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Character Creation

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Baledar

Campaign Information
    Character Creation
      Attribute Generation
          Heroic Point Buy
          High Powered
          Standard Character
          Standard Point Buy
         
      Races
          Erkathar (Dwarves)
          Goblins
          Half-Orcs
          Humans
          Kender (Halflings)
          Kirilith (Sword Elves)
          Norilith (Dark Elves)
          Orcs
          Weyndar (Wild Elves)

      Initial Funds
      Character Classes
       
    History & Geography
      Agencies & Organizations
      Deities & Religion
      Legends & Rumors
      Nations
          Taean Empire
          Merkati
          Nordmaan Tribes
          Badu Caliphate
          Sondabarri Elves
      Notable Locations
          Crystal Sands Desert
          Donegal Bay
          Doradin Forest
          Kali
          Kar-Dumathoin
          Merilia
          Merkati
      Cartography

    Campaigns
          Adventure Logs
          Rumors
          Player Characters
          Non-Player Characters
          Player Aids
          Photos     

                         

Generating Attributes for Player Characters:

    Hopefully by now you have decided that you want to play a hero in this campaign world.  If you haven't decided then go reread the introduction to Baledar.  If that doesn't convince you to play a hero then go do something else.  We only want and need heroes, wusses need not apply.

    So you've made your decision, now come reality.  Life is cheap in Baledar.  It is cheaper when you're stupid or when you decide to have real crappy attributes.  In this world heroes are truly a cut above the rest.  Therefore I have customized the way attributes are generated to reflect this heroic trend.

   If you don't think your character needs good attributes to survive in Baledar, then you have certainly never played here before.  I've heard of some players that think all you need is good roleplaying skills to survive anything.  They have certainly never seen the odds in  Baledar or been PCs with me as a DM.  But I digress, I'll rant about this type of players in another section.  Roleplaying skills and assuming the role of your character, to the best of your abilities, are important as a matter of fact they are very important.  But be assured they won't save you when you need to make a Reflex Save against that particularly nasty Ancient Dragon's Breath Weapon.  Try to roleplay your way out of that one.  Besides whenever the DM is willing to cut you a break and lets you create a powerful PC, don't argue or disagree, it only annoys the DM and that Ancient Black Dragon might just be lurking below the surface of the next swamp you visit.  Enough said.   

    Baledar is an unpleasant and dangerous world.   Your player characters will often find themselves above their heads in a situation.   By the same token the player characters are heroes, those that have left behind the safety and security of their homes to seek out fame and fortune or to right some apparent wrong.  These are the characters of heroic fantasy.  Characters that are larger than life, at least for the short period that they enjoy it.

The following section describes the methods that are sanctioned for ability score generation in order of preference.  It is recommended that all PC's use the same method.

Heroic Point Buy Method

Use the Standard Point Buy method described in Chapter 2:Characters in the Dungeon Master's Guide pages 19-20.    Instead of providing the characters with 25 starting points roll 4d6 discarding the lowest die roll and add 32 points (32+3d6) for a range of 35 to 50 points.   These total points are used to buy increases to the ability scores using Table 2-1 on page 20 of the Dungeon Master's Guide.  Racial ability modifiers are applied after these points are allocated.   No beginning character can have an ability score above 19 including the racial modifiers and no more than two abilities can be less than 13.

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High Powered Character Method

Roll 5d6, discarding the lowest 2 dice, reroll 1's.  Arrange the numbers as desired.  See Chapter 2:Characters in the Dungeon Master's Guide page 19 for details.

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Standard Character Method

Roll 4d6 six times discarding the lowest die each time.  Rearrange scores as desired.  This is the method described in Chapter 1:Abilities page 7 of  the Player's Handbook.

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Standard Point Buy Method

Follow the guidelines described on pages 19-20 of the Dungeon Master's Guide

The method used for generating characters must be agreed upon for all characters.  It doesn't make much sense to have characters generated with the Heroic Point Buy Method and then have some that are generated with the Standard Character Method.   Remember that this will be a high powered campaign.  Death might meet you more often than you would like.  Take advantage of the few perks the Dungeon Master has allowed.

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Character Races

    Baledar is a very old world.  Since its infancy many cultures and civilizations have come and gone.  Some of them to be lost forever in the passage of time.  The cultural outlook of many of the long lived races is influenced by this fact for inevitably someday they too will be gone.

