From the Dark
This is a custom campaign world and I can’t go through all rules before we begin. As a result, anything could be disallowed for flavor. The rules on this page and others cover the main things that are disallowed or altered. Come to me if in doubt about any potential choices.
All characters will eventually be 25 point buy through story progression, but they start at only 10. Use them in any way you like. When the story grants you more points, you’ll have some leeway with readjusting existing points. Note that depending on your starting background, your point buy may be higher or lower. This does not change that your maximum will be 25.
Alignment doesn’t exist in this campaign. Rules based on alignment either don’t apply or have been modified. See their entries on the appropriate pages. The concepts of good, evil, law, and chaos still exist. You have companions and will meet NPCs so consider how people would judge your actions. What is required to fight the dark?
Many race options are available. Here they are, presented in order of likelihood to be a champion in this campaign (which could be a reflection of how common these races are or how common these races would want to leave their homeland):
human, half-elf, elf, aasimar, tiefling, dhampir, dwarf, samsaran, changeling, halfling, tengu, catfolk, gnome, ifrit, oread, sylph, undine, suli, kitsune, ratfolk, fetchling, grippli, drow, duergar, corrupted (half-orcs).
All special race options such as archetypes, favored class bonuses, etc. are available.
All setting-neutral classes and archetypes are allowed. Some may not be a good fit for the world. This is a dark and gritty world that is quite unforgiving. So a jovial street performer may be a bad idea. Or, if you have a great idea for how to play such a character in this world, it may be a great idea! Be creative. See the Classes page for many adjustments to the classes.
Instead of normal starting money for equipment, you must choose a background. Every background begins with a soul box.
You come from royalty. You have 3500 gp to spend as you wish.
You are trained in the arts of war. You have a single masterwork weapon and any mundane weapons and armor you need. You have one potion of cure light wounds. You also have 50 gp to spend as wish. You have 2 extra point buy to spend. None of your physical stats can start below 8 before race adjustment.
You came from the wrong side of the law. You have any mundane weapons and armor you need. You have two tanglefoot bags. You have 70 gp to spend as you wish. You have 2 extra point buy to spend.
You were a hired killer. You have a single masterwork weapon and any mundane weapons and armor you need. You have 5 doses of black adder venom. You have 100 gp to spend as you wish. You have 2 extra point buy to spend.
You haven’t lost your faith in the gods like so many others. You start with any mundane weapons and armor you need. You have 2 vials of holy water. You have an iron holy symbol and a holy book of your religion. You have 25 gp to spend as you wish. You have 5 extra point buy to spend.
Your faith supplied you with what you needed to fight for it. You start with a +1 weapon bearing the holy symbol of your faith and any mundane weapons and armor you need. You have 50 gp to spend as you wish. You have 1 extra point buy to spend.
You have traveled much. You start with any mundane weapons and armor you need. You start with a dungeoneer’s kit and have 200 gp to spend as you wish. You have 3 extra point buy to spend.
You lived your life among books. You start with any mundane armor you need and a single mundane simple weapon. You start with books that act as masterwork tools for 4 knowledge skills of your choice. You have 80 gp to spend as you wish. You have 3 extra point buy to spend, but your intelligence must be no less than 12.
You trained in one of the great academies of magic. You have no weapons or armor. You begin with a wand of a 1st level spell of your choice with 50 charges. You start with a potion of darkvision, a potion of comprehend languages, and a potion of cure light wounds. You have 50 gp to spend as you wish. You have 2 extra point buy to spend, but none of your mental stats can be less than 8 before race adjustment.
You have nothing but some loose rags. You stole your soul box from someone else.
Choose one (unique means only one PC can choose it):
- Writ of royal decree (makes several NPCs more likely to help you)
- Mysterious key (unique)
- Old witch’s ring (unique)
- Alchemist’s fire x 10
- Healing wares: 5 potions of cure light wounds, 1 potion of cure serious wounds, 1 potion of remove poison
- Druid’s seed (plant this to create a helpful plant)
- Broken lute (unique)
We will be using the slow XP track for this game. This is not to make the campaign feel slow but rather that the party will regularly go up against very powerful opponents and we don’t want to level up every session.