Legends of Farhold.gif (3410 bytes)
Fantasy Roleplaying Campaign developed by Steve Bonario for the 3rd Edition D&D game

 

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Player's Guide
Before You Create a Character | Character Creation | Combat, Magic & Experience

Character Creation

generating ability scores
Method 1: (character may be generated on your own before the game begins)

You have 84 points to assign to the following six attributes: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma. Do not adjust scores for race. No score may be below 6, and you must meet all racial and class minimum scores. Remember, do not apply racial adjustments.

If you plan to be a Warrior, and you’ve allocated 18 points to Strength, you can purchase a percentile strength roll for 4 points. You’ll roll it in front of me the first time you bring the character into play. After your roll, you may purchase up to 10 more percentile Strength value at a cost of one point per percentile.

For example, you spend 18 points on Strength and choose to be a Warrior. You spend an additional 4 points for a percentile roll, and roll 46. You’ve spent 22 points and your Strength is 18/46. You’re only 5 percentile points shy of the additional combat bonuses available with 18/51 Strength. You decide to spend an additional 5 points to increase the 46 to 51. Now you’ve spent a total of 27 points and your final Strength is 18/51.

Method 2: (character must be generated in front of me before the game begins)

Roll 4d6 (remove lowest die) six times; assign one roll to each attribute in any order. Choose a race and make sure your attributes can meet the racial minimums before adjusting for racial bonuses or penalties.

attribute minimums and maximums
You must have a minimum attribute score of 6 in each attribute if you used Method 1 to generate your character.

No starting score will exceed 18 (or 18/00) using Method 1. Using Method 2, racial adjustments might cause a score to exceed 18.

racial adjustments
Use only with Method 2, and make adjustments only after meeting racial minimum scores.

classes

  • Warrior (all races)
  • Ranger (human or half elf)
  • Paladin (human)
  • Wizard (human, elf, half-elf, gnome) note: no schools or specializations
  • Priest (human, dwarf, half-elf, half-orc, halfling)
  • Druid (human, half-elf, elf)
  • Rogue (all races)
  • Bard (human)

multi-class combinations permitted

Note: subclasses (Ranger, Paladin, Druid, Bard) are not available as part of multi-class combinations. Always use the most favorable category for saving throws, weapon/non-weapon proficiencies, etc.

Elf

  • Warrior/Wizard
  • Warrior/Rogue
  • Rogue/Wizard

Dwarf

  • Warrior/Priest
  • Warrior/Rogue

Gnome

  • Warrior/Wizard
  • Warrior/Rogue
  • Rogue/Wizard

Halfling

  • Warrior/Priest
  • Warrior/Rogue
  • Rogue/Priest

Half-orc

  • Warrior/Priest
  • Warrior/Rogue

Half-elf

  • Warrior/Wizard
  • Warrior/Priest
  • Warrior/Rogue
  • Wizard/Priest
  • Rogue/Wizard
  • Warrior/Wizard/Priest
  • Warrior/Wizard/Rogue

 

non-human level limits
Non-humans are limited in level advancement. Level limits are per table 7 of the DMG. Characters with high prime requisite scores can exceed these limits as shown in table 8 of the DMG.

beginning hit points
All characters begin with maximum hit points plus any Constitution bonus. At each level advancement, you can choose to take half of the maximum or roll the die.

beginning experience points
All characters begin with zero (0) experience points and at 1st level. However, if you write a character background, you may receive bonus starting experience of up to 2501XP. The character background should reveal something of your character’s personality, why they chose their profession, and what secrets from their past may come back to haunt them. Also include what the wishes, hopes and dreams are for the character. Bring this to the first game in which you play the character and I’ll read it over. Or, better yet, get it to me ahead of time.

languages
All characters begin the game with knowledge of spoken Tradespeech (which is the common language).

Written Tradespeech requires a proficiency slot.