Naming Races

    There are only four known naming races remaining on Baledar.  They are Dragons, Elves, Dwarves and Humans.  The other races have never been considered naming races or if they were the knowledge has been long lost.  The goblinoid races and the giant races have inhabited Baledar longer than humans but the proliferation of the humans has served to limit their numbers.   Both Dwarves and Elves are in decline and very few are actually encountered outside of their ancestral homes.  For more information on this see the history section.

    Of the long lived races Elves are the oldest, followed closely by the Dwarves.  Kender are relatively new to the world and have been here a slightly shorter time than the crafty humans.

Erkathar - Dwarves

    One of the original naming races Dwarves have statistics as shown in the Player's Handbook.   More information and history to follow.

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Goblins

    Goblins compete equally with dark elves for the title of most hated race.  While the Norilith might be feared for their ruthless and enigmatic society, goblins are feared for their vast numbers, cunning and ferocious cruelty.  Goblin PC's are extremely rare and the few encountered are usually victims of great prejudice, hatred and scorn.  Goblin characters are usually at odds with their non-goblin companions because of this.  Goblins tend to be aggressive but prefer to act with subterfuge and cunning rather than by sheer force.  They have their own language and even though it varies from tribe to tribe and region to region it is understandable by anyone that speaks goblin.  Some goblins speak orcish and gnoll as well.  A goblin's favored class is rogue.  The following are racial characteristics of goblin characters:

Goblin Racial Traits
  • +2 Dex, -2 Strength, -2 Charisma:  Goblins are lithe but weak and definitely not likeable.
  • Small-size: Goblins gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than human use, and their lifting and carrying limits are three-quarters of those of medium-sized creatures.
  • Due to their skulking nature goblins get a +4 racial bonus to Move Silently checks and a +2 bonus to Listen and Spot checks.
  • Goblin base speed is 30 feet.
  • Darkvision:  Goblins can see in the dark up to 60 feet.  Darkvision is black and white only, but it is otherwise like normal sight.  Goblins can function just fine with no light at all.
  • Automatic Languages:  Common and Goblin.  Bonus languages: Draconic, Gnoll, and Orc.
  • Favored class - Rogue

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Half-Orcs

    See the Player's Handbook for statistics.   More information and history to follow.

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Humans

    See the Player's Handbook for statistics.   More information and history to follow.

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Kender - Halflings

    The name halfling is considered derogatory in Baledar.  Kenders are small enough to resemble human children, though more heavily muscled.  Males are typically 3'7" tall and weigh 75 lbs.; females are slightly smaller.  Kender typically have sandy blond, light or dark brown, copper-red or even red-orange hair colors.  Hair styles are usually long with braids and ponytails being popular.   They are distinctive for their pointed ears that give them a faintly elven look.   They are bright eyed and their facial expressions are quite intense.  They are curious beyond any measure of common sense and seek excitement often to the detriment of their companions.

Kender Racial Traits
  • Use same statistics as the Halfling See Chapter 2:Races in Player's Handbook.  Except for the +2 morale bonus against fear - see below.
  • Taunt:  Kenders are masters of verbal abuse, sarcasm and general rudeness and use it often against opponents as a form of defense.  Any creature the Kender taunts must make an immediate Will save (DC 18) or attack the Kender furiously for d10 rounds.  The creatures suffers a -2 penalty to hit and a -2 penalty to Armor Class for the duration of the attack.  Kender do not use this "gift" against other Kender - after all "they're in this together."
  • Fearlessness:  Kender are immune to fear, either magical or non-magical.  They are however, curious about everything; a tendency that often gets them in trouble ; which they prefer to boredom.
  • Favored Class - Rogue

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Kirilith - Sword Elves

    See the Player's Handbook for statistics.   More information and history to follow.

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Norilith - Dark Elves

One of the most hated and feared creatures, by surface dwellers, are the cruel and enigmatic Dark Elves.  Some human cultures have named them Drow.  Very few are ever encountered in the surface world, except on raiding parties.  Those that are encountered are usually feared, and treated with great prejudice.  PC's wishing to begin their characters as Drow must explain the reasons why they are renegades and incorporate this into their background story.  PC's can not chose to play any evil aligned Drow.

Their society is matriarchal and they dwell in large cities deep below the surface of the world.  Females are slightly larger than males and tend to treat males as inferior.

