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Player's Guide

This portion of the website deals with character generation and includes detailed information on races, classes, skills, feats, and magic available in the World of Raskia. Character generation in the World of Raskia is similar to the same process in any D&D campaign. The steps are outlined below for the sake of convenience. Links on the sidebar will enable you to jump to other parts of the Player's Guide with ease.

0. Check With Your Dungeon Master

Always do this first. Your DM may have restrictions on the types of new characters that can currently come into play. He may also suggest certain classes, races, or juicy background tidbits that will help your new character integrate smoothly into the campaign.

1. Ability Scores

Generate your ability scores using the Nonstandard Point Buy method from the Dungeon Master's Guide. Start with 28 points, and use the following guidelines.

  1. All ability scores start at 8.
  2. Purchase ability scores from your pool of 28 points using the following chart.
    Ability Score Point Cost   Ability Score Point Cost
    91   146
    102   158
    113   1610
    124   1713
    135   1816

2. Choose Class and Race

The available player character classes in the World of Raskia are all those found in the Player's Handbook, plus the Shaman from Oriental Adventures. Available NPC classes include all those listed in the Dungeon Master's Guide plus the Arcane Healer from Occult Lore and the Thug from Traps & Treachery. Not all classes are available to all races.

Available races are listed below. Note that most races available to player characters are Human sub-races. Humans in the World of Raskia receive all of the adjustments listed in the Player's Handbook plus additional adjustments listed under each heading. Available races are listed below.

  • Human
    • The Kvells, brutish seafaring barbarians of the north.
    • The Russks, sturdy workers with a past concealed by slavery and steeped in mystery.
    • The Geirlish, remnants of a once-proud race of conquerors.
    • The Visany, nature-loving nomads known for their music and trickery.
    • The Hossacks, noble descendants of the ancient Russks.
    • The Æruth, warlike horsemen of the southern steppe.
    • The Rosvany, exotic pirates of the southern seas.
  • Gnomes, merchants and engineers who live reclusively in the hills.
  • Halflings, curious diminutive folk who dwell among the Russks.
  • Dwarves, Elves, Half-Elves, and Half-Orcs are usually unavailable for player characters. Please consult the Dungeon Master if you wish to play one of these races.

Classes and Languages

Each race has automatic and bonus languages listed in its description. These should be handled normally. However, some classes also offer additional bonus languages, as shown below. Please note that there is no such tongue as Common in Raskia.

Cleric
Abyssal, Celestial, Infernal, Ancient Raskim, Ancient Russk
Druid
Druidic, Sylvan, Draconic
Wizard
Draconic, Ancient Raskim, Ancient Russk, Dwarven, Giant

3. Assign and Adjust Ability Scores

Each race, including the Human sub-races, has ability score modifiers. Apply these to the scores you selected in Step 1.

4. Review the Starting Packages

You are strongly encouraged to use the starting packages listed for each class as inspiration only. Let your imagination and desires shape your character.

5. Record Racial and Class Features

Note on your character sheet the abilities, features, and adjustments granted by your character's race and class.

6. Select Skills

All of the skills listed in the Player's Handbook are available. In addition, the Herbalism and Astrology skills from Occult Lore and the Tactics skill (which actually covers both Strategy and Tactics) from War are also available. If you would like to make use of a skill not found in this list, please consult the Dungeon Master.

7. Select Feats

Humans in the World of Raskia receive a bonus Background Feat in addition to their standard bonus feat at first level.

8. Create and Review Description

Using the information you have gathered for your character, come up with a good description. Include height, weight, skin color, eye color, and hair color. Note any interesting features about your character, and form a clear enough picture that you will be able to describe him when the DM prompts you to do so.

9. Select Equipment

First level characters select equipment normally as per the Player's Handbook. Note that some characters, such as Æruth, may have access to equipment from other books as well. Characters starting past first level will need to check with the Dungeon Master to discover the funds and equipment that will be available to them.

10. Record Combat and Skill Numbers

Add up all the bonuses, penalties, and funny numbers from your character's stats, equipment, feats, and attributes. Record these on your character sheet for quick reference.

11. Fill In the Details

Flesh out your character. Give him a name, a personality, and a detailed background. Make sure to leave dangling clues that the DM can use for plot hooks, and outline his motivations and desires. It's important to come up with a history for your character that takes into account family, friends, custom, and religion. Most people in Raskia grow up learning an important trade that has nothing to do with adventuring. For example, your character may have grown up learning to be a tanner, a wainwright, or a farmer. In addition, most families are fairly large. Your character will probably have two or three siblings.

Finally, send this information to the DM for review.

Erik Arneson
Last modified: Fri Aug 13 16:26:58 PDT 2004