Campaign: Dirge of Sorrows
Abilities
We shall use the six abilities. (if you see anything that mentions spirit or appearance use charisma, if you see both, use the lesser of the two)
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
I. You may buy your ability scores at home
You have 120
points
Score---Price
3------------0
4------------1
5------------2
6------------3
7------------4
8------------5
9------------7
10----------9
11----------11
12----------13
13----------16
14----------19
15----------22
16----------26
17----------30
18----------35
II. You may roll your ability scores at the game
5d6 in order, drop the lowest two, re-roll any single roll taking the better of the two, then switch any two scores.
III. You may use your own real life ability scores, try any websites like this one: http://easydamus.com/character.html (My results)[†] .
Base creature must be chosen from the Races of Mierdyyn section of the website. Templates are negotiable. Low level lycanthropes and vampires may be considered.
You will need to pick to roll a height, weight, age, and date of birth this will probably be an issue at some point.
Location: New characters for this campaign are all
from Oakvale, Ceirenity in
Money: New characters will roll their starting gp once for each level and add the total. Old characters will use the money appropriate for their new level, subtracting the value of any equipment you keep gained up to this point.
Level: New characters will be level 3, old characters will have a level based on their level at the end of “Winds of Destiny” but minus a number of levels based on how long it takes them to find the Oakvale.
Character: When designing your character I want you to think about fairytales. Either emulate a known fairytale character or create one with a fairytale archetype. Either way you will play this character after the character’s fairytale is over. For example you might play little red riding hood after she grew up and became a ranger who specializes killing animals, you might play the big bad wolf as a lycanthrope with levels in rogue, or some boy of your own creation who stole treasure from a dragon’s hoard and then when the dragon came looking for his treasure, he tricked it into believing an ogre (who had been harassing his village) had actually taken it.
Choosing a class:
Oriental classes are discouraged. The monk is considered an Oriental class
Factions:
Provide you friends, contacts, resources, and of course enemies.
Fighters’ Guilds: These are groups of well trained if morally questionable mercenaries.
Thieves’ Guilds: There are two major thieves’ guilds the Society of Gentlemen and the Company of Friends. They do not get along. The Society specializes acquirer in items is an unusually high difficulty level of acquisition. The Friends specialize in getting each other out of trouble. Well, that is the word on the street.
The Church: There is only one religion, which has been around since time immemorial, seriously they lost the records over the millennia. Nevertheless, there are a number of heretical teachings left in the world.
The
Crusaders: Technically subject to the church, these
warriors in the name of God, exercise a definitive amount of autonomy. Many soldiers of the
Mages’ Guild: Previously, merely a collection of the select few gifted with the ability to manipulate the ether. But since the long night, their magics have become… dark. The heretics have banded together in covens hidden across through out the empire remaining just one step ahead of the inquisition, for the most part.
The Military: Each nation has its own army and military divisions, though they are often very similar.
The Nobility: Each noble house is a faction unto itself. Each ruling house posses an ancient orb of power which grants all it members extraordinary power. The ruler of the house controls the orb and may deny its benefits to any member of the house should he deem necessary, though doing so is neither easy nor taken lightly. In the time of King Thaner Or’Dhyyn, there were nearly fifty known orbs, and it is said that before that time there may have been more than three hundred, but to day the location of only about thirty.
Prodigy: this is a person who is exceptionally good at their field. To be a prodigy you choose one ability score to be your prodigy score. You then choose to reduce your starting age in increments of 2/15ths up to a total loss of 2/3rds i.e. a human could reduce his age to as little as 5 years. When doing this all ability scores except the prodigy score is reduced by 1 point for every 2/15ths of age the Prodigy has lost in age. Then as the character grows up he or she gains 1 ability point to every score including the prodigy score until all scores except the prodigy score are restored to their original value.
Clerical hierarchy:
|
Vocational
title |
Nominal
title |
Rank |
|
|
Pope |
Archmother/Archfather |
1 |
19 and up |
|
Cardinal |
Grandmother/ Grandfather |
2 |
17 and up |
|
Archbishop |
High mother/High father |
3 |
15 and up |
|
Bishop |
Elder mother/Elder father |
4 |
13-22 |
|
Dean |
Good mother/Good father |
5 |
11-18 |
|
Priest/Priestess |
Mother/Father |
6 |
9-15 |
|
Parson |
High brother/High sister |
7 |
7-12 |
|
Abbot/Abbess |
Elder brother/Elder sister |
8 |
5-9 |
|
Prior/Prioress |
Good brother/Good sister |
9 |
3-6 |
|
Friar/Nun |
Brother/Sister |
10 |
1-3 |
|
Acolyte |
Layman |
11 |
Pre-level up to level 1
children only |
Nomenclature: It is acceptable to call a Friar, Prior, Abbot, or Parson a simply a brother or sister, or with far more reverence “holy” brother or sister. The same is similarly true for Priests, Deans, Bishops, Archbishops, Cardinals, and even Popes. “Your Holiness” may be used on any clergy beyond a layman.
Ability
Scores:
Strength- 13
Dexterity- 12
Constitution- 16
Intelligence- 18
Wisdom- 19 (don’t ask me how)
Charisma- 19 (don’t ask me how)
Alignment:
Neutral Good- A neutral good character does the best that a good person
can do. He is devoted to helping others. He works with kings and magistrates
but does not feel beholden to them. Neutral good is the best alignment you can
be because it means doing what is good without bias for or against order.
However, neutral good can be a dangerous alignment because because
it advances mediocrity by limiting the actions of the truly capable.
Race:
Humans are the most adaptable of the common races. Short generations and
a penchant for migration and conquest have made them physically diverse as
well. Humans are often unorthodox in their dress, sporting unusual hairstyles,
fanciful clothes, tattoos, and the like.
Class:
Clerics- Clerics act as intermediaries between the earthly and the
divine (or infernal) worlds. A good cleric helps those in need, while an evil
cleric seeks to spread his patron's vision of evil across the world. All
clerics can heal wounds and bring people back from the brink of death, and
powerful clerics can even raise the dead. Likewise, all clerics have authority
over undead creatures, and they can turn away or even destroy these creatures.
Clerics are trained in the use of simple weapons, and can use all forms of
armor and shields without penalty, since armor does not interfere with the
casting of divine spells. In addition to his normal complement of spells, every
cleric chooses to focus on two of his deity's domains. These domains grants the
cleric special powers, and give him access to spells that he might otherwise
never learn. A cleric's Wisdom score should be high, since this determines the
maximum spell level that he can cast.
Detailed
Results:
Alignment:
Lawful Good -----
XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXX (6)
Law & Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXXXX (6)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXXX (17)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXX (4)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XX (2)
Class:
Barbarian - (0)
Bard ------ (-2)
Cleric ---- XXXXXX (6)
Druid ----- (-8)
Fighter --- XXXX (4)
Monk ------ (-19)
Paladin --- (-17)
Ranger ---- XX (2)
Rogue ----- (-8)
Sorcerer -- (-2)
Wizard ---- XX (2)