Post by Zyraen on Apr 4, 2018 9:48:36 GMT 8
NETHRIL CHARACTER CREATION
Allowed Races: Human, Half-Elf, Elf, Eladrin, Dwarf, Half-Orc, Dragonborn, Tiefling
Up to one character in the party may be Warforged (aka a cyborg)
Unbound Char Creation factors your Stat bonuses in. Hence race is mostly for fluff and Racial ability. Racial bonuses to NADs (ie Fort Reflex Will) are also excluded.
You can also suggest a different Racial ability if you feel it suits your character fluff, eg Genasi racial fits quite a few elements well. GM will have the say whether it applies.
Remember that Racial ability cannot be regained via WP.
GEAR
You are assumed to have most mundane gear you will need as an adventurer, subject to what makes sense for your character. The items are mostly used for fluff and to allow skill checks, but do not add any bonus to your skills. Rope still works to lower DCs and provide bonuses.
Most characters will have adventuring kit, with ropes rations etc. A character not skilled in Thievery will not have thieves' tools. A character not skilled in Bluff will not have a disguise kit.
You do not have to track encumbrance and ammo.
MAGIC ITEMS
The previous rule of 3 floating items still applies. You may change these items every time you level up.
The items are of up to your Level -1, your Level, your Level +1.
So at L8 you can have up to L7 L8 and L9 floating items. You can choose lower level items but not higher.
None of the items may be Rare. Floating items may not be sold, monetized nor upgraded with gold for any reason (see below), but GM may allow custom properties that subsequently become permanent.
For clarity, if a magical property on weapon/implement has (Melee) in bracket, it only works with melee attacks.
RARE ITEMS
Rare items may only be found. They have to be upgraded with gold. Custom Rares may allow more than 1 tier of upgrade.
A character may equip no more than 1 rare item per tier ( ie per 10 levels of character, rounded up ).
Eg. L8 char may equip up to one Rare item
Eg. L12 char may equip up to two Rare items
Eg. L26 char may equip up to three Rare items
BUYING/UPGRADING MAGIC ITEMS
You may buy magic items in most major cities of Nethril, and other major cities of the setting. Some cities may have caps on the item level available due to being less magically inclined or less open to trade.
You may of course also find magic items in the course of adventuring.
A magic item that is no longer wanted can be sold at any city for 50% of its value.
As long as you have enough gold, have a ritual caster (typically wizard) is with the party, and you have one hour or more, you may spend gold to upgrade your magic item (but never a floating item) no matter where you are. You may consume unwanted magic items (never floating) in this upgrade process, treating them as 50% of their value.
For easy reference, magic item cost is as follows
L1 360
L2 520
L3 680
L4 840
L5 1000
All subsequent levels are equivalent to 5 times the price of an item 5 levels lower.
Eg. L8 item costs L3 680 x 5 = 3400
Eg. L22 item costs 5 x L17 = 25 x L12 = 125 x L7 = 625 x L2 = 325,000 gp
CONSUMABLES
As usual, per previous you can buy common consumables of up to L10 from cities, or up to L5 from town.
In addition, each player may purchase up to 2 potions of Cure Light Wounds at 50 gp each.
STARTING GOLD
Characters start with gold based on an approximate attendance of the previous arc.
Regulars: 3000 gp
- players Samuel*, Jonas, David
Normal: 2600 gp (same as L7 item)
- players Esabel, Forrest, Fawwaz
New: 2200 gp
- players Kyle
* - Samuel's character Bahusar may choose to start with 800 gp less for a "character-bound" Rare called Aecris the Dawnbringer +2. It is similar but not identical to the previous Aecris, Daylight +2.
Aecris need not be equipped (since it would consume his Rare slot), but can never be sold nor consumed for gold/upgrade.
Allowed Races: Human, Half-Elf, Elf, Eladrin, Dwarf, Half-Orc, Dragonborn, Tiefling
Up to one character in the party may be Warforged (aka a cyborg)
Unbound Char Creation factors your Stat bonuses in. Hence race is mostly for fluff and Racial ability. Racial bonuses to NADs (ie Fort Reflex Will) are also excluded.
You can also suggest a different Racial ability if you feel it suits your character fluff, eg Genasi racial fits quite a few elements well. GM will have the say whether it applies.
Remember that Racial ability cannot be regained via WP.
GEAR
You are assumed to have most mundane gear you will need as an adventurer, subject to what makes sense for your character. The items are mostly used for fluff and to allow skill checks, but do not add any bonus to your skills. Rope still works to lower DCs and provide bonuses.
Most characters will have adventuring kit, with ropes rations etc. A character not skilled in Thievery will not have thieves' tools. A character not skilled in Bluff will not have a disguise kit.
You do not have to track encumbrance and ammo.
MAGIC ITEMS
The previous rule of 3 floating items still applies. You may change these items every time you level up.
The items are of up to your Level -1, your Level, your Level +1.
So at L8 you can have up to L7 L8 and L9 floating items. You can choose lower level items but not higher.
None of the items may be Rare. Floating items may not be sold, monetized nor upgraded with gold for any reason (see below), but GM may allow custom properties that subsequently become permanent.
For clarity, if a magical property on weapon/implement has (Melee) in bracket, it only works with melee attacks.
RARE ITEMS
Rare items may only be found. They have to be upgraded with gold. Custom Rares may allow more than 1 tier of upgrade.
A character may equip no more than 1 rare item per tier ( ie per 10 levels of character, rounded up ).
Eg. L8 char may equip up to one Rare item
Eg. L12 char may equip up to two Rare items
Eg. L26 char may equip up to three Rare items
BUYING/UPGRADING MAGIC ITEMS
You may buy magic items in most major cities of Nethril, and other major cities of the setting. Some cities may have caps on the item level available due to being less magically inclined or less open to trade.
You may of course also find magic items in the course of adventuring.
A magic item that is no longer wanted can be sold at any city for 50% of its value.
As long as you have enough gold, have a ritual caster (typically wizard) is with the party, and you have one hour or more, you may spend gold to upgrade your magic item (but never a floating item) no matter where you are. You may consume unwanted magic items (never floating) in this upgrade process, treating them as 50% of their value.
For easy reference, magic item cost is as follows
L1 360
L2 520
L3 680
L4 840
L5 1000
All subsequent levels are equivalent to 5 times the price of an item 5 levels lower.
Eg. L8 item costs L3 680 x 5 = 3400
Eg. L22 item costs 5 x L17 = 25 x L12 = 125 x L7 = 625 x L2 = 325,000 gp
CONSUMABLES
As usual, per previous you can buy common consumables of up to L10 from cities, or up to L5 from town.
In addition, each player may purchase up to 2 potions of Cure Light Wounds at 50 gp each.
STARTING GOLD
Characters start with gold based on an approximate attendance of the previous arc.
Regulars: 3000 gp
- players Samuel*, Jonas, David
Normal: 2600 gp (same as L7 item)
- players Esabel, Forrest, Fawwaz
New: 2200 gp
- players Kyle
* - Samuel's character Bahusar may choose to start with 800 gp less for a "character-bound" Rare called Aecris the Dawnbringer +2. It is similar but not identical to the previous Aecris, Daylight +2.
Aecris need not be equipped (since it would consume his Rare slot), but can never be sold nor consumed for gold/upgrade.