Character Creation (Aegir Supplement)

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This page contains advice for players creating characters in Aegir. Remember that this is just a guideline - always talk to your DM about how he or she wants to handle character creation.

For DMs: Suggestions are provided in this section for ability scores and hit points in terms of the typical difficulties of an Aegir campaign, but you can and should change these if your campaign is higher or lower powered than usual.

1. Read the Character Fact Sheet (Quick Facts (Aegir Supplement))[edit]

This page contains the bare bones details about the world you will be playing in, and what a typical character might know. This will help you choose what type of character you want to play. Thinking of a character concept first and fitting a race or class to that concept can result in more natural characters, but sometimes choosing a race and class first can help develop a character idea. Regardless, keep in mind that Aegir is not a high fantasy setting, and you will be far more likely to meet other "civilized" NPCs than monsters or even monstrous humanoids.

2. Choose a race and class[edit]

Look through the Races (Aegir Supplement) at the common playable races of Aegir. Other possible races are mentioned there, but make sure you check with your DM before deciding to play one.
Keep in mind the background on each race when choosing a class. For example, halflings have virtually no spellcasters but are natural rogues and diplomats. Human sorcerers, bards, and warlocks are feared and hunted. Fey generally dislike wizardry but have a natural affinity for innate magic. See the Races (Aegir Supplement) for details.

3. Determine ability scores[edit]

Aegir is a medium powered campaign, so the default methods for generating ability scores are preferred. These include:
  • 4d6 discarding the lowest roll
  • Standard point buy (22 points)
  • Standard array

4. Choose skills, feats, and powers[edit]

The setting itself does not pose any particular restrictions on feats or powers. Talk with your DM to be sure he or she does not have any house rules on the subject (some DMs only allow feats and skills from the core rulebooks, for example).

5. Choose equipment[edit]

What type of equipment your character will have access to will be heavily dependent on what part of Aegir you will be starting in. Regardless, magic items and particularly wondrous items are less common in Aegir. Fey will have less access to metal items than humans, while dwarves may be given a discount on these items. You can also add flavor to your equipment based on your character's background - read some details on your character's race and style their gear accordingly. For example, lizardfolk often decorate their war gear with colorful feathers from the bird's found in their jungles. Many human families have a special knotwork design passed down from their ancestors which adorns their weapons and armor.

6. Choose a background and religion[edit]

Choosing a religion is more important for some characters than for others (namely, clerics and paladins). In Aegir, there are two basic pantheons, one good, the other evil, with a few neutral bystanders. The side of good is constantly battling the side of evil in the divine realm of Threysos. Check out the religion article for details.
The rest of your character's background will most likely depend in part on how the DM will be starting the campaign. Work with him or her to find out what options are available, and refer to the background on your character's race for ideas. A little bit of back story can go a long way towards improving a campaign - a good DM will find a way to bring elements of a PC's past into the campaign, and this really helps to draw players in and make everything seem much more important and personal to their characters. Some DM also give special in game bonuses to characters who provide a back story, such as experience or money.

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