Character Creation in Aetregyr | World Anvil

Character Creation

A guide to generating player characters in the Realm of Aetregyr.

Ability Scores

Aetregyr uses a point buy system, with a slightly higher pool of points than average. This will generate tougher than normal PCs. That means that encounters will also be more challenging, and could be more deadly if the players don't use strategy and teamwork.

Points Allowed: 28

Ability Score Point Cost Ability Score Point Cost
9 1 14 6
10 2 15 8
11 3 16 10
12 4 17 13
13 5 18 16

Races

Aetregyr is a vast chain of islands, full of a large array of races, all vying for land and resources in a limited space. Players will work with the DM to establish a backstory for their characters that fit within the racial histories and cultures of the game world.

Players may select from any race from the Player's Handbook v3.5 without restriction, as well as from the following subraces from the Monster Manual v3.5: duergar (+1 LA), deep dwarf, drow (+2 LA), gray elf, wild elf, wood elf, forest gnome, tallfellow halfling, and deep halfling.

In addition, players may select from the following list of expanded races and subraces:
Race
Subrace/Type
Lvl.Adj.
Sourcebook
Other Notes
Aarakocra +2 Races of Faerun Known as "Shi'ren"
Aasimar +1 Planar Handbook
Bariaur +1 Planar Handbook Known as "Cervitaurs"
Bugbear +1 MMv3.5 Requires Monster Levels
Brooga +2 - New race
Catfolk +1 Races of the Wild Known as "Kettine"
Centaur +2 Races of the Wild Requires Monster Levels
Changeling - Eberron
Draconic/Half-Dragon Special Races of the Dragon Requires Monster Levels
Dwarf, Fell Y/Dwarf - - New subrace
Fey'ri +2 Races of Faerun Known as "Scourge Elves"
Genasi +1 Forgotten Realms Pick Air/Earth/Fire/Water
Githyanki +2 Expanded Psionics Requires DM approval
Githzerai +2 Expanded Psionics Requires DM approval
Gnome, Chaos Y/Gnome +1 Races of Stone
Gnoll +1 Races of the Wild Requires Monster Levels
Goblin - MMv3.5
Goblin, Blue Y/Goblin +1 Expanded Psionics Requires DM approval
Goliath +1 Races of Stone
Hobgoblin +1 MMv3.5
Illumian - Races of Destiny Known as "Bright Walkers"
Kobold - Races of the Dragon
Lizardfolk +1 MMv3.5 Requires Monster Levels
Maenad - Expanded Psionics Requires DM approval
Neanderthal - Frostburn Known as "Werdol"
Orc - MMv3.5
Shifter - Eberron
Tiefling +1 Planar Handbook
Uldra +1 Frostburn Known as "Ice Sprites"
Underfolk - Races of Destiny
Warforged - Eberron Requires DM approval
Yuan-Ti Tainted One +2 Races of Faerun
The DM has created one new race and one new subrace specific to this campaign setting. They are the massive, whale-like "Brooga" and the evil "Fell Dwarves" of the Underdark. These races are still Work In Progress, but if you are interested in playing one of them, they will be available before the campaign starts.

Templates

Players may add certain Templates to their characters which will add a Level Adjustment. Make sure that the combined ECL of class, powerful race, and template does not exceed 3.

The following racial templates may be selected at the start of the campaign:
  • Draconic Creature (Races of the Dragon) +1
  • Dragonborn (Races of the Dragon) Special, requires DM approval

Classes

Adventurers in Aetregyr come from every possible walk of life. Some sling spells, others swing swords, but all have their place. Player Characters may select any Base Class from the Players Handbook v3.5 without restriction. In addition, players may select their first level, but only the first level, from one of the five NPC classes listed in the Dungeon Masters Guide v3.5, as a roleplaying choice, but players should be aware that this will potentially negatively affect the power level of the character relative to the rest of the party. (If a player does select an NPC class at first level, it will be considered free of multiclass penalties, as though it were another favored class of that player's race.)

In addition, players may select from the following expanded list of base classes:
Class Source Notes
Ninja Complete Adventurer Requires DM approval
Scout Complete Adventurer
Spellthief Complete Adventurer
Warlock Complete Arcane
Warmage Complete Arcane
Wu Jen Complete Arcane Requires DM approval
Favored Soul Complete Divine
Shujenja Complete Divine Requires DM approval
Spirit Shaman Complete Divine
Ardent Complete Psionic
Divine Mind Complete Psionic
Lurk Complete Psionic
Hexblade Complete Warrior
Swashbuckler Complete Warrior
Samurai Complete Warrior Requires DM approval
Dragonfire Adept Dragon Magic
Archivist Heroes of Horror
Dread Necromancer Heroes of Horror
Healer Miniatures Handbook
Marshal Miniatures Handbook
Artificer Eberron Requires DM approval
Shaman Oriental Adventures Requires DM approval
Sohei Oriental Adventures Requires DM approval
Beguiler Player's Handbook II
Shadowcaster Player's Handbook II
Duskblade Player's Handbook II
Knight Player's Handbook II
Binder Tome of Magic
Shadowcaster Tome of Magic
Truenamer Tome of Magic
Psion Expanded Psionics Handbook
Psychic Warrior Expanded Psionics Handbook
Soulblade Expanded Psionics Handbook
Wilder Expanded Psionics Handbook
Factotum Dungeonscape

Prestige Classes

Players may not have any levels in a Prestige Class at the start of the campaign. Players will be allowed to take Prestige Classes as they level up during the campaign, but they must meet all requirements for said class, and must consult with the DM before its selection.

