Nasty, Brutish & Short – Character Creation
For Ability score generation, we will
be using the "Standard Point Buy System" found in the DMG. New
characters get the usual 25 points with which to buy up stats from 8.
Stats are purchased BEFORE racial mods are applied.
All characters begin play Affiliated with the
Iron Yak Band.
I will give bonus xp to any and all players/characters who:
- get/bring their own miniature for their PC(s)
- give me a character portrait
- keep an ongoing diary
- bring food/drink to share
Players may choose one of the following PC options:
1)
Continue on as one of the Iron Yak
Goblin Tribe
- Old PCs: Players who formerly had a collective of
common goblins must pick one
with
which to advance. In addition to whatever they
scavenged from the Adventurers last time around, they have access to
tribal
loot and can reasonably expect to bully about the lesser (npc)
members of the tribe, get their pick of mates, etc, as appropriate for
their standing in the tribe. If they havn't already, they may pick a bloodline.
- New Goblin characters begin play at 1st level.
Some restrictions on classes apply as follows: Barbarian, Beguiler, Cleric, Favored
Soul, Fighter, Ranger, Rogue
(racal prefered class), Scout, Sorcerer, Spirit
Shaman, or
Warlock. Some characters
may choose to be "Witch Doctors"
(apprentice-level multiclass Cleric/Sorcerers), and anyone can start
out with apprentice-levels (half-levels) if they are multiclassing with
Rogue. All characters
are considered illiterate (except for Witch Doctors). They may pick a bloodline.
- Attribute adjustments for Goblins
are: -2
Strength, +2 Dexterity, -2 Charisma
- They are Small size (+1 AC, +1 to
hit)
- Base land speed 30'
- Darkvision 60'
- +4 racal bonus to Move Silently
and Ride
- Favored Class: Rogue
- Bloodlines
(from Unearthed Arcana) are available as follows: Doppelganger ("Lane")
, Hag ("Ydora"), & Troll ("Whurp"). Each is a distinct family line
within the Tribe, decended from distinguished heroes from ancient days.
- As a special option, players may choose to play a
"cluster" of 3 Goblin Warriors, each armed with a short spear or club,
a sling, a small wooden shield, and leather armor. Because of
malnutrition, they get only 15 points with which to buy up stats. If
any of them ever multiclass into a PC class though, they get 10 more
points with which to improve their stats (better diet), but must resign
the other two (if they still live) to npc status (though they can be
brought in as back-up characters if your primary dies).
- Languages: everyone speaks Goblin (the "new
common"). Bonus languages: Draconic (spoken by neigboring Kobolds &
Lizard Folk), Giant (available only to members of the "Whurp" and
"Ydora" families), Dwarvish (learned from Old Grubbfinder), Elvish
(very rare), Orcish (very rare) and Common (from long observation of
the humans of Alderman's Dale). Goblins with any levels in a PC class
other than Barbarian are litterate, and any with any levels in a PC
class know Common automaticaly.
2)
Play a refugee from a nearby monster
tribe or an emancipated slave
- Players may choose to
bring in a monster character of the humanoid variety – Goblins from one
of the other tribes, or Kobold ex-slaves. They
can start out as a 1st level character. They have standard
starting gear and gold as defined by their class. Refugee Goblinoids
may not be Warlocks.
Kobold characters may not be Warlocks, but
may be Dragon
Shamans & Sorcerers.
Outsiders can't start out with bloodlines. Otherwise they
follow the same character creation guidelines as listed above.
- As the Campaign
progresses, other Monster Races and Classes may become available, but
only if the Iron Yak Band can find/unlock them as an option.