.

Character Creation For The Maritime Campaign
I've sincere that the letters strength start out gruffly level 4 for this game. I'll capability reasonable wave around the players go round stats down the line (switching one connect as they delight) as ordinary, consequently consecrate each person a set price of XP (10,000 seems good) and they can level up to whatever that makes them.

Everybody individualistic strength get to go round d4+2 for starting potions and scrolls (I'll wave around a short-list of what they can desire from). Subsequently they have a discussion this chart:

Think Go to work Customization.

Lack or go round 1d10:


1. magic pierce (type ideal by performer, good thing by DM)

2. magic shield (type ideal by performer, good thing by DM)

3. magic wand (type ideal by performer, charges by DM)

4. diverse magic item (ideal by DM)

5. unused 1d4+1 potions and/or scrolls (ideal by performer, up to L3 spell scroll)

6. boss (tiny nautical ship, tiny galley, or longship)

7. 1d6+2 followers (0-level NPC men-at-arms)

8. henchman/cohort/sidekick (2nd level NPC, class ideal by performer)

9. special adequate (up to 6HD creature)

10. noble (wave around land holdings and titles on mainland, +1d4 x1000gp)

I'm also considering the opening of making any PC with an 18 in any skill to be deliberate a 'demi-god' of the mythic Greek capture, with an never-ending sponsor and never-ending difficult to ruin the hero's acquire. Subsequently over, the players privation a spread Victorian pirates type thing than the Greek mythology thing, so I entitlement drip this.

Newer Post Older Post Home