Traits and Flaws

Characters may select two traits and one flaw from the Character Building section of Unearthed Arcana (pp. 86-92). However, characters may only select traits and flaws which are physical or inherent characteristics, rather than something about their personality. Traits and flaws should never be a reason to stall character development. So for example, a player might choose "Farsighted" as a trait, because it is something physical about their character that cannot be corrected in this campaign setting (corrective lenses have not been invented). The player may not choose "Dishonest", however, because that is a personality trait that might evolve over time. Check with the DM if you have a question about a flaw or trait in this regard.

Characters may take flaws and traits, and any associated feats, at first level only.

3rd Party Material & Homebrew

Sometimes players may have a concept in mind which is difficult to build using only the existing official materials. In such cases, the DM will work with the player to either bring in some third party content or design a homebrew solution. However, the DM still has right of refusal to exclude any content, official or third party.

Excluded Content

There are some classes and races from official WotC products which have been intentionally excluded. Sometimes this is due to balance issues, and sometimes it is done to maintain the distinctness and feel of the campaign world. Likewise, at the discretion of the DM, players may not select content from certain books, such as feats, spells, skills, and other mechanics.

Anything from the following sources is banned and may not be used during character creation or in the game:
  • Tome of Battle: The Book of Nine Swords
  • Magic of Incarnum
  • Psionics Handbook - 3rd ed. (instead use material from the Expanded Psionics Handbook or Complete Psion)
Content from the following sources is not expressly banned, but is only allowed after permission from the DM:
  • Unearthed Arcana
  • Savage Species - 3rd ed.
  • Ghostwalk
  • Oriental Adventures
  • Any material from Official Campaign Settings such as Forgotten Realms, Dragonlance, etc, that has not been expressly allowed above.

Alignment

Players may only select an evil alignment with DM approval. Players who want to play an evil character must be EXTREMELY careful to still find a way to fit in with the rest of the party. Having an evil alignment is not an excuse to be a dick. Nor is it an invitation to betray the rest of the party at the first opportunity, or to steal from them, or to perform gruesome and/or disturbing actions whenever possible. Your evil character must have some rational reason to be traveling around with players of other alignments. Likewise, the rest of the players must be comfortable with the elements of evil that your character commits. If these boundaries are ever blurred, the DM reserves the right to "pause" the game to check with the players to reset the limits of what is allowable.

"It's what my character would do" is not a valid excuse to break any of the rules stated above.

Religion

The lands of Aetregyr are host to multitude of deities, revered by those of every race and creed. The gods intervene on behalf of their clerics and priests on a daily basis, and thus it is rare to find a true atheist in civilized lands. That is not to say that the official pantheons are the only option. Some practitioners eschew the gods altogether in favor of other powerful entities; demon princes, archdevils, immortal fey, and ancient liches also draw plenty of followers.

If your character is a cleric, work with the DM to select a deity that fits with your character's domains and backstory.

Starting Wealth and Equipment

Characters begin play with 2,700 gold pieces (called "Angels" in the Outer Gyrlands). They may use this starting wealth to purchase any standard equipment from the Players Handbook v3.5 and/or magic items from the Dungeon Masters Guide v3.5 or the Magic Item Compendium. Players may also spend their wealth on crafting items, if they have the requisite feats and abilities to do so. Players may seek DM approval to buy items from the Arms and Equipment Guide or other Official WotC Sourcebooks.

In this campaign, the DM will not track encumbrance, food and water consumption, or basic ammunition (non-magical arrows/bolts/etc.) on a regular basis. It will be assumed the players will be carrying enough camping equipment to survive in the wild, or that they have characters competent at hunting or gathering in most situations. Having said this, it is up to the players to track their equipment in whatever amount of detail they choose. If carefully tracking equipment and encumbrance makes the player feel more immersed, they may certainly do so. Players must still track valuable item consumption such as potions and scrolls. It is not necessary for spellcaster characters to carefully track all their spell components, but if the spell has a component with an enumerated cost, the player must purchase those components and track them in order to cast the spell. See article on House Rule: Encumbrance for  more information.

The DM reserves the right to make special exceptions to the above rules. For example, if the players suddenly find themselves on the run from enemies in a barren desert, the DM may ask for Survival checks to locate food and water.

Starting Experience: 3600

  • Your character is presumed to have a few adventures under his belt, or to have come from hardier stock than most members of her race. Characters will begin the campaign with enough experience for LEVEL 3, with a little extra to compensate for multiclassing penalties, or item crafting if the players so choose.
  • Alternatively, your character might come from a more powerful race of creatures. Players may pick a race that has a Level Adjustment (LA) up to +2, but each LA will add to their Effective Character Level (ECL). Meaning a +1 LA race will start the game with only two class levels, and a +2 LA race will start the game with only one class level.
  • Some races with Level Adjustments also have racial hit dice which further increase their ECL. If possible, players may take "monster levels" instead of class levels in order to play these extremely powerful races.
  • Players may reduce their Level Adjustment later, by paying it off with Experience Points, per the rules in Unearthed Arcana p. 18.

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