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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.
- All ability scores start at 8.
- Purchase ability scores from your pool of 28 points using the following
chart.
| Ability Score |
Point Cost |
|
Ability Score |
Point Cost |
| 9 | 1 |
|
14 | 6 |
| 10 | 2 |
|
15 | 8 |
| 11 | 3 |
|
16 | 10 |
| 12 | 4 |
|
17 | 13 |
| 13 | 5 |
|
18 | 16 |
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.
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