Of Crowns and Conquest (3.5e Campaign Setting)/Character Creation
Contents
To start playing in Krypteia, you will need to roll your stats. Natural rolling creates an opportunity for more nuanced characters and the point buy to balance it helps these Characters be fun to play. Once you have your ability scores, It is time to pick the race and background.
Ability Scores[edit]
Roll 3d6 (without any rerolls) for each stat in the order of Str, Dex, Con, Int, Wis, and Cha. Add up the sum of your ability scores and subtract that number from 82. Use the remaining number as your point buy. Ability point costs are 1:1 to 14, 1:2 to 16, 1:3 to 18
Example[edit]
Str roll: 3,2,6 = 11 Dex roll: 1,4,3 = 8 Con roll: 5,5,6 = 16 Int roll: 4,1,5 = 10 Wis roll: 1,5,2 = 8 Cha roll: 2,2,3 = 5
Sum of scores (11+8+16+10+8+5) is 58. 82 - 58 = 24
Can now spend 24 points to fill out the rest of the stats.
Str Buy: 7 = 16 Dex Buy: 2 = 10 Con Buy: 6 = 18 Int Buy: 2 = 12 Wis Buy: 2 = 10 Cha Buy: 5 = 10
(7+2+6+2+2+5) 24 points spent.
Background[edit]
No Character is complete without a backstory. Below are examples of the typical childhood and adolescent experiences in Kryptiea. As always, this is not an exhaustive list, if you wish to have a backstory that is not listed here discuss it with your GM. Pick a location that you grew up in, and a profession that you worked as an adolescent.
Locale | Description |
---|---|
Tribal | You belonged to an uncivilized hunter-gatherer societies. |
Marine | A character with a marine background has spent most of his time in the water, usually in the open sea |
Wandering | Some occupations require a lot of movement. Entertainers may have to go from castle to castle or village to village, while nomads are constantly moving from place to place. This background is also appropriate for unsavory occupations like bandits or thieves |
Rural | You grew up in the countryside. This includes the forest as well as the territory of a feudal noble |
Village | The majority of the population of Kryptiea lives in small villages scattered throughout the land. Most of the work is menial: farming, fishing, logging or mining. |
Castle | You were raised in a fortress, with all the comforts of a military lifestyle. The close quarters found you mingling with everyone from the common folk, guardsmen and aristocratic elite. |
Urban | You've seen both sides of the world, the large extravagant buildings of the rich and the old worn down shacks of poor. You heard of much and maybe seen heroes and lords strut about and talk big about the adventures they've had. |
Outlaw | Your childhood consisted of finding yourself or your family on the wrong side of the law, and avoiding it |
Profession | Trait | Benefit |
---|---|---|
Woodsman, Shepard, Stablehand, Miner, Farmer | Plowshares to swords | You trade in your tools and may purchase arms and armor 50% cheaper |
Courtesan, Courtier | Refined taste | You start with jewelry, clothing, and luxury goods equal to 50% your starting gold |
Courier, Laborer, Servant, Slave | Helping hand | In exchange for your assistance, your food and lodging is always free for you and your companions/mount. |
Apprentice, Artisan, Craftsman | Skilled improviser | You start with a set of masterwork Artisan's tools; you ignore the facility penalty when crafting in an improvised facility. |
Athlete, Entertainer | Lifesavings | You start with an extra 50% more gold |
Merchant, Sailor | Midas touched | You start with 1 wagon and 2 light horses or a Launch boat and 50g worth of commodities/trade goods. |
Militia, Bouncer, Guard, Squire, Soldier | Hardened warrior | You may add a free modifier to your weapon or armor |
Acolyte, Arcane Student, Healer, Scribe | Booksmart | Alchemical items and scrolls you purchase with your starting gold are 50% cheaper |
Thief, Con Artist, Pirate | Five finger discount | All tools and skill kits you purchase with your starting gold are 50% cheaper |