House Rules and Character Generation for Brave New World
Last Update: April 25, 2004
Website Index:
House Rules
- No Psionics
- Spring Attack is a feat of Tellus Elves, Aasimar, halflings and Fey-folk
- Once Every 10 rounds of Combat (once every 60 seconds) a new initiative is rolled
- The Level of spell is added as a modifier to initiative for the given combat round of casting, modifying the position only for that combat round. Leading to the "floating spellcaster" in terms of where any given spellcaster mightl be situated in the initiative lineup in any given round
Character Generation
Attribute Generation
Standard Point Buy: All Attributes start at 8. FIRST racial adjustments are factored in, and THEN . The player has 25 additional points to spread across the six abilities using the following schedule.
Ability Score | |
Point Cost |
9 |
1 |
10 |
2 |
11 |
3 |
12 |
4 |
13 |
5 |
14 |
6 |
15 |
8 |
16 |
10 |
17 |
13 |
18 |
16 |
Note the cost to raise any score below 8, 1 factor is 1.
Allowable Races: (Initial Players)
Players start out as crew survivors of a shipwreck, as part of an Illithid Spelljamming vessel that crashes on the world of Tellus. They were either sailors or guards- higher status slaves.
- Banandyrth (Toril Human):No racial adjustment
- H'karthan Orc (Uruk Hai): [+2 Strength, +1 Con , -1 Dex -2 Charisma]
- H'karthan Half-Orc (Uruk-khesh): [+1 Strength, +1 Con , -2 Charisma]
- H'karthan Desert Lizardman (Haz): [ +1 Strength, +1 Con , -2 Charisma]
- H'karthan Aquatic Lizardman (Akati): [ +1 Strength, +1 Con , -2 Charisma]
Racial Characteristics:
Banandyrth (Toril Human): Bonus skill ranks: Swim +2, Use Rope, +2, Profession Sailor +5
Uruk Hai: movement 30', darkvision up to 60', racial hp adjustment of +1 /hd, +4 natural ac, bonus skill ranks: Survival +2, Intimidate +4, bonus feat: Alertness, Power Attack, Bull Rush
Uruk Khesh: movement 30', darkvision up to 60'bonus skill ranks: Survival +1, Intimidate +2, Bonus Feat-Alertness
Haz: movement 30', darkvision up to 90'. Racial hp adjustment of +1 /hd+5 natural ac, 2 claw attacks 1d4+1 ea, bonus skill ranks: Balance +4, Jump +7, Survival +9, Hide +5, Move Silently +3 bonus feats: Run, Power Attack, Multiattack
Akati: movement 30', darkvision up to 90'. Racial hp adjustment of +1, +5 natural ac, 2 claw attacks 1d4+1 ea, bonus skill ranks: Balance +4, Jump +7, Swim +9, Hide +5, Move Silently +3 bonus feats: Power Attack, Bull Rush, Multiattack
Starting Languages:
Humans: Thorass (Faerun trade language),Cormish (Dalelands) Pelai Prisoner Sign Language
Uruk Hai: Uruk Khoj (Orcish), Gondwanapal (Kireshku), Pelai Prisoner Sign Language
Uruk-Khesh: Uruk Khoj (Orcish), Gondwanapal (Kireshku), Pelai Prisoner Sign Language
Haz: Hazkhat, Gondwanapal (Zharzhani), Pelai Prisoner Sign Language
Akati: Akataitaiske, Gondwanapal (Muerrin), Pelai Prisoner Sign Language
Allowable Classes:
- Toril Humans (All Standard Classes allowed as initial and secondary)
- Uruk Hai (Initial Class Warrior, All Other Standard Classes allowed after first level, no racial class penalties applied to leveling up)
- Uruk-Khesh (Initial class Rogue, All Other Standard Classes allowed after first level, no racial class penalties applied to leveling up )
- Haz (Intial Class: Barbarian Warrior, Other Classes allowed after 3rd-Desert Oriented, no racial class penalties applied to leveling up)
- Akati (Initial Class Rogue, Other Classes allowed after 3rd-Wetland Oriented, no racial class penalties applied to leveling up)
Character Starting Levels
- Humans start at 3rd Level with full x.p.
- Orcs and Half Orcs start at 2nd Level with negative 1000 x.p.
- Lizardmen start at 2nd level with negative 1000 x.p.
Character Equipment:
As characters enter the game as shipwrecked, the equipment they will have will be piecemeal materials collected from the detritus washed ashore.