Please read the following. It should contain all the information you need to make a character. If you have any further questions just let me know. Rules used are standard 1st Edition AD&D (for the most part). The books allowed for character creation are the Players Handbook, Unearthed Arcana and the Dungeon/Wilderness Survival Guides for non-weapon proficiencies.
You have two choices with Character Creation. Either I can roll for your character's attributes or you can. The method used for attribute rolls is roll 4D6, take the highest three and assign as you see fit. I also allow six sets of characteristics to be rolled and then allow you to pick the set you want. This gives you a good opportunity to have a decent set of attributes. All characters will start at level 1 with max hit points.
If you do not want me to make your dice rolls, you can use Irony Games secure web dice server to make the rolls by the same method that I do and then e-mail them to me. Please tell me when you create your character if you will be using the web dice server or if you want me to make the rolls. Even if you use the web dice server, I will still need to roll for starting money, age, etc.
Races: Races allowed are human and dwarf. All human PC's come from one of the seven crevasse cities:
Kholm - Traditional Whaling Capitol
Gavino
Istomo
Hesen - Ship Building Center
Munchen
Sachsen - Trade Center
Bayern - Silk Growers
All humans and dwarves are inherently resistant to cold and humans also have an inherent fear of fire . This resistance to cold confers a +2 bonus to saves versus all cold based attacks. It also allows the beneficiary to be comfortable in normal clothing down to freezing and fairly comfortable, as well as in no danger of hypothermia or frostbite, down to 0 degrees. This also reduces the encumbrance level of cold weather clothing. Humans fear of fire requires a Wisdom check when the character is subject to any fire-based attacks, either magical or normal (i.e. a Fireball or a flaming arrow). This does not include any "normal" sources of fire like a held torch or small campfire.
Dwarven PC's come from the Western Mountains. Most live in one of the great Undercities that provide most of the metal that is traded to the crevasse cities. Dwarven PC's are fairly rare and many have started adventuring because of some personal tragedy or family disgrace. Others may venture out purely for the sake glory or to make their fortune.
Dwarven PC's have the standard dwarven abilities. The get +1 to attack rolls versus ice goblins. Trolls and Giants are -4 to hit them. The have 60' infravision. They get saving throw bonuses to poison/spells/wands/staves based on their CON and they have the standard mining detection ability. Dwarves speak dwarvish, common and ice goblin.
Names: Human character names should be Russian or German (or at least Russian or German sounding). Characters with Russian names come from Kholm, Gavino and Istoma. German named characters come from Hesen, Munchen, Sachsen or Bayern.
Male German Names: Werner, Cunrad, Dider, Wecel, Wiker, Everwin, Gernand, Ortwin
Female German Names: Gertrud, Hedewig, Adelheid, Methild
Male Russian Names: Grigor, Fedor, Sidor, Maksim, Lakov, Foma, Iosif
Female Russian Names: Ana, Domna, Fekla, Irina, Varvara, Marina
Dwarves follow a similar pattern of naming, but tend to have Viking or Norse sounding names.
You can certainly make up your own name, but try to make it at least sound similar to the above names or follow a similar pattern (i.e. no Bob the Fighter or Timothy the Mage).
Classes: Classes allowed to PC's are Fighter, Paladin, Ranger, Barbarian, Magic-User, Illusionist, Cleric, Druid (Gray) Thief and Bard. Dwarves may be Fighters, Clerics or multi-classed Fighter/Clerics.
Magic-Users & Clerics: All human PC clerics are priests of the Ice Mother. Dwarven PC clerices are priests of the Lord of the Forge. Mages are allowed four starting spells. The Gray Druids function like normal Druids for the most part, but the spells related to plants are generally not available or modified.
Equipment: Most equipment is available. Iron and wood items generally cost five times as much as Players Handbook prices due to the difficulty and expense required to create them. Below is a table giving specifics on arms and armor that are available in the Ice World Campaign:
Weapons:
Axe, stone
Bow
Composite Short Bow
Long Bow
Short Bow
Club
Crossbow (Dwarf)
Heavy Crossbow
250 GP
Light Crossbow
175
GP
Note: Dwarfs will almost NEVER sell a crossbow to a non-dwarf
Dagger
Bone dagger
Stone dagger
Iron dagger
10 GP
Hand or Throwing Axe
Iron axe
5 GP
Harpoon
Bone harpoon
Iron harpoon
100 GP
Javelin
Knife
Bone knife
Stone knife
Iron knife
2 GP
Net
Quarterstaff
Rock
Sling
Spear
One-Handed
Two-Handed
Sword
Iron long sword 75 GP
Bone short sword
Iron short sword 50 GP
Warhammer
War club
Whip
Armor:
Chainmail (Dwarf) 375 GP
Note: Dwarfs will almost NEVER sell chainmail to a non-dwarf
Hide
Leather
Padded/Fur
Studded leather 40
GP
Bone
Shield (Hide)
Medium
Small
If a price is not listed with an item, assume it is the same price as listed in the Players Handbook. If an item is not on this table, it most likely is unavailable.
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