Editing Norrathians: Character Creation

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Also, the vah shir are not a playable race, as the means to get to Luclin’s surface has not yet been discovered.  Likewise, the frogloks are still a primitive race of monstrous humanoids who have not awakened into a strong enough peoples to be considered viable as a player race.
 
Also, the vah shir are not a playable race, as the means to get to Luclin’s surface has not yet been discovered.  Likewise, the frogloks are still a primitive race of monstrous humanoids who have not awakened into a strong enough peoples to be considered viable as a player race.
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===Racial Tradition===
 
===Racial Tradition===
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Ability scores are purchased using the point buy system, with a pool of 23 points.  All stats start at 8, and higher scores cost points one-for-one, up to 14.  Higher scores have the following costs: 15 (8), 16 (10), 17 (13), 18 (16).  Starting ability scores cannot be purchased lower or higher than this range.   
 
Ability scores are purchased using the point buy system, with a pool of 23 points.  All stats start at 8, and higher scores cost points one-for-one, up to 14.  Higher scores have the following costs: 15 (8), 16 (10), 17 (13), 18 (16).  Starting ability scores cannot be purchased lower or higher than this range.   
  
While usually it is more efficient to have even-numbered ability scores, don’t worry about having an odd number.  Your ability scores will frequently be altered by items and spells.  Also, there are no "useless" ability scores.  Even a troll warrior benefits a great deal from having a high Charisma score (even though you'll likely never find a troll warrior with even a passable Charisma score).
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While usually it is more efficient to have even-numbered ability scores, don’t worry about having an odd number.  Your ability scores will frequently be altered by items and spells.   
  
 
In addition to the racial ability score adjustments, characters gain ability score bonuses based on their first class level, as follows:
 
In addition to the racial ability score adjustments, characters gain ability score bonuses based on their first class level, as follows:
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* '''Monk''' +2 Dex, ''either'' +1 Str or Con
 
* '''Monk''' +2 Dex, ''either'' +1 Str or Con
 
* '''Necromancer''' +2 Int, ''either'' +1 Dex or Con
 
* '''Necromancer''' +2 Int, ''either'' +1 Dex or Con
* '''Paladin''' +2 Str, ''either'' +1 Con or Wis
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* '''Paladin''' +2 Str, ''either'' +1 Sta or Wis
 
* '''Ranger''' +2 Dex, ''either'' +1 Str or Wis
 
* '''Ranger''' +2 Dex, ''either'' +1 Str or Wis
 
* '''Rogue''' +2 Dex, ''either'' +1 Str or Cha
 
* '''Rogue''' +2 Dex, ''either'' +1 Str or Cha
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* '''Warrior''' +2 Str, +1 Con
 
* '''Warrior''' +2 Str, +1 Con
 
* '''Wizard''' +2 Int, +1 Con
 
* '''Wizard''' +2 Int, +1 Con
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===Hit Points===
 
===Hit Points===
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===Level and Multiclassing===
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===Starting Level===
 
 
All characters will start at level 1.  Multiclassing is allowed, however, once your character gains his or her first level in a class, the following 3 levels must be of the same class.  Only after gaining 4 levels in a class will your character be ready to start learning a new path.  If for some reason, your character tries to (or is forced to) switch to advancing in a different class after gaining less than 4 levels in her current class, she loses those levels. 
 
  
All levels may be gained in any class, restricted only by your character’s ability to gain acceptance in the guilds which train members of the desired class.  Your starting class is dependant on your race, because in order to join one of the larger guilds, your character must be welcome within their ranks.  However, if you want to play against type and play a character who starts off as a class not normally available to that race, it will be considered as long as it can be justified.
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All characters will start at level 1.  It will not be possible for your character to multiclass until level 4.  All levels from 4 to 30 may be gained in any class, restricted only by your character’s ability to gain acceptance in the guilds which train members of the desired class.   
 
