Character Creation

This section contains rules and decisions related to character creation in the campaign, using D&D 4E rules. Note: the campaign started using D&D 3.5, so notes on conversion are also given.

Starting Level

Main characters will start at level 9 (minimum experience required to reach that level). Pre-existing (3.5) main characters will start at level 10.

Supporting characters will start at level 7. Pre-existing (3.5) support characters will start at level 9.

Ability Generation

Ability scores shall be generated using the standard 22 point buy system.

Advantages/Disadvantages

Initial thoughts are to leave this to roleplaying. If you have some particularly affecting advantage or disadvantage you want to play (e.g., a peg leg or severe mental illness), let the DM know and a custom solution can be arranged.

Skills and Specializations

We will use the skills described in the 4E PHB. However, it is possible to “specialize” in a particular area of a skill. For example, a street character might want to specialize in “underworld” diplomacy. This character would be at an advantage (+3) when trying to negotiate with underworld characters, but would be at a disadvantage (-3) in all other diplomatic circumstances. There can be only one specialty per skill.

Specialization must be noted on your character sheet or background.

Also, D&D 4E does not provide rules for detailed knowledge and profession type skills. Your character may choose up to 2 “background” skills such as “candlemaking” or “piracy”. These are intended as “flavor” skills. You are automatically trained in your background skills. You cannot specialize—background skills are by their nature a specialty. You cannot take any background skills that would directly affect combat (e.g., “Slash Attacks” or something ridiculous like that).

Starting Wealth & Equipment

TBD.

Character Creation

Eberron - The Exigency of War trickshot