Creation Rules

Basic Character Generation Rules
Prohibited Races or Templates
Any race that is “Always Evil” of any type (Lawful, Neutral, Chaotic), has the Undead type/template, has the Incorporeal sub type, with multiple appendages. (Arms, Legs, Heads, etc.) The race must have a purpose to quest (No oozes, No Non-Intelligent Constructs) The race must be become tiny to large sized when finished.

The HD/CR/EL rule is this: A given creature / playable race has a value of the highest listing between the three. For example I will use a drider (MM1) which is an illegal choice but for this demonstration. HD is a 6 HD aberration with a CR of 7 and an EL of +4. For this rule the drider is considered to have a value of 7. The total value allowed is 24 for monster /creature option. For playable races that are gesalting the limit is 12.

Step 1 – Select Your Character
The option combos are:

Playable Race + Template(s)
Creature(s) + Template(s)
Creature + Creature(s)

“Playable Race”Option You may select any race (barring races that fall into the above categories) that has an “as a Character” section. You gain everything listed in that section like Feats, Special Qualities, Special Attacks, racial bonuses and penalties, size, natural armor and languages. You do not gain racial HD, nor the skill points that would be received from those HD. You do, however, receive all skills listed in the race’s stats as class skills permanently. You do not gain any stat adjustments.

“Creature / Monster” Option You may select any race (barring races that fall into the above categories) You gain everything listed in that entry like Feats, Special Qualities, Special Attacks, racial bonuses and penalties, size, natural armor and languages. You do not gain any HD, nor the skill points that would be received from those HD. You do, however, receive all skills listed in the race’s stats as class skills permanently. You do not gain any stat adjustments.

“Template” Option You may select any NON evil template. If the template makes your alignment evil it is not acceptable. You gain everything listed in that entry like Feats, Special Qualities (except racial HD), Special Attacks, racial bonuses and penalties, size, natural armor and languages. All templates are subject to DM approval. You do not gain any stat adjustments.

Spellcasting abilities from race/monster/template. You do gain any racial / template spellcasting abilities. They do not progress unless listed in the race/template.

Standard Characters

-Can choose monsters, playable races, and templates, with previous restrictions.
-Can have up to 24 HD/CR/EL total,
—Can not use a creature with a HD above 20
—May have multiple templates but have a limit on HD/CR/EL rule the total can be
—If the template has a variable EL use the highest Value to calculate the total

Gestalt Characters
-Can only choose playables and templates, with previous restrictions.
-Can have up to 12 CR/LA total. Otherwise follow the rules listed in standard characters
-Can not stack prestige levels to permit multiple level gains in the same class. A class can only progress once per level.

ALL CHARACTERS
- IF the character is not posted you will not be allowed to play and must be reviewed & accepted by GM
-88 point buy, no points gained from races/templates. we will provide an excel spread sheet for calculations
-Can only have 4 base classes total. (prestige classes do not count against this)

Step 2 – Fill Out The Details
After selecting your character you will need to fill in the remaining details.
Please list the reference (book/page) for the following: Class, Race, Feats, any non Wotc spell. (no need to list a reference for anything from players or DMG)

Creation Ceiling Caps:
These caps only apply to racial or template granted abilities. A natural ability is anything other than feats,classes,or magic.

RULE of 1: Means that any racial bonuses you can gain 1 every 1 hit dice at a given time. Any natural scores you have above this natural ability of hit dice you will gain as you increase in level until you reach your maximum natural bonus.

  • Damage Reduction: You gain 1 DR for every 1 hit dice.
  • Regeneration and Fast Healing: If it is not stated otherwise all regeneration will be default as a trolls; weakness to fire & acid. Also you only gain 1 point per HD up to the full amount of fast healing.
  • Resistance: Resistance(s) increase one every hit dice.
  • Spell Resistance: Start at 10 and only receives 1 point of SR per level up to the max the race would give you. If your race states it starts at a different value than 10 use that starting value.
  • Saving Throws: If you receive a secondary bonuses to your saves through racial abilities its receive at 1 point per level up to the racial ability.

Rule Of 2:
Means that any racial bonuses you can gain 1 every 2 hit dice at that given time, or 2 points per hit die level depending on what ability it is. Any natural scores you have above this natural ability of hit dice you will gain as you increase in level until you reach your maximum natural bonus.

  • Armor class: You gain 2 points of natural ability every hit dice armor class,plus one for every 5 levels. [Base AC, Natural armor, Name the bonuses, and unnamed bonuses etc. from creatures and templates][Example Base of 10 + Natural Armor + 8 Dex Modifier +4 Luke Bonus +2 =24. Ceiling for a 11th level PC is 2×11=22 plus one for every 5 levels. =24 at 11th level]
  • Base Attack Bonus: You gain two points of natural ability every hit dice.
  • Immunities: You gain 1 immunity every 2 hit dice. Every vulnerability which you gain at your creation you receives 1 free immunity.

Rule of 3:
Means that these racial bonuses you can gain is 3 every 1 hit dice at a given time. Any natural score you have above this natural building limit you receive until your maximum natural bonus is reached.

  • Skill Bonuses: You gain 3 points of natural ability for every hit dice in skill bonuses.

Custom Cap feat: to increase the cap limit by 1 level. You must decide what it affects. like AC or Bab or Skills. This increases chosen field by 1. For example if you chose immunities you gain a single immunity above the normal cap. if you choose say Bab you gain a max of 2

Feats: Your character will receive 1 feat per level in addition to any feats gained as a bonus. Characters can only purchase repeatable feats once per every 3 levels.

