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Character generation

1454756954

Edited 1468698940
Stephen D
Elite
Marketplace Creator
The following thread describes the character generation process for The Maladon Campaign 1) Maladon uses standard 5th Edition D&D character generation using 27 point buy. All characters start at first level. If you die 'in game' you return as a first level character (though see note 8 below). A tool for calculating point buy can be found  here 2) All standard Races and Classes are permissible from the 5e PHB. Races and Classes from ANY offcial 5e sources are also allowed (but no unofficial splat or netbooks). 3) Human characters may use the variant rules; where by they can take two +1s for attributes, a Feat and an extra skill. Note that this feat DOES NOT count towards the maximum number of feats that a character can have, to keep humans balanced with other races. 4) Human characters have social advantages over other characters; because non-humans are 'second class citizens' in the Valmari Empire. 5) All characters must take the standard equipment from their race/class/background.  I may allow equipment swaps on a case by case basis. 6) Languages are treated differently in Maladon; see here for details.................. 7) A character may start Maladon with an XP 'debt' in order to buy a feat; this costs 150 XP for a first level and 300 XP for a second level character. No character may start wiith an XP debt larger than 600 XP and only human characters may have two feats at character generation. See here for a list of new feats (note that only one's marked 'active' are currently allowed). 8) If your character dies you get the XP from their last mission to use to build your next PC, possibly advancing them to higher levels. As part of making your background, you will need to consider how your character feels about the Empire and why you were sent to Maladon? Are you here willingly or have you been sent here? Do NOT turn up to a session without a character created. I will not handhold you through character creation whilst everyone else sits and watches, You are wasting their time; be respectful and contact me BEFORE the game!! Players' Handbook can be found here
1456230086

Edited 1466778307
Stephen D
Elite
Marketplace Creator
Levelling up The rules for levelling up are as follows: 1) Characters may not level up whilst playing; levelling up can only happen in the downtime between adventures. 2) 10 days minimum must elapse in Maladon to level up; this is now dictated by the campaign chronology as detailed in the Calendar . 3) Characters going up in level for their current class merely need to let 10 Maladonian days pass and need to train (no adventures allowed for that character) in order to level up. 4) Hit point increases are not rolled; they increase by 0.5 x hit-dice maximum + 1 + Con modifier. 4) Characters changing class need to wait longer before levelling up (and cannot adventure) as follows: to change to a different martial class (i.e. from martial to martial) requires 30 Maladonian days of training; to change from any class to a different arcane or divinely magical class requires 2 Maladonian months of training and must also be supported by events in game. If you intend to multiclass; please inform the DM before you gain the XP required. 5) Learning a Feat requires 1 Maladonian month of training and you must find someone who knows the feat to train you (see  here for a list of trainers). You must also expend XP equal to 0.5 x (minimum XP for next level - minimum XP for current level). This XP is 'lost' and does not contribute to gaining levels. You cannot spend XP such that you would lose a level. You can adventure in the middle of training but days on adventure are lost and do not count towards the month of training. See here for a list of new feats (note that only one's marked 'active' are currently allowed). 6) Classes that start as martial and become magical e.g. Arcane Trickster or Eldritch Knight need special handling in game. Please tell the DM before you have the required XP to level up, if you want to enter these paths. 7) At level 4th etc where a character normally may take either a feat or a atttribute increase, they may now only take an attribute increase. Feats can only be bought between levels via XP spends. 8) Training for mutliple things can be concurrent but you can train for no more than two feats, levels etc at a time. 9) Characters may train to become proficient in skills; this takes 1 Maladonian Month. XP costs are available from your DM. Training more than 2 skills takes up a feat slot over the life of your character.      
1463286191

Edited 1469437459
Stephen D
Elite
Marketplace Creator
Character Death When a character dies, the XP they earned for their last adventure (i.e. the one they died upon) is passed to your next character. When you roll up your next character they start with an XP bonus equal to the amount of XP your dead character earned for their last adventure. This XP may be used to purchase feats or research spells or train an animal companion before the game starts. If there is a sufficient amount, it may also allow your character to start at a higher level than first. Also you will receive 100gp for each level that you start above the first, i.e.: Lvl 2 = 100gp Lvl 3 = 200gp ...
1465041981
Stephen D
Elite
Marketplace Creator
Feats that previously granted increases to attributes no longer do; you gain the other benefit but the feat does not increase your attribute any longer.
Why?
to smoothen out power curve is what he told me. Since ppl basically auto get stats increase at lvl 4 and so on giving them more ability increase inbetween due to feats makes the PCs much stronger. 
1465124459
Stephen D
Elite
Marketplace Creator
I actually have a better idea after thiinking about this problem. You have 1 point in every stat that you can get from a feat; after that you can't get any more, so if two stats grant +1 Str and other things, you only get +1 to Str if you take both but all the other stuff.