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Age of Worms

Character Creation

Character Sheets

Eberron-specific character sheets may be found at Wizard's of the Coast.

Abilities

Characters in Age of Worms will use a 28 point point-buy system for ability scores. All abilities scores start at 8; one then pays the appropriate costs (listed below) to raise the ability score. Scores cannot be lowered less than 8. Race adjustments are made last.

Ability Score Point Cost Ability Score Point Cost
9 1 14 6
10 2 15 8
11 3 16 10
12 4 17 13
13 5 18 16

Races

All the common races from the Player's Handbook (dwarves, elves, gnomes, half-elves, half-orcs, halflings, and humans) and the races from the Eberron Campaign Setting (changelings, kalashtar, shifters, and warforged) are allowed. Other races will be allowed only at the DM's discretion.

Classes

All the base classes from the Player's Handbook (barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard) are allowed. In addition, the following table outlines other allowable base classes:

Source Class
Eberron Campaign Setting Artificer
Expanded Psionics Handbook Psion
Psychic Warrior
Soulknife
Wilder
Complete Adventurer Scout
Spellthief
Complete Arcane Warlock
Warmage
Complete Divine Favored Soul
Spirit Shaman
Complete Warrior Hexblade
Swashbuckler

In addition the above listed classes, characters may use the racial substitution levels in Races of Eberron.

At first level, classes start with their maximum hit points. Average hit points are then used for every following level. This average is based upon the class Hit Die:

Hit Die d4 d6 d8 d10 d12
Even level hit points 2 3 4 5 6
Odd level hit points 3 4 5 6 7

Barbarians

Most Khorvaire barbarians are associated with the wilds of the Shadow Marches, the Demon Wastes, the Eldeen Reaches, and the Talenta Plains.

Bards and Sorcerers

Spontaneous spell casters (bards and sorcerers) often channel power from the progenitor dragons (Eberron, Khyber, or Siberys). The choice of source does not affect the class mechanically, though those with Khyber may manifest it in unusual ways as mentioned below. In additions, Eberron bards are more delvers into ancient lore, spies, ambassadors, and chroniclers than wandering entertainers.

Clerics, Favored Souls, and Paladins

If choosing an Eberron pantheon or patron, consult the following table:

Deity/Church Alignment Domains Favored Weapon
Church of the Silver Flame Lawful good Exorcism, Good, Law, Protection Longbow
The Sovereign Host Neutral good Any listed below Longsword
Arawai Neutral good Good, Life, Plant, Weather Morningstar
Aureon Lawful neutral Knowledge, Law, Magic Quarterstaff
Balinor Neutral Air, Animal, Earth Battleaxe
Boldrei Lawful good Community, Good, Law, Protection Spear
Dol Arrah Lawful good Good, Law, Sun, War Halberd
Dol Dorn Chaotic good Chaos, Good, Strength, War Longsword
Kol Korran Neutral Charm, Commerce, Travel Mace
Olladra Neutral good Feast, Good, Healing, Luck Sickle
Onatar Neutral good Artifice, Fire, Good Warhammer

Note that clerics in Eberron do not have to be within one step of their pantheon/patron's alignment, may cast spells with alignment descriptors different than their own, and that violating church tenants does not result in losing spell abilities. These signs of corruption infect faiths all over Khorvaire. Notice, these relaxations do not apply to paladins whose personal code of honor is more stringent.

Druids, Rangers, and Spirit Shamans

Nature revering classes often follow one of the druidic sects based in the Eldeen Reaches and Shadow Marches. These include the Gatekeepers (protectors from supernatural threats), the Wardens of the Wood (seekers of balance between society and nature), the Ashbound (nature's avengers), the Children of Winter (embracers of death and decay), and the Greensingers (fey associated).

Monks

Monks are often associated with churches in Khorvaire as ascetic orders within the church. Monks are also associated with the rigid Path of Light of the kalashtar. These monks and others receive special training, allowing them to fuse their abilities with other classes. Thus, Eberron monks may choose Monastic Training as a bonus feat at 1st, 2nd, and 6th level.

Hexblade and Warlocks

These classes draw powers from dark sources. In Eberron, these are often the fiends bound in the depths of Khyber, though it may also be to daelkyr masters also trapped in Khyber.

Psionic Classes

Psionic characters most likely have some tie to Dal Quor, the Realm of Dreams, either consciously or not. The chief psionic race is the kalashtar, human-spirit hybrid refugees from Dal Quor.

Ties to Khyber

Characters may, with special permission, have ties to to Khyber and Xoriat, the Realm of Madness (as detailed in Dragon 332).

Feats and Skills

All feats from the core rulebooks and the Eberron Campaign Setting are acceptable. Feats from other sources may be used with permission, though Eberron specific sources and the Complete series of books are generally favored over other sources.

Alignment

Alignment is more broadly interpreted in Eberron, and alignments are always suggestions, not mandates, for monsters and NPCs—do not expect a metallic dragon to always be good. Thus, players will have more freedom in expressing their chosen alignment range. However, classes which depend on particular alignments (such as a monk) or suffer penalties for uncharacteristic behavior (paladins) will still be enforced.

No base evil alignment may be chosen for player characters.

Equipment

Characters start with average starting wealth for their character class. Any general equipment under 40 gp or arms and armor under 200 gp can be found in Diamond Lake. More expensive items may be ordered, but uncommon items may include a 15% up-charge.

Background and Motivation

It is assumed most of the characters will have established ties to Diamond Lake—either they grew up their and have never left, or have recently returned from a stint in the Brelish military during the Last War. Outsiders should be associated with ex-military members returning to the town, and are thus generally ex-military themselves. Regardless, all the Diamond Lake natives are assumed to have grown up with each other and are friends ready to find adventure to get them out of Diamond Lake.

The DM has specific suggestions for how a player's chosen race and class would best fit into the Age of Worms campaign. Please consult with him for more details. These can be used to flesh out a brief or full character background.

Blood on the tracks
Blood in the mine.
Brothers and sisters
What a terrible time.

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