Character Creation Rules (Herregor Supplement)
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Creation Rules for the 3.5 Herregor Campaign
- Ability Scores: Characters will be using a standard array of 16, 15, 14, 12, 11, 10. Every 4 levels the character will gain 2 points to distribute to any two ability scores of their choice. These points must be assigned to two scores, they may not be assigned to the same ability.
- Weapon Groups: We will be using the weapon group variant, as described here with the following changes - Druids gain only basic weapons but are not restricted by ethos, sorcerers start with basic weapons plus 1 more group and proficiency in light armor.
- Classes: Bards and Monks are not in play at this time. This may change as the campaign progresses. Barbarians and Druids are DM approval only. Elves cannot play Clerics and Elven Rangers use a variant of the class which gains a familiar instead of an animal companion and casts limited arcane spells instead of divine.
- Traits & Flaws: These optional rules are not in play.
- Feats & Powers: All players may select feats and spells from the PHB, DMG, and Pathfinder at creation and may also draw from one additional "splatbook" as approved by the DM at creation. They may add an additional source from which to draw feats and powers at 5th level, and every 5 levels thereafter. These choices must still be cleared by the DM.
- Arcance Spell Failure: There is no spell failure for armor the user is proficient in.
- Eastern Flavor Items: Weapons with "eastern flavor" are not in play for the start of the campaign, this may change as the game progresses and these cultures are introduced. These weapons include: the Kukri, Kama, Nunchaku, Sai, Siangham, Spiked Chain, and Shuriken.
- Life Path: I strongly suggest the use of the Lifepath Generator to aid in character background generation. I will also add the final tweaks (names, places, and final tweaks) to aid in integration into the world. If you don't want to do the work on the life path yourself I have some pregenerated results available for use.