, I'm not going to be paying much attention to alignments. All I ask is that characters aren't wandering murder hobos with no moral code.
- Ideals, Bonds, Traits, and Flaws: Please select at least one of each. I would like to know this information at least a week before we start playing.
- Backgrounds: You may customize your backgrounds as you see fit. Rules for customizing a background can be found on page 125. You don't have to fully customize a background if you don't want. Just know that you can trade one skill for another and trade languages or tool proficiency for each other.
5. Choose Equipment
You may select any mundane equipment you like from the Player's Handbook. No one item can cost more than 400 gp. Use your common sense here: showing up to the table with 20 potions of healing is likely to get your character robbed at the first opportunity. Every character begins play with 15 gold pieces in their pocket. Don't forget you can roll for a trinket!
6. Extra Bonuses
All characters gain the following bonuses. This is in addition to whatever you got in the previous steps (such as a bonus feat if you play an Variant Human).
- Bonus Skill: All characters begin play with one additional skill proficiency.
- Bonus Tool: All character begin play with two additional tool proficiencies.
7. Background Information
I'm not requiring a character background for this game, but if you would like to send me one, I'll try and work it into the game. Exceptional backgrounds may net your character a minor magical item or some other small reward. Backgrounds don't have to be long: even a few paragraphs is often enough to give me a few plot ideas.
I'd like players to take a look at the Personal Quests page, and pick one (or create one) for your character. This is an easy way to give you a quick hook into the adventure.