|
PLANESCAPE CAMPAIGN CHARACTER GENERATION... 1) Roll ability scores. Use method V from the PHB, with the following modification. After all scores are rolled and assigned the player may add up to 5 additional points to his character. A 17 cost two points, an 18 three points, and if allowed by race, a 19 five points. Race does not affect ability scores; however, any race with a bonus is assumed to have a 19 max in that ability. Thus dwarves may have constitution 19, elves dexterity 19, etc. All roles must be made before a Judge, who will fill out a form at the time of creation. 2) Choose a race. The races allowed are Braiaur, Dwarf, Elf, Githzerai, Gnome, Half-elf, Halfling, Human, and Tiefling. Characters may be primes or planers, depending on race, as listed in " The Players Guide to the Planes." 3a) Choose a class from the following list: Fighter, Paladin, Ranger, Thief, Bard, Mage, Specialist Mage (no wild mages). Additionally Humans (and Half-elves worshiping Human deities) may be Specialty Priests, and Nonhumans may be Priests. 3b) Multi and Dual classed characters follow the guidelines from the PHB. 4) Choose an Alignment. Characters may choose from all nine alignments. Individual modules may have alignment restrictions. 5) Roll Hit Points. Characters of 1st through 3rd level will receive no less than half the possible plus Constitution bonus. 6) Select starting proficiencies. Intelligence bonus applies. Players may use additional proficiencies from the Planescape setting. 7) Select starting equipment. Players start with half the maximum amount for their class. 8) Advancing levels. Roll new hit points and gain proficiencies as proscribed by the PHB. A non-members character may not advance beyond 3rd level. Characters will have normal racial class level limits. Characters over 10th level must schedule their modules at least 6 months in advance. Modules for characters over 10th level will not be played by lower level characters, and if possible will not be replayed at all. |