Korin: Legacy of Blood
Character creation will use the following options:
Ability Scores: Use the following Array
18, 17, 16, 15, 14, 10
Races: Any of the Core, Featured or Uncommon races from the SRD.
That said, the most common races are going to be: Humans, Dwarves, Elves, Orcs, Half Elf, Half-Orc, Halfling, Gnome, Hobgoblin, Dhampir, Aasimar, Tiefling, Ifrit, Oread, Sylph, Suli and Undine.
If you make a drow, they are evil. They are an elf that became corrupted by their own darkness. No drow noble, and no templates.
Classes: Any non-third party classes and archetypes are allowed.
Level: Characters will begin at level 4. Upon death of a PC, you can recreate your PC at level 4, or 2 levels below the current group’s average level whichever is higher.
Hit Points: Max hit points per level.
Traits: Characters can have two traits. Below are some additional campaign specific traits. If you take a feat for additional traits they cannot be campaign traits as these are background traits. Each trait can only be taken once (sorry, no multiple heroic bloods).
Dragon Traits – You are descended from a specific dragon lord. If you’re a sorcerer, you must take the dragon bloodline. If you possess a dragon lineage, then it will be obvious to others. You will have unusual eye colors, strong features, sharp teeth and possibly even a few scales. The drawback to being one of the lineage of dragons is that they are all hunted for the vis in their blood. Dark cultists especially seek out those with the blood of the dragons to sacrifice in their rituals. You may only possess one Dragon-Trait.
Adamant Born [Any] – You were born near a deposit of fallen sky-metal known as adamantine. You grew up near the material. It infused your food, got under your nails when you dug in the earth. You know it. You gain a damage reduction of 1/adamantine.
Ancient Blood [Any] – Your family is old. You might not be able to trace your lineage, but it runs back from the times of ancient kings who mixed their blood with divinity. Your birthright shines through when dealing with others, giving you a +4 bonus on diplomacy checks, and can attempt diplomacy as a standard action instead of requiring the usual negotiation period.
Blood Hunter [Any] – You are trained to hunt the blood of the ancients, either as a cultist seeking sacrifice, or as an enforcer of a New God. You can make a perception roll DC 10 + ½ targets level + their charisma modifier. On a success you can sense if they have any special blood, and what magical abilities they might have from that blood. You deal +1 damage to targets with magical blood, and your spell DCs are at +1 for them to avoid. This trait functions against beings with pure vis blood as well, such as a dragons and demons.
Heroic Blood [Any] – You’re born from special stock. Fate or destiny has chosen you for something terrible or great. You gain +1 to two ability scores of your choice.
Lineage of Attor [Dragon] – You are descended from the brood of Attor, the Dragon-Lord of Poison. You gain a +4 on saves against poison and a +2 on Alchemy checks to craft poison. Upon reaching level 6, you can cast the poison spell once per day with a caster level equal to your level, and a DC of 10 + ½ level + your highest ability modifier.
Lineage of Fafnir [Dragon] – You are descended from the brood of Fafnir, the Dragon-Lord of Greed. You gain a +2 bonus on saves against charm and compulsion, and a +2 bonus to search and appraise. Upon reaching 6th level, you can manipulate others during trading, receiving 10% more gold when selling and buying items for 10% less than their listed cost.
Lineage of Hiksen [Dragon] – You are descended from the Brood of Hiksen, the Dragon-Lord of Iron. You can sleep in armor without penalty, and receive an additional +1 to the effective armor class of any Armor Bonus you have. Upon reaching 6th level, you gain the ability to cast Magic Vestment once per day at a caster level equal to your level. Special Note: Sorcerers of Hiksen with the Draconic Bloodline gain damage reduction instead of elemental resistance. Their element is considered acid. At 3rd level they gain DR 2/- instead of energy resistance, at 9th level this increases to 4/-. At 20th level they gain DR 6/- instead of immunity to their element.
Lineage of Pyros [Dragon] – You are descended from the Brood of Pyros, the Dragon-Lord of fire and hatred. You gain a +4 bonus on saving throws against fire effects, and deal an additional 1 point of damage per die on fire attacks. Upon reaching 6th level, you gain the ability to cast Fireball once per day with a caster level equal to your level, and a DC of 10 + ½ level + your highest ability modifier.
Lineage of Xervoss [Dragon] – Xervoss forbid his Brood from breeding with mortals, but it did happen. You are a surviving member of that family line. If you are a sorcerer, you are allowed to choose “Force Dragon” as your dragon type for the Draconic Bloodline: The energy type is force, breath weapon is a cone energy resistance is at half the listed level, rounded up. Sorcerers and non-sorcerers both gain the ability to detect magic at will. At 6th level, they gain the ability to cast magic missile 3 times per day, at caster level equal to their level.
Relic Hunter [Any] – You’re trained in hunting through old ruins, picking it apart for things of value. You gain a +2 bonus to perception and a +2 bonus to appraise, and a +2 on saving throws against traps. You can treat disable device as a class skill.
Vis Eater [Any] – You exposure to magical vis has given you the ability to drain it from ambient magic. Whenever you successfully make a save against a non-cantrip spell or spell like ability, you gain regain 1d4 hit points.
Vox Draconis [Any] – The voice of the dragon can manifest within you. Once per day you can cast each of the following spells as a supernatural ability. Charm Person, Levitate, and Burning Hands. These spells have a caster level equal to your level, and a DC of 10 + ½ level + your highest ability modifier.
Starting Money/Gear: Instead of the usual starting gold, characters will take the following:
Adventuring Gear (all PCs)
Backpack, bedroll, medium tent, flint and steel, box of tinder, 50’ silk rope, grappling hook, small hatchet, 5 iron spikes, 5 torches, 10’ pole, 2 weeks food, 2 waterskins, blank map, local map, vial of ink, quill, 5 pieces of chalk, empty vial. 50 GP.
Then choose one of the following packages:
Heavy Weapon Pack
+1 magical weapon of choice, 2 other masterwork weapons
2 thrown weapons or 24 ammo for ranged weapon
Shield of choice
Masterwork armor of choice
2 Masterwork Weapons
24 ammo of choice
+1 Armor of of choice, +1 shield of choice
Potion of Cure Moderate Wounds
Masterwork weapon of choice
Wand of Magic Missiles x 25 or Wand of Cure Light Wounds x 25
5 scrolls of choice, levels 1-3.
Potion of Blur
+1 Magical Weapon of Choice, 1 Masterwork weapon of choice
+1 Light armor of choice
Potion of invisibility
Finally, each PC selects an advantage below:
Blessing – You recently did some major service for a new god, or an old one. Because of this, you received a potent magical blessing. For the next three sessions you have a +1 sacred bonus to all d20 rolls.
Rich! – You recently discovered a cache of gold and jewels. Although you blew a lot of this, you have retained some of the treasure to use to fund future expeditions. You have an additional 1000 GP.
Vis Cache – You discovered magical vis recently, and used it to have an item enchanted. Choose an item you own to give it a +1 enhancement bonus, this could also be used to add a magical property to an already enchanted weapon or armor.