Spoken racial tongues may be learned as proficiencies as follows:

  • Human: Caladite, Ellandrian, Medóran, Scornician, Ve’Dhir
  • Dwarf: Dwarven
  • Elf: Elvish
  • Gnome: Gnomish
  • Orc: Orcish
  • Goblin: Goblin
  • Halfling: Halfling

Written racial languages may be learned as proficiencies as follows:

  • Human: Tradespeech (common), Caladite Script, Ellandrian Script, Scornician Script, Ve’Dhir Script
  • Dwarf: Futhark Runes
  • Elf: Tengwar Script
  • Orc: Orc Runes
  • Goblin: Goblin Runes
  • Gnomes and Halflings: usually use written Tradespeech, but occasionally use Futhark Runes.

available races

dwarves
All character dwarves are mountain dwarves. Mountain dwarves spend most of their lives in the depths of massive mountains. Dwarves living on the surface and among other races are typically mercenaries, adventurers, outcasts, or artisans selling their crafts and services. Such dwarves tend to distrust all other races, except Gnomes, and they especially distrust half-orcs.

elves
All character elves are high elves. Most elves live deep in Arhillon, the Elven Wood, and shun contact with other races. Elves living outside of Arhillon are typically mercenaries, adventurers, outcasts, or artisans selling their crafts and services. Such elves tend to be aloof, preferring not to associate too closely with other races beyond a business level.

gnomes
All gnome characters are surface gnomes. Most gnomes live in warrens and burrows in Arhillon, the Elven Wood. Gnomes living outside of Arhillon are typically adventurers or artisans selling their crafts and services. Almost all gnomes are jovial and curious, tending to get along with members of almost any race.

half-elves
Rare folk, half-elves are the product of an Elven and Human union. Elves generally consider half-elves to be humans and almost never treat them with anything less than contempt. Most half-elves dwell in human communities, keeping their elven heritage to themselves (if they can).

half-orcs
As rare as half-elves, half-orcs are the product of an Orc and Human union. Orcs raise half-orcs as their own, but they usually suffer additional bullying at the hands of their peers. Consequently, half-orcs who survive tend to be tougher than most folk. Some choose to live among Orcs, others among humans. In human society, though, the term "half-orc" is almost always used to insult another human.

halflings
Halfling characters are hairfoot halflings. Most halflings live west of the Elven Wood in the Far Hills. Halflings are rarely found outside of their distant villages. Those who do leave their villages are usually adventurers or artisans selling their crafts and services. Halflings living in human society tend to congregate with the local dwarf or gnome population, but they are almost universally thought of as thieves or con artists.

humans (Northlander, Scornician, Ve’Dhir)
Human characters come from one of three racial stocks: Northlander, Scornician, or Ve’Dhir (veh`-deer)

Northlanders are similar to northern Europeans, fair skinned with a range of hair and eye color. Northlanders are the dominant human race in Farhold and the Northern Lands.

Scornicians are similar to Egyptian and Arabic peoples, being olive- or brown-skinned with dark hair and eyes. Scornicians dominate the Jade Peninsula of the southern continent, especially the city of Brass Gate.

Ve’Dhir are similar to African peoples, being dark- to black-skinned with black hair and eyes. Ve’Dhir dominate the Iron Kingdoms of the far south.

alignment
As an experiment, alignment will not be used in the Legends of Farhold campaign. This does not mean you are free to commit chaotic and evil acts—it simply means that your motives and the motives of NPCs and monsters may not be so clearly defined or guided by alignment as by other needs or interests. Spells such as Detect Good/Evil still detect good and evil intent, as they were meant to do, and spells such as Protection from Good/Evil become simply a Protection spell.

As I said, this is an experiment. If I find it is needed, I’ll introduce it to the campaign as necessary.

proficiencies
See the NonWeapon Proficiencies section of the Player’s Handbook for available proficiencies. You character’s Intelligence score provides additional NonWeapon proficiencies as indicated by the #of lang. column in Table 4: Intelligence.

starting money and equipment
Use the tables provided in the Player’s Handbook. If multi-classed, choose the class which offers the best starting money. You automatically receive the maximum amount of starting money.

Equipment listed in the Player’s Handbook is available for purchase at the prices indicated. These prices reflect a price average for starting equipment only. Prices may vary considerably in the campaign.

encumbrance
Encumbrance rules are in use. Use Table 48: Modified Movement Rates to calculate your movement rate based on your character’s encumbrance.

 

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