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Please make 7th level characters.

Note the following house rules.

The following races/species dominate the setting: Dragonborn, Dwarves, Elves, Gnome, Halflings, Half-orcs, Humans, Orcs, and Tieflings.

Other playable races include: Changelings, Dark Elves, Drow Elves, Lizardfolk, Shadar-kai, Shadowborn, and Warforged.

The only character class that is disallowed is the Fighter. The following classes have been house ruled please click on them to see the relevant data: Assassin, Avenger, Cleric/Druid, Favored Soul, Fey Witch, Healer, Hellknight, Marshal, Monk, Psychic Rogue, and the Summoner.

I have also converted the Dwarven Defender prestige class into a base class favored by dwarves from the mountain fortresses in the client states to the south, such as Bordin’s Watch. See it here. While instead of the paladin base class, I’m using the paladin prestige class located here. Interested in paladins and holy orders? Have a look at the Holy order of Hestavar.

Note that in the setting I’m using, only citizens of noble birth (which is a status feat) are permitted to become clerics, other faithful that are chosen by the gods become either favored souls or healers depending on which gods are responsible for their investiture (the dragon gods for the favored or the gods of good for the healers). In order to become a paladin, you must have taken levels in cleric.

Common born characters and slaves do not automatically know how to read and write. A character may spend 1 skill point to gain the ability to read and write any one language he is able to speak. Any character with the Noble Birth [status] feat is literate in all the languages that they know due to their education. A character who gains a level in any spellcasting class automatically gains literacy.

I’m using a variant of the alignment rules from Book of Exalted Deeds. What that means is that Good characters/NPCs can fall to Evil and Evil characters/NPCs can be redeemed to the side of good. If you don’t want to bother with alignment, play a neutral/unaligned character.

Please either roll your attributes using the following method or take the following array

Rolling method: Roll 3d4+6 six times and assign as desired, or use this array 18, 18, 12, 10, 8, 8. Either way you may increase any two different attributes by 1 point, instead of just one at 4th level, and again every four levels. If you still don’t have the ability scores you feel you need, you may reduce any two scores raise a third score by a like amount, the highest you can raise a score this way is 18, and the lowest you can reduce scores to is 5. For example if I was using the array and I needed a third 18, I could lower both my 12 and my 8 by 3 to increase my 12 to an 15. I should note that you cannot put both attribute increases in the same stat.

New Feats: New general feats, bloodline feats and status feats/flaws

Changes to skills: Open lock has been combined with disable device as has Use magical device and use Psi device.

Character backgrounds and hooks are recommended.

Changed and restricted spells. An explanation as to how Negative Energy and the Undead interact. Changes to aberrations.

Equipment: 7th level characters begin the game with 27,000 gold pieces worth of equipment. You cannot spend it all on a single item, in fact, you can’t spend more than 13,500 gold pieces on a single item without the express permission of the Dungeon Master, before the game begins.

Please continue reading to the bottom of the page where I put a handy XP/level chart. More steps and options for character creation are detailed.

Unless you take the Noble Birth feat or slave flaw you must also pay a monthly upkeep cost to maintain your lifestyle. The categories are: self-sufficient (2 gp/month), meager (5 gp/month), poor (12 gp/month), common (45 gp/month), good (100 gp/month), and extravagant (200 gp/month). If you take the Noble Birth feat your Noble House most likely provides you with a monthly stipend of 100 gold pieces a month to maintain your good lifestyle and pay taxes. What that means is you can afford to stay in your own room at inns, you can afford eat healthy, solid meals with a glass of wine and plenty of meat. You maintain a jaunty style with your clothing and try to keep yourself supplied with the good things in life.

Compare a good lifestyle to a meager lifestyle: You can only afford to eat a little or infrequently (or hunt and gather a fair amount of your food in the wild). You sleep in flophouses and occasionally in the street or in the wild. You are fatigued much of the time, suffering from mild starvation, and as such rest restores half the usual amount of hit points or occasionally none. This is the standard lifestyle of a slave, particularly the slaves of lower class masters.