Flaws: you have two options.

option A: You may take two (2) flaws that has a set penalty to receive an additional feat at 1st level. Any effect that alters the duration to or beyond 24 hours is subject to rule of 1.

option B: Any flaw that has a roll the Dc will be based against a stat there by converting it to a stat check in place of the normally required roll listed in the feat. The DC will be set by the DM at time of creation. The new DC for flaws is 15. An appropriate stat will be chosen to convert the flaw from what the text says is the required check if there is a check to be made. Each flaw taken like this you gain a feat. So it is a 1 for 1.For example: JoeBob has a flaw that states anytime he sees a dragon or dragon blooded creature he has to make a will save to avoid flying into a blind rage. Now He will have to make a WISDOM Check DC 15 to resist flying into a rage.

Gear: You start with gold based on your level (see DMG pg 135).

HP: 1st and 2nd levels have max HP. Each level after must be either rolled for, or take average hp instead.

Spells/Spell-Like Abilities/Supernatural Abilities: If your character receives spells, spell-like abilities or a supernatural ability (such as Tongues always active), you gain access to them once you achieve a level that a wizard could cast them. If they are not on the wizard list, then the level a cleric or druid could cast them. (For example: Your race gives you fireball 3/day, you only gain access to that ability at 5th level.) All spell-like abilities use your CHA for determining DC (unless otherwise stated) unless they are not on the wizard spell list, or otherwise noted. (Use WIS if on Druid/Cleric list)

Spells/Spell-Like Abilities that are @ will: Having an ability that never runs out is very powerful. To limit it without crippling it a 1d20 roll will be made. If a 1-5 is rolled the ability works but you are unable to call upon the ability again based on the chart.

Aaaaaaaa

HERO POINTS: Very similar to action points, with few changes.
• First they renew every game session.
• Each pc has their HD in hero points. For example a 8th level pc has 8 hero points
• May be spending in any combination up to full allotment to alter any D20 roll the PC has to make.
• May not be pooled or used to buy bonus feats.
• May spend 1 point to auto stabilize when reduced to negative HP.
• May spend 4 points to gain an extra move action this round.
• May spend 6 points to gain an extra standard action this round.
• May spend 10 points to gain an full round action this round.
• May spend 15 points or your full pool for the day to gain 1 immediate action this round.
• May spend 6 points to gain 1 reroll this round.
• May spend 5 points to gain 1 additional use of an ability SU not listed herein.
• A hero point may be used to fuel other special systems like 1 for 1 luck system, grit, etc action point (5 for 1 action point) for feats.
• If a class has a special pool. you may transfer hero points for a 1 to 1 basis only after your pool is empty.
• Any Spell-Like Abilities that are X times per Days. you may Spend hero points to gain an additional use. the cost is the cost is 1 per Spell level.

Magic and Psionics: only for purposes of Dispel magic & anti magic & suppression will they be transparent.

AUTO FAIL OR SUCCESS A natural roll of 1 is an auto failure regardless of modifiers or a natural 20 is a success for attack rolls.

PERSISTENT SPELLS Any spell whose duration is not 24 hours normally and is altered to or beyond 24 hours is considered persistent. A PC can only have 1/4 their Caster Level or Hit Dice (which ever is lower) in persistent spells. For example. John has a HD of 8 but thru feats/magic, etc has a caster level of 12. John could only have 2 persistent spells at any given time. This does not include racial always active abilities.

DOUBLE STACKING STATS Characters may only have one attribute contributing to anything. this includes their AC, saves, attacks, damage or skills. the exception is if a class feature allows it. Should your race apply a bonus to AC or saves based on an attribute (Str, Dex, Con, etc.), you may choose to apply it by removing any other increase to AC or saves from other attributes.

REPLACEMENT PCs Should a player find himself/herself in the position of replacing either a recently deceased PC or An existing PC. The new PC may not use only 1/2 of the same templates/Races as either the recently dead one or any existing PC they have. For example: Tim has a paladin that is a human + thunderchild. He gets killed fighting a red dragon. His new PC MAYNOT be a human + thunderchild .

Resurrection: With a high magic world like this one returning from the dead is not difficult. To make a true resurrection more uncommon all true resurrections will require an deity appointed quest for the one receiving the true resurrection in addition to the spell requirements. Failure to progress in the quest will result in level losses until the quest is resumed.

Wizards: Wizards enter play having (2+INT modifier) spells per level in their spellbook. Once play begins, wizards only gain 2 spells per level for free. The rest must be found or purchased. Spells selected must be as if you gained them during play (For example: If you start as a 5th level wizard with a 20 INT, you start with 7 spells per level for a total of 35. At 1st level you may select 7 1st level spells. Same at 2nd. At 3rd you may select 7 1st or 2nd or any combination between. Same at 4th. At 5th you may select 7 1st, 2nd, 3rd, or any combination of the three.) Wizards have the option of spending their starting funds on scrolls which will be added to their spellbook.

Spell Craft Check Modifications to DC:
Based on the spell and the source of it will adjust the dc of the spell identification. Start with a 10 and then add all relevant modifiers for the total DC check.

DC = 10 + spell level + Mod
Each of the following that is not seen alters the DC by 10. Providing the Spell normally has that component.

  • No visual
  • No material component
  • No somatic
  • Not on your list aka arcane vs. divine
  • Odd book / unusual source (non wotc aka ( players handbook, spell comp, etc…))
  • Customization
  • Line of Sight

Example:
An PC Arcane caster sees a magic missile cast by a evil wizard. Dc is 10 +1 = 11 since it only has V & S components; we ignore the material component since it is not normally a part of the spell.

Now say the the evil caster hides/conceals the verbal & somatic aspects of the spell.

Dc is 10+1+10+10= 31

ENDLESS LOOP any feat or ability that can create an effective endless loop …… Future explain to come

Creation Rules

Darkhold keep 2012 DarkholdGM