Glimmering Isles: When Worlds Collide
New Character Creation
New Character Creation
Use the guidelines below to assist in character creation. All creation rules are compulsory unless indicated otherwise.
Table of Contents
1. Ability Scores
4. Skills and Feats
5. Alignment and Deities
7. Accepted Rulebooks
9. Other Things Players Should Know
Players begin with 38 points available to spend on their attributes. Details about the point buy system can be found within the Dungeon Master’s Guide (DMG p. 169).
Half-Orc, Shifter, and Warforged are not player options.
Any other races require specific DM approval on a per-case basis. Anything that is not both of the Fey, Humanoid, Monstrous Humanoid, or Outsider type and predominantly human in appearance is unlikely to be approved.
If the race possesses a level adjustment that exceeds an amount equal to half of the party’s current level, it will definitely not be permitted. Racial Hit Dice are not counted against this limit.
Arcane magic is exceedingly common in this setting. On average, a third of the non-adventuring population has access to spells.
Divine magic provided by deities is exceedingly rare in this setting. On average, it is ten times less common than in regular settings. At present, Paladin is not a viable class option.
Divine magic provided by a connection to nature is noticeably more common. Most of the major settlements employ druids for their healing needs.
Psionics is virtually nonexistent. You will need to present an extremely strong case in your favor in order to create a character with access to psionics.
Other classes are as common as they are in other settings.
In addition to the normal Craft skills, there is also Craft(magitech). It relates to the use of objects that require high engineering to create and are powered by magic-infused crystals.
Each character is permitted one character Flaw, and its roleplaying significance will be enforced. If no existing character flaws are suitable for your characters and you still want one, the DM may houserule one based on input.
All alignments are permitted. However, most of the party is currently aligned towards either good or chaos. Any character must be willing to work with players of other alignments.
Deities are practically nonexistent. Aside from a few dedicated cultists, the deities are entirely unknown to the population. Individuals who are not Clerics, Favored Souls, or Paladins will not have a patron deity.
New characters will be begin with gold equal to the values listed in Table 5—1: Character Wealth by Level (DMG p. 135), plus an additional 240 gold. Of this gold, no more than a third of it may be spent on any individual item, and no more than half of it may be spent on any two items. Both rules in the preceding sentence are inclusive.
Due to the proliferation of arcane casters, the competition is high for low-level arcane items. Items that can be created with arcane spells of 2nd level or lower and require a caster level of 4th or lower are valued at 60% of the listed market value.
Note: While this does not affect purchases made at character creation, it does allow for inexpensive purchases made in-game.
Generally speaking, most books published by Wizards of the Coast contain permitted content. Minimize use of books from third party providers, though some such content is approved on a per-case basis. Avoid utilizing character builds that are obviously unbalanced or require more than 3 total classes. All character sheets must be approved on a per-case basis by the DM.
When humanoid is selected as the Ranger’s Favored Enemy ability, it applies to humanoids of all subtypes.
When multiclassing with two or more classes that share a similar base attack bonus progression, treat those levels as if your character during those levels.
There are no penalties for bringing in a new first or second character; subsequent characters beyond the second character will enter game with a level penalty equal to the party’s average level – 2 (rounded up).
No player, at any point, will be penalized in character experience because of his or her inability to attend games.