To qualify for the self-sufficient lifestyle you must own your own home or not have to eat and drink to survive.

Simple house 1,000 gp
Grand house 5,000 gp
Tower 50,000 gp
Moat with bridge 50,000 gp
Mansion 100,000 gp
Keep 150,000 gp
Castle 500,000 gp
Huge castle 1,000,000 gp

Lastly, instead of taking maximum hit points at first level, you may start with your constitution score in hit points, unless you are playing an undead character, in which case you have to settle for maximum hit points at first level. No wizard should ever fear being killed by a cat.

Except maybe this cat

Please be aware that energy drain and negative levels will likely be dangers in this campaign, plan accordingly. Look through the Libris Mortis, the 3.5 Necronomicon for counter measures against such dangers.

Illegal Guilds: the Poison Shadows and the The House of Black Lanterns Guild

Determine your character’s Birth Sign and Blood Type

Deities and Demigods worshiped in the world are listed here.

Please pick one or more that your character favors.

Erathis, the goddess of civilization is the patron of the great and glorious human empire of Nerath. Nerath is a lawful neutral empire ruled by a king and a senate of one hundred nobles who represent the hundred most influential noble houses. The king is also head of the Church of Erathis, the state religion.

Be aware that Nerathi practice a form of slavery, where both captives taken in war and criminals serve as slaves. The empire was built upon the labor of such slaves and they enjoy few rights, for instance their children are born freedmen or freedwomen, and a master who kills a slave without just cause can suffer slavery as a consequence. The Nerathi also endorse gladiatorial combat among other blood sports and slaves often fight to the death in such arenas. Acquiring Slaves in the Nerathi Empire

If you have issue with this practice, I’d suggest making it goal to end the practice, or free what slaves you can, during the campaign.

Furthermore, warforged are constructed by the nobility to serve as soldiers by proxy during times of war, and as such are owned by the noble house that commissioned them. A brand new warforged costs approximately 70,000 gold pieces, and warforged must accumulate at least that much wealth for its owners to ever hope to be freed.

PC warforged are owned by a Nerathi noble House, and are obligated to serve that House as well as defer to its members. Warforged PCs may only have levels in Marshal, Scout, or Warmage at the start of the campaign, as they advance they may multiclass freely. Be aware that PC warforged have no favored class, since I’m not allowing fighters, and because I feel its necessary to further discourage players from playing warforged. Warforged PCs are expected to role play their subordinate slave status, but shouldn’t feel obligated to simply follow orders mindlessly, you should come up with a rationale for why you are disobeying and be ready to spout B.S. as well as bow and scrape to every Nerathi NPC you meet, especially members of the House that owns you.

If you haven’t noticed, I’m allowing anything from every published 3.5 Wizards of the Coast book. If I haven’t mentioned it on this site, and you want to play it, I’ll find a way to make it fit. If you want to play with psionics go right ahead. The ancient Dragonborn civilization of Arkhosia was heavy with psions, psychic rogues, psychic warriors, and wilders aplenty. Although, the civilization fell in its cataclysmic war with the Tieflings of Bael Turath, just as the Turathi traditions of hellknights and warlocks survive so do psionics endure.


Sages theorize that psionics arose as nature evolved to combat aberrations which are vulnerable to psychic energy, which is as good an explanation of the facts as any. If you develop a wild talent (see the new feat list), or take levels in a psionic class, chances are you will begin to dream of the Hidden Path, a secret society of learned psychics that seeks to create a utopia where all may live free through the powers of the mind.

Advancement/Experience Chart

7th level , 10,000 XP

8th level    13,000 XP

9th level, 16,500 XP

10th level    20,500 XP

11th level , 26,000 XP

12th level    32,000 XP

13th level, 39,000 XP

14th level    47,000 XP

15th level, 57,000 XP

16th level    69,000 XP

17th level, 83,000 XP

18th level    99,000 XP

19th level, 119,000 XP

20th level,    143,000 XP#

Demigods in the campaign

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