 
This justification is accomplished by altering some of the setting’s lore.  You can’t alter the main cities of the game (for instance, by creating a magician’s guild in Rivervale), but you can create other sources of class training.  This will require quite a bit of work on your part, because you will need to create a location and NPCs which will allow your character to train in a normally disallowed class.  Even after all this work, there will be a limit to the number of levels that can be trained thus.
 
 
 
For example, Shannon wants to play an erudite warrior.  Obviously her character won’t have been training as a warrior in Erudin; there are no formal warrior trainers in the city, and she has far better opportunities available to her here.  So, Shannon decides that her character will be from another place.  She then creates a tiny village out on the Grand Plateau that’s so insignificant that only a few people even know that someone’s named it.  Here Shannon’s character grew up as the adopted daughter of a human family of farmers.  The mother in this family was once a prominent member of the Steel Warriors in Qeynos, and decides that her adopted daughter is going to be capable of handling herself in a fight.  So, she spends her childhood being trained as a warrior, and eventually leaves to see the world as an adventurer.
 
 
 
Shannon’s character could take the racial tradition inherited alliance to make it easier for the Steel Warriors of Qeynos to accept her, so that once she is level 10 and her mother can no longer teach her anything new, she can travel to Qeynos to continue her training.
 
This is all that is required to request GM approval.  However, if this idea is acceptable, Shannon still needs to flesh out the village by making a map, writing up some NPCs to populate it, and describing some history about the place.  It needs to be fully usable as a game world location, because her character will be returning there, perhaps with her allies, in the future.  And, this is all in addition to the 4x4 information required for the character.
 
  
 
===Spells and Songs===
 
===Spells and Songs===
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===Background Information===
 
===Background Information===
  
Your character's alignment is not as important in this setting as it is in D&D and other settings.  There are no means by which others might detect your alignment, and there are no spells and few effects that hamper or affect targets of specific alignments.  However, it is important to choose an alginment and a deity, because your character's actions and alignment might become very important to your patron god if he or she begins to pay attention to you. 
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Your character has a real history in the world.  He or she should be motivated to serve the best interests of god and guild.  However, the character need not be a one-dimensional stereotype of your class or religious adherent.  Think through why your character has made the life decisions that have lead him or her to this point in life.
 
 
Your character has a real history in the world.  He or she should be motivated to serve the best interests of god and guild.  However, the character need not be a one-dimensional stereotype of your class or religion.  Think through why your character has made the life decisions that have lead him or her to this point in life.
 
  
 
Aside from background information that defines your character’s motivations, you also need to create some secondary players in your character’s story.  This is called a “4x4”.  A 4x4 lists 4 contacts, 4 allies, 4 enemies, and 4 locations of your character.  These contacts are capable people you know who will help you for a price.  Your allies are close friends and family members who will help you out of a sense of loyalty – or they could be used as people who will call on you to do the same for them.  Your character’s enemies are foes or rivals with whom your character has a history, and who are capable of being problematic opponents again in the future.  The four locations are specific places not otherwise detailed in the setting information where your character has experienced something interesting.  These could be towns where your character once lived, locations of a known treasure stash, a natural landmark where something significant happened, a village where a contact of yours can be found, etc.
 
Aside from background information that defines your character’s motivations, you also need to create some secondary players in your character’s story.  This is called a “4x4”.  A 4x4 lists 4 contacts, 4 allies, 4 enemies, and 4 locations of your character.  These contacts are capable people you know who will help you for a price.  Your allies are close friends and family members who will help you out of a sense of loyalty – or they could be used as people who will call on you to do the same for them.  Your character’s enemies are foes or rivals with whom your character has a history, and who are capable of being problematic opponents again in the future.  The four locations are specific places not otherwise detailed in the setting information where your character has experienced something interesting.  These could be towns where your character once lived, locations of a known treasure stash, a natural landmark where something significant happened, a village where a contact of yours can be found, etc.

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