Character Creation Process

(Adapted from Jinlar, a great GM)

A Note About Roles

Be prepared to create a few characters that comprise different roles in order to ensure a balanced party is created.

In Addition, keep in mind what kind of background you want for character and how they fit into the world of Eberron. Use the Eberron Player’s Guide to your advantage. The Checklist also includes questions which will be useful in placing your character in the setting.

Checklist

Here are the Basic steps for creating a Character for the Chronicles of Khorvaire Campaign:

  1. Any race or class from Player Handbook 1, 2, Eberron Player Guide, Forgotten Realms Player Guide, or Dragon Magazine
    1. An appropriate Primary Background concept from PH2 or EPG if you’d like. In the Character Builder that is either a General or Eberron Background
    2. If you have some other source books you’d like to use, check with the DM first.
    3. Remember that in Eberron, certain races (such as Warforged and Shifters) are relatively common while other races (such as Dragonborn, Genasi, Deva, and Drow) are quite rare.
  2. Use Method 2, PH1, p.17 for determining you base stats.
    1. Recommended base stats (before adding racial bonuses)
    2. 16 14 14 12 11 8
    3. 16 16 12 10 10 10
  3. Level 1 to start out
  4. 100 gp
  5. Recommended: downloading and using the free version of the Character Builder at
    1. The Wizards of the Coast website
    2. The DM has the full version, so if you run into any snags, he can use his version.
    3. The print-outs, especially for Powers, are really helpful during game play
  6. The DM needs some extra information for each PC:
    1. What is your character’s hidden strength?
    2. What is your character’s hidden weakness?
    3. What does your character wish to accomplish most in life? (a personal quest?)
    4. What were you doing during the Last War, which ended 4 years ago?
  7. The DM can help you with the backstory, once your race is chosen.
    1. Generally, pick a good, unaligned, or no religion.
    2. A choice of an evil religion requires collaboration with the DM.
    3. Remember the Eberron Setting’s Deities are different from the Core or Forgotten Realms Pantheon.
  8. Each character will obtain a metagame duty, which will be compensated for with a secret gift.
    1. The “secret gift” may be an item, feat, or power to be determined by the GM.
    2. The Duties are as follow:
    3. Game duties assigned by the DM
      1. Game-rule mastery
      2. Help with running the game smoothly
      3. Record keeping
      4. Logistics

Once a character has been created, email the GM with both the .dnd4e (Character Builder) file and the responses to the Questionnaire. Once that is done, The GM can speak to you about your background and he may give you extra information to make you fit in to the Eberron Setting.

Note about Hybrid Characters

4th Edition D&D allows for a Hybrid character option. This differs from multi-classing systems or the older dual-classing system in that hybrid characters are very much 1/2 of one class and 1/2 of another. There are several special rules and, as such, aren’t recommended for new players. If you would like to make a Hybrid character, please let the GM know.

Example Characters

Here, I will present three example characters at home in the setting: One Leader, one Striker, and one Defender using different Power Sets, personalities, and alignment/religion.

Lhyra, level 1

Gnoll, Bard
Build: Valorous Bard
Bardic Virtue: Virtue of Valor
Background: On the Run from the Devil

FINAL ABILITY SCORES

Str 10, Con 16, Dex 12, Int 11, Wis 8, Cha 18.

STARTING ABILITY SCORES

Str 10, Con 14, Dex 10, Int 11, Wis 8, Cha 18.

AC: 17 Fort: 13 Reflex: 13 Will: 15
HP: 28 Surges: 10 Surge Value: 7

TRAINED SKILLS

Arcana +5, Nature +4, Diplomacy +9, Insight +4, History +5

UNTRAINED SKILLS

Acrobatics +1, Bluff +6, Dungeoneering, Endurance +3, Heal, Intimidate +7, Perception +3, Religion +1, Stealth +1, Streetwise +5, Thievery +1, Athletics

FEATS

Bard: Ritual Caster
Level 1: Butcher’s Lure

POWERS
Bard at-will 1: Misdirected Mark
Bard at-will 1: War Song Strike
Bard encounter 1: Inspiring Refrain
Bard daily 1: Echoes of the Guardian

ITEMS
Ritual Book, Chainmail, Adventurer’s Kit, Longsword, Light Shield, Implement, Wand, Lute

RITUALS
Silence, Traveler’s Chant

Lhyra is a Gnoll Bard from Droaam. She was essentially a slave to a Warlord who worked at the behest of Various Factions during the War and the Three Sisters at present. Among more unsavory tasks, she was often forced to act out famous plays using her racial “Ghost Sound” ability to make all of the voices and sound effects. One night, using her vocal talents to fool the warlord, she was able to temporarily incapacitate him and make her escape. She now avoids Droaam like the plague for fear of her previous captor finding her.

