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Rules: Character Creation

Character creation is going to be pretty standard, with a couple of things to keep in mind:

  1. We’re using 22 Point buy (the details of which can be found on page 17 of the Player’s Handbook 1)
  2. If you’re missing a book, we’re setting up a shared dropbox folder, so simply let me know via twitter direct message the email you want an invite sent to.
  3. Dungeoneering is being replaced by Astronomy, which will have several implications for builds. The classes that get it are the same though (Wizards, Rogues and Rangers). The actual rules on that are upcoming, but it’ll be used for celestial mechanics, identifying cosmic phenomona and ship piloting.

So if there are any questions, just reply here


Categories: Uncategorized
  1. August 11, 2012 at 7:27 pm

    I’m thinking my character concept might fit an Artificer better than a Wizard; do you have any problems with that?

    • August 11, 2012 at 11:37 pm

      Nope, an artificer makes a lot of sense in a much more technological environment, particularly one that uses space ships. Also they have dungeoneering as a skill which is good.

  2. August 20, 2012 at 2:55 am

    Okay, so I need a ruling on rituals. According to the book, in order to master a ritual you need to have the feat and be sufficient level. However, it also says that any rituals you gain as a class feature you have already mastered. Artificers start out with Enchant Magic Item (level 4) and Disenchant Magic Item (level 6) as rituals in their ritual books. Have I mastered these rituals (such that I may use them), or do I have to delay using them until I meet the level requirements?

    • August 20, 2012 at 3:09 am

      Class features are specialized areas of study. While it would take a lot of experience for a wizard to learn those rituals, your narrower focus grants you mastery over them at an earlier level, so yes you can perform them.

      • August 20, 2012 at 3:10 am

        That was my reading too, but you’re the DM on this. 🙂

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