Character Creation Rules in Kyrn | World Anvil

Character Creation Rules

We will have a Session Zero where the characters will be created, backgrounds and connections developed, and questions about the game will be answered. Make sure you read through this entire section before Session Zero. If there is something that is unclear, or that you wish was different, please discuss it with the DM.  

Number of Characters

Each player should make at least two characters for this game, all the characters will know each other and be friendly with each other. When starting a session in town, the player may choose which character will be used in that session and that character will be used for the entire session, unless they die, in which case the second character will be brought in to play. Characters advance individually, so if your fifth level Fighter dies, and you have not adventured with your 1st level ranger, then you enter the game with your 1st level ranger.   The characters who are not being used are assumed to be working menial tasks for their mentors and studying the things their mentors are teaching them. This time does not count towards advancing a level, unless they have earned the XP needed for the next level (See House Rules: Gaining a level).  

Ability Scores

Player rolls six sets of 3d6 and arranges them in any order they choose. Racial bonuses then apply.   Races Races are limited to the following:
  • Human (non-variant)
  • Halfling
  • Half-elf
  • Wood Elf
  • High Elf
  • Dwarf
  • Gnome
  All racial abilities are available at the start, but proficiencies are limited to background options.  

Classes

Starting classes are limited to the following. The possibility to multi-class into a non-listed class exists, but see the rules on Gaining a Level.
  • Fighter
  • Ranger
  • Paladin
  • Cleric
  • Druid
  • Wizard
  • Bard
  • Rogue
 

Backgrounds

Backgrounds are limited, and can only be selected with GM discussion and approval and will be based on your background story.  

Hit Points

Player Characters begin with max hit points plus their CON bonus at first Level. After that you roll hit points at each level, rerolling on a "1", but must keep second result even if it is a "1". You get to add your CON bonus once at First level, not every level.  

Starting gold / equipment

PC starting equipment will be individually determined once character background has been determined. You can expect a set of clothes, a simple weapon (dagger; club; quarterstaff; etc.) and a few other personal items; coins will be very limited.  

Spells

PCs do not start with any spells that are not innate to their race (It is assumed that your parents would have taught you any racial spell abilities). Once a mentor has been found, spells will be taught to you. You must negotiate with the mentor on what spells will be taught to you and when, this includes all spellcasters. You can learn other spells given a copy of the spell, and sufficient time to learn and practice - it is not as simple as copying it into your spell book.  

Starting Languages

Starting Languages are limited to Common, Halfling, Elvish, Dwarvish, Gnome, and any class specific languages, and you must provide background information to explain the languages you choose as your extras. You can reserve an empty language slot if you wish to pick up a different language later on when a teacher becomes available.  

Character Backstory

Each player complete a character background form that includes the following elements:
  • List of Family members (Name | Relationship | Age | Brief Note)
  • A brief note on how you know two of the other PCs
  • List of at least three NPCs outside of family with which you have a connection. (Name | Connection | Brief Note)
  • List of three long-term goals of your character in order of importance
  • Three things that bring your character joy
  • Three things that make your character angry or sad
Additional Background questions will be asked each session with responses due before the next session.

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