CoK - Character Creation
Dec 25, 2021 15:13:55 GMT -8
Post by Daos on Dec 25, 2021 15:13:55 GMT -8
If you haven't already, make sure to download Tasslehoff's Pouches of Everything (it's free). However, since this game takes place a year after the War of the Lance ended (which was back when DL was still 1E), there are a number of race and class options that don't exist yet. Also, this game does not permit Evil aligned characters, and I strongly discourage races that are associated with the Dragonarmies, if only because the war is still fresh on everyone's mind, and you'd face a lot of prejudice among the local populace.
Races that are associated with the Dragonarmies:
Dark Dwarves
Goblinoids
Minotaurs
Half-Ogres
Draconians
Races that have not yet been discovered/created:
Tarmak Humans
Afflicted Kender
Races that do not exist in Dragonlance:
Halflings (replaced by Kender)
Half-Orcs
Dragonborn (replaced by Draconians)
Tieflings
Organizations that don't exist yet:
Dark Knights
Legion of Steel
Mina's Priesthood
The Kingfishers
Primal Sorcerers and Mystics also do not exist yet. Further, anyone who plays any kind of arcane casting class is expected to take their Test and join the Orders of High Sorcery by the time they learn 3rd level spells, or will be classified as a Renegade, even if they aren't of the Wizard class, specifically.
Classes
Barbarian
Any supernatural or magical powers from a Barbarian's abilities comes from divine magic.
Bard
Bards derive their magic from one of the bardic gods (Branchala, Gilean or Hiddukel).
Cleric
See Tasslehoff's Pouches of Everything for choices in gods and domains. Note that the three moon gods do not have clerics and that Mina does not exist yet.
Druid
Druids worship one of the three nature gods (Habbakuk, Chislev or Zeboim). Circle of the Moon is renamed Circle of the Moons.
Fighter
Eldritch Knights employ arcane sorcery for their spells, and thus require a spellbook.
Monk
'Ki' is a form of divine power from one of the gods.
Paladin
A paladin's powers either come from one of the gods.
Ranger
Rangers pray to one of the three nature gods (Habbakuk, Chislev or Zeboim) for their magic.
Rogue
Arcane Tricksters employ arcane sorcery for their magic, and thus require the use of a spellbook.
Sorcerer
Sorcerers are tricky in this setting; Primal sorcery doesn't exist yet, so any sorcerers would have pretty unique backstories. Talk to the DM on how to make this work.
Warlock
Pact of the Archfey is now Pact of the Grey. Pact of the Fiend is now Pact of the Abyss. Pact of The Great Old One becomes Pact of the Void of Chaos. Pact of the Celestial is Pact of the Dome of Creation.
Wizard
Once a wizard reaches level 5, they take their Test of High Sorcery or are declared a Renegade. If they take their Test and survive, they join one of the three orders of High Sorcery (Solinari, Lunitari or Nuitari--white, red or black, respectively), and their power will ebb and flow with the phase of their moon. Otherwise, you risk becoming labeled a renegade.
New Bonds
When choosing your background, you may pick one of these for your bond if you so wish.
01 - You wish to join the Knights of Solamnia, and accomplishing this mission will aid them in gaining a sponsor to petition for membership.
02 - A member of your family that lives in Throt hasn’t been heard from for several weeks. You have been asked to check up on them.
Languages
Local Languages
Common
Camptalk (mercenary tongue)
Dwarven
Elven
Estwilde
Gnome
Gullytalk
Kenderspeak
Ogre
Nerekese
Solamnic
Giant
Gnoll
Goblin
Slig
Foreign Languages
Abanasinian
Ergot
Hammertalk
Handtalk
Kalinese
Kharolian
Khur
Kothian
Lemish
Nordmaarian
Saifhum
Thanoi
Exotic Languages
Dargoi (Underwater cultures)
Dargonesti
Dimernesti
Abyssal
Aquan
Auran
Celestial
Draconic
Druidic
Ignan
Infernal
Magius (Written only, except for spells)
Sylvan
Terran
Ancient Languages
Nestari (Ancient Elven)
Kolshet (Ancient Ogre)
Ergothian (Ancient Human)
Races that are associated with the Dragonarmies:
Dark Dwarves
Goblinoids
Minotaurs
Half-Ogres
Draconians
Races that have not yet been discovered/created:
Tarmak Humans
Afflicted Kender
Races that do not exist in Dragonlance:
Halflings (replaced by Kender)
Half-Orcs
Dragonborn (replaced by Draconians)
Tieflings
Organizations that don't exist yet:
Dark Knights
Legion of Steel
Mina's Priesthood
The Kingfishers
Primal Sorcerers and Mystics also do not exist yet. Further, anyone who plays any kind of arcane casting class is expected to take their Test and join the Orders of High Sorcery by the time they learn 3rd level spells, or will be classified as a Renegade, even if they aren't of the Wizard class, specifically.
Classes
Barbarian
Any supernatural or magical powers from a Barbarian's abilities comes from divine magic.
Bard
Bards derive their magic from one of the bardic gods (Branchala, Gilean or Hiddukel).
Cleric
See Tasslehoff's Pouches of Everything for choices in gods and domains. Note that the three moon gods do not have clerics and that Mina does not exist yet.
Druid
Druids worship one of the three nature gods (Habbakuk, Chislev or Zeboim). Circle of the Moon is renamed Circle of the Moons.
Fighter
Eldritch Knights employ arcane sorcery for their spells, and thus require a spellbook.
Monk
'Ki' is a form of divine power from one of the gods.
Paladin
A paladin's powers either come from one of the gods.
Ranger
Rangers pray to one of the three nature gods (Habbakuk, Chislev or Zeboim) for their magic.
Rogue
Arcane Tricksters employ arcane sorcery for their magic, and thus require the use of a spellbook.
Sorcerer
Sorcerers are tricky in this setting; Primal sorcery doesn't exist yet, so any sorcerers would have pretty unique backstories. Talk to the DM on how to make this work.
Warlock
Pact of the Archfey is now Pact of the Grey. Pact of the Fiend is now Pact of the Abyss. Pact of The Great Old One becomes Pact of the Void of Chaos. Pact of the Celestial is Pact of the Dome of Creation.
Wizard
Once a wizard reaches level 5, they take their Test of High Sorcery or are declared a Renegade. If they take their Test and survive, they join one of the three orders of High Sorcery (Solinari, Lunitari or Nuitari--white, red or black, respectively), and their power will ebb and flow with the phase of their moon. Otherwise, you risk becoming labeled a renegade.
New Bonds
When choosing your background, you may pick one of these for your bond if you so wish.
01 - You wish to join the Knights of Solamnia, and accomplishing this mission will aid them in gaining a sponsor to petition for membership.
02 - A member of your family that lives in Throt hasn’t been heard from for several weeks. You have been asked to check up on them.
Languages
Local Languages
Common
Camptalk (mercenary tongue)
Dwarven
Elven
Estwilde
Gnome
Gullytalk
Kenderspeak
Ogre
Nerekese
Solamnic
Giant
Gnoll
Goblin
Slig
Foreign Languages
Abanasinian
Ergot
Hammertalk
Handtalk
Kalinese
Kharolian
Khur
Kothian
Lemish
Nordmaarian
Saifhum
Thanoi
Exotic Languages
Dargoi (Underwater cultures)
Dargonesti
Dimernesti
Abyssal
Aquan
Auran
Celestial
Draconic
Druidic
Ignan
Infernal
Magius (Written only, except for spells)
Sylvan
Terran
Ancient Languages
Nestari (Ancient Elven)
Kolshet (Ancient Ogre)
Ergothian (Ancient Human)