CHARACTER CREATION

"The natives of Hallondry are a favored dish of mine, with their hardy meat and strong, stern bones. However did they become so tasty?"

                                                            -Sharptongue 
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ABILITY SCORES
Use the Point-Buy Method (page 13, PHB). However, instead of having 27 points to purchase your Ability Scores, you have 30. You will need them. If you wish to begin play with a Dark Gift (page 22, VGR) then you may choose one (with DM’s approval) instead of taking these 3 extra points. Lineages do not really fit in with this Campaign, and are not available.  
 
Velsey Says: “Rookhelm is fraught with dangers, and we are a people accustomed to hardship.”  

RACES
Dwarf, Halfling, Human (Variant Human Traits on page 31 are allowed) 
 
Velsey Says: “Our Village is a family, and secondary traits like blood ancestry hold little importance in us. We are all one community, no matter the blood you keep. The vast majority of Rookhelm’s inhabitants hail from either Human, Halfling, or Dwarven stock.” 
 
SOCIALLY TRUSTED CLASSES 
Barbarian, Bard, Cleric (The Fates [Domains: Knowledge, Trickery]), Fighter, Paladin (Paladins of Good only—The Fates do not employ Zealots), Ranger, Rogue 
 
Velsey Says: “We are a simple people, and prize practicality over more...unpredictable enterprises.” 
 
SOCIALLY DISTRUSTED CLASSES
Druid, Sorcerer, Warlock, Wizard 
 
Velsey Says: “In our experience, most mortals do not fare well when entrusted with unknowable forces. The will may be strong, but the temptation to succumb to greater mystical power never sleeps.”  
 
RESTRICTED CLASSES
Monk 
 
Velsey Says: “Dave is right. Monks are dumb. <3” 
 
ALIGNMENT
Any Non-Evil 
 
Velsey Says: “Hallondry is the only place of relative safety in all of Rookhelm. Outside of our tightly-knit community rests the insane plant-things of the Rotsplinter Woods, the befouled cannibal camps of the Caliban who haunt the Gristlewick Caverns, and the unfathomable Lady Rookstride and her gruesome cadre of guardians. Despite the oceans of evil around us, our family somehow maintains its goodly nature.” 

STARTING WEALTH 
(Choose one) Take the maximum starting wealth of your Class (don’t roll), and then half the result. Spend that amount on your equipment, OR, gain the Equipment listed for your Class and Background (ignore the gold). 
 
Velsey Says: “We are a humble people, and pour our excess resources into the maintenance of Hallondry.” 
 
TRINKETS
Roll on the Horror Trinkets (page 36, VGR) table instead of the standard Trinkets table in the Player’s Handbook.  

Velsey Says: "It will not take an adventurous soul long to find a grim keepsake in these parts."

LUCK POINTS
You begin play with 1 point of Luck. You may spend a point of Luck to re-roll any one roll you make, or any one roll made against you, using the better result for that situation. At the end of a Long Rest, if you have 0 points of Luck, gain 1 Luck Point. You may only have a maximum of 1 Luck Point at any given time. 

Velsey Says: "Life is hard here, but The Fates have not abandoned us completely."
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NEW RULE: MILESTONES
Certain points in the Rookhelm Campaign will be considered Milestones. After a Milestone is reached, all PCs may choose one Boon from the list provided below. Once a Boon is chosen, you may not choose that Boon again unless it is specifically stated in that Boon. A Milestone moment takes place about once every 3 Adventures or so, so you can expect at least 3, should you complete the Milestone objective and survive. Milestone moments are big parts of the overall story, and don't come along often, so Boons are permanent (and potent). 

Reasoning: Rookhelm is a low-Magic Campaign, so Milestone Boons are set to help offset the inherent lack of Magical Items that boost your characters capabilities in some permanent fashion.

Velsey Says: "The Fates are fickle and their attentions fleeting, but these capricious forces are not miserly when it comes to bestowing their gifts upon those who earn their praise by accomplishment of grand, heroic deeds."

BOON OF PROTECTION
Your Armor Class increases permanently by 2.

BOON OF VITALITY
Your Hit Point total increases permanently by 15.

BOON OF BATTLE
Your Weapon of choice gains a +1 bonus to both attack and damage rolls. Your weapon must be named in order for this Boon to affect it. Unlike other Boons, you may purchase this up to three times. You may use this Boon on the same weapon multiple times if you wish. 

BOON OF KNOWLEDGE
Choose two Skills that you are Proficient with. You gain Advantage on all applications of both these skills.

BOON OF FORTUNE
When this boon is taken, your Luck Pool maximum increases from 1 to 3. Also, all your Luck Points convert to Fate Points from this point forth.

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