Growing up from the peaceful civilization of Nzyl Pact Gnolls, she is actually quite refined and prefers the comforts of civilization to the wilderness. Thus, she has a knack for finding the best food, lodging, entertainment, and goods in town. Or, at least, she has a knack to get people to talk to her, even though she is, in essence, a seven foot tall Hyena-like humanoid.

However, she has a knack for getting in over her head, especially if it involves dice, cards, a bet, or a challenge. It is very hard for her to resist anything presented as a contest of skill or luck. Obviously, this played a role in her previous situation.

Ultimately, she would like to be safe from her former captor permanently. Beyond that, she would like to see her parents before they pass away and to see what fineries and comforts the world has to offer.

Pieter, level 1

Human, Fighter
Build: Tempest Fighter
Fighter Talents: Tempest Technique
Background: Orien Smuggler (Stealth class skill)

FINAL ABILITY SCORES
Str 18, Con 10, Dex 16, Int 10, Wis 12, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 10, Dex 16, Int 10, Wis 12, Cha 10.

AC: 16 Fort: 17 Reflex: 14 Will: 12
HP: 25 Surges: 9 Surge Value: 6

TRAINED SKILLS
Intimidate +5, Stealth +7, Endurance +4, Athletics +8

UNTRAINED SKILLS
Acrobatics +2, Arcana, Bluff, Diplomacy, Dungeoneering +1, Heal +1, History, Insight +1, Nature +1, Perception +1, Religion, Streetwise, Thievery +2

FEATS
Human: Two-Weapon Fighting Level 1: Mark of Passage

POWERS
Bonus At-Will Power: Cleave
Fighter at-will 1: Dual Strike
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Funneling Flurry
Fighter daily 1: Tempest Dance

ITEMS
Chainmail, Adventurer’s Kit, Short sword (2)

Pieter is a Human Fighter. He was technically an illegitimate child, but when he manifested the Mark of Passage as a child, he and his mother were quickly adopted by House Orien as part of their own. He has grown up working both the normal caravan and lightning rail routes with his father and, as he grew older, began working as a smuggler bringing illicit goods from Droaam, West of his native Breland, to Zilargo, to the Southeast to aid the Brelish during the War.

After the war he continued smuggling operations. Unfortunately, he recently took too much of a risk and was captured in the Gnomish nation. Luckily with House Orien’s pull he was saved from a lengthy jail time, but as a result has been all but expelled from Orien’s secretive operations.

Pieter has thus resolved himself to wander the five nations and beyond, seeking something that can redeem himself to his house. He isn’t sure what will restore his status in his house, but he is worried that his Mother may be shut out if he doesn’t redeem himself.

His persistence is his best quality, once he has set his mind to a goal, he is unshaken in finishing it. Unfortunately, this also at times make him more foolhardy than normal and, in the name of “finishing what you start”, makes rash decisions.

Novakri, level 1

Kalashtar, Avenger
Build: Pursuing Avenger
Avenger’s Censure: Censure of Pursuit
Background: Vigilant (Insight class skill)

FINAL ABILITY SCORES
Str 10, Con 13, Dex 16, Int 10, Wis 18, Cha 11.

STARTING ABILITY SCORES
Str 10, Con 13, Dex 16, Int 10, Wis 16, Cha 9.

AC: 18 Fort: 12 Reflex: 14 Will: 15
HP: 27 Surges: 8 Surge Value: 6

TRAINED SKILLS
Religion +5, Perception +9, Insight +11, Stealth +8

UNTRAINED SKILLS
Acrobatics +3, Arcana, Bluff, Diplomacy, Dungeoneering +6, Endurance +1, Heal +4, History, Intimidate, Nature +4, Streetwise, Thievery +3, Athletics

FEATS
Level 1: Armor Proficiency (Leather)

POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Bond of Pursuit
Avenger encounter 1: Angelic Alacrity
Avenger daily 1: Renewing Strike

ITEMS
Adventurer’s Kit, Greatsword, Holy Symbol, Leather Armor

Novakri is an Avenger of The Path of Light. As a Kalashtar from Adar, she has made it her business to come to Khorvaire, proselytize for her faith and to vanquish the Dreaming Dark, wherever it exists. Her blade, with it’s Quori runes seeks out those who serve evil.

During the end of the war, she braved the elements as well as the agents of the dreaming Dark to make her way to Khorvaire. Initially aiming to head to Cyre, where there were contacts she arrived on the continent, in Breland, just before the Day of Mourning.

Beyond her chosen vocation, Novakri is a bit of a tinker and inventor. She is quite good at understanding the inner workings of arcane devices and, given enough time can take apart, service, and re-fit most common machinery. She is enamored with Warforged, who she (to many Warforged’s consternation) sees as large tinker toys.

She also doesn’t mention it to anyone, but her faith is wavering. She sees so much gray in Khorvaire, it’s sometimes hard for her to see the light she worships or the darkness she has sworn to destroy. It’s a nagging conscience that hasn’t affected her work yet, but it eats at her sometimes.

Character Creation Process

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