Drow Racial Traits
  • +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma:  Drow are graceful, cunning and agile but frail.  They also have a cunning mind and physical beauty that belies their evil heritage.
  • Drow gain all the normal elf traits except for the usual elven weapon proficiencies.  Replace the long bow and short bow for the hand crossbow.  Males are proficient with the either the longsword or rapier or scimitar.   Females are proficient with the flail and mace.
  • Spell resistance:  Drow have a natural resistance to spells of 11+class level.
  • +2 Racial bonus to Will saves against spells and spell-like abilities
  • Spell-like abilities:  1/day - dancing lights, darkness and faerie fire after continued exposure of six months or more to the surface world the abilities subside.  The PC can only use one of the abilities per day.   These abilities return almost immediately once the PC is in the environment of the Underdark
  • Medium-size: As medium-sized creatures, drow have no special bonuses or penalties due to their size.
  • Drow base speed is 30 feet.
  • Darkvision:  Drow can see in the dark up to 120 feet.  Darkvision is black and white only, but it is otherwise like normal sight.  Drow can function just fine with no light at all.
  • Light Blindness (Ex):  Drow suffer a –2 circumstance penalty to attack rolls, saves and checks while operating in bright light.  After six continuous months of exposure to the surface world the circumstance bonus is -1 due to acclimatization.  Abrupt exposure to bright light (such as sunlight or within the radius of a daylight spell) blinds drow for 1 round.
  • Automatic Languages: Common, Elven, Undercommon.  Bonus languages: Draconic,
  • Favored Class:  Females Cleric, Males Wizard.  Depending on background the favored class for either can be fighter
  • Advancement:  Drow have many abilities that can unbalance a game in favor of the Drow.  A 10%-20% xp penalty is suggested for Drow PC's in addition to any other xp penalties due to multiclassing.

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Orcs

The orcs of The Old World are slightly more sociable than those of Greyhawk.  Orcs tend to be aggressive and their hatred of elves and dwarves began generations ago.   They have their own language and even though it varies from tribe to tribe and region to region it is understandable by anyone that speaks orcish.  Some orcs speak goblin and giant as well.  They can be seen on most large cities, trading and selling their services as mercenaries. Smaller cities and towns still regard them with great caution because of their barbaric culture.  An orc’s favored class is barbarian.  The following are racial characteristics of orc characters:

Orc Racial Traits
  • +2 Strength, -2 Intelligence, -2 Charisma:  Orcs are strong but slightly dim-witted.
  • Medium-size: As medium-sized creatures, orcs have no special bonuses or penalties due to their size.
  • Orc base speed is 30 feet.
  • Darkvision:  Orcs can see in the dark up to 60 feet.  Darkvision is black and white only, but it is otherwise like normal sight.  Orcs can function just fine with no light at all.
  • Light Sensitivity:  Orcs suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell as explained in the Monster Manual page147.
  • Automatic Languages:  Common and Orc.  Bonus languages: Draconic, Giant, Gnoll, Goblin and Infernal
  • Favored class - Barbarian

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Weyndar - Wild Elves

The Weyndar are extremely reclusive, barbaric, tribal and almost xenophobic.  They inhabit most of the forests of the Northern World.  Their close proximity to the Broken Lands has hardened them in the martial sense.   Their numbers are small and continue to dwindle due to the multiple conflicts in which they have been involved.  Weyndar favor the sorcerer class rather than wizard, although many are barbarians as well.

Weyndar Racial Traits

  • +2 Dexterity, -2 Intelligence:  Weyndar are graceful, and agile but their feral nature makes them seem savage.
  • Weyndar gain all the normal elf traits and the usual elven weapon proficiencies.
  • +2 Racial bonus to Will saves against enchantment spells or effects.
  • +2 Racial bonus to Search, Spot and Listen checks.  A Weyndar who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
  • Medium-size: As medium-sized creatures, Weyndar have no special bonuses or penalties due to their size.
  • Weyndar base speed is 30 feet.
  • Low-Light Vision:  Weyndar can see twice as far as humans in starlight, moonlight, torchlight, etc.
  • Automatic Languages: Common, Elven.  Bonus languages: Draconic, Gnome, Gnoll, Goblin, Orc, Sylvan.
  • Favored Class:  Weyndar must choose either Sorcerer or Barbarian as their favored class at character generation.  This choice becomes the character's favored class for life.  Weyndar barbarians do not suffer from illiteracy.

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