Character Creation (Tirr Supplement)
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Rules for Character Creation
While Tirr is a rather grand and expansive world, considering all the planes involved, there are a few limitations placed upon character creation. For one, a player is expected to pick a race, though their character is usually required to be native to the Material Plane, though some exceptions apply. Picking a race from the major races involved in Tirr, or have your DM approve an alternate one.
Your character's ability scores are determined using a 50 point buy, and like in normal character creation, you may not raise a stat above an 18 before racial modifiers. You can also, if you so choose, elect to optionally use 4d6 drop lowest rolls, or, 1d20 rolls for each stat. Unlike in the previous two circumstances, in the last case, you may keep any 19 or 20s that you roll; You must also keep any lower rolls, such as 1-4, even if it detriments your character. Be warned!
- Flaws and Traits
- You may gain up to two flaws during character creation.
- You must gain one traits during character creation.
- Knowledge (Nature) and Knowledge (Geography) have been rolled up into Survival, for all uses of these knowledge skills use Survival instead.
- You may use either Int or Wis for Survival whichever is higher.
- You may use either Str or Cha for Intimidate whichever is higher.
- Hit Points
- All Characters gain maximum hit points for their class + constitution score at first level, rather than maximum hit points + constitution modifier.
- Damage Shock
- Any time a character would receive damage equal or greater than half his current hit-points, he must roll either a Fortitude or Will Save with a DC of 15 + the amount of damage above half their current hit points. If they fail, they are knocked unconscious for 1d4 rounds. If the DM so deems, the character may make another Fortitude or Will Save to wake up. The DC for such a check is 20 + 1/2HD of the fallen character. Characters with no constitution, and otherwise immune to critical hits, are not subject to this rule.
Classes & Races & Alignment
Some small changes to class dynamics have been made, and, while limited, will probably affect which classes you may want to play.
- The Paladin's Code of Conduct is somewhat more relaxed. Given the large number of Deities capable of being served, they may do as they feel necessary, so long as their actions are aligned with their deity's views/goals.
- Paladins can be Any Good.
- The Shadowknight's Code of Conduct is somewhat more relaxed. Given the large number of Deities capable of being served, they may do as they feel necessary, so long as their actions are aligned with their deity's views/goals.
- Shadowknights can be Any Evil.
- The Mageknight class is entirely based out of Tirasus, as its state guardsmen are its sole practitioners. Its possible for other entities to learn the class, but expect heavy relations with Tirasus to be involved.
- The Dragoon class is entirely based out of Godsreach, as its Dragoon Corps are its sole practitioners. Its possible for other entities to learn the class, but expect heavy relations with Godsreach to be involved.
- Dwarves are a nigh extinct race, the last few of them being mostly gathered in the Kerrigan region. To choose these means you are limited to applicable locations and will suffer the effects of being nearly isolated from all others of your race, elsewhere.
Homebrew and Other Supplements
Anything not listed in this campaign setting is forbidden, or recommended to be. Most classes are either adapted versions of the originals, or completely created for this campaign, as are races. Some supplements are allowed, and can be found in the resources section.
Characters are expected to act accordingly to their class and personality. Advancement largely occurs as per normal, though certain events may cause spontaneous growth in characters, such as the gaining of feats, traits, and flaws through accomplishments and trials in the actual campaign rather than simply as a by-product of gaining experience.
Alignment is important. It determines the types of deities your character associates with, the classes he might take, and the kind of influence he has on the group, as well as vice versa. While Evil alignments are difficult to cope with, a skilled DM can allow it. The only restriction is that the Neutral alignment be given particular attention, as determining actual reason for a character to even participate in the conflicts that the party is likely to endure is difficult for such. That said, freedom from alignments is applicable, as not every Lawful character is completely without his bit of random behavior, every now and then, and the same is for many others.