Character Creation

Character Creation

Characters are built using the rules in the Player’s Handbooks with options from other sources as permitted. This page details the character creation process and any special rules for creating characters. It is highly recommended that players use the the D&D Character Builder for checking their work (though double check it, as it still has some bugs). As the 4th edition Eberron Player’s Guide will likely update some of this information, its contents will likely supersede any character elements discussed here. In other words, we will be updating character sheets after the EPG comes out in July.

After creating your character on paper, create a character entry for it here on Obsidian Castle. Please use the 4E Character Template I’ve provided for the crunch details; you can see an example filled out version Hesh Sul’tashk. You will be updating this character sheet as the campaign progresses.

All characters are initially 1st level.

Choose Race

Races for the campaign are detailed in the Races of Eberron section. Common races have no difficulty for acceptance; uncommon and rare races will need justification (i.e., a full background describing how they fit or don’t fit into Eberron society).

It is recommended that races will full write-ups be used before those that just have a Monster Manual NPC sub-block, though there are exceptions (such as Changelings/Doppelgangers and goblinoids).

Choose Backgrounds

Player’s Handbook 2 includes backgrounds to augment character creation (generally for use in selecting class skills, skill bonuses, or additional languages). Choose at least three Background characteristics (including from here); one of these must be a Region trait. When the Eberron Player’s Guide comes out, these can be changed to as appropriate. Remember, though you choose three Background traits, you only get the benefit from one in character creation. Do not forget to incorporate your backgrounds when fleshing out your character’s history!

Additional information on potential backgrounds is available: Backgrounds.

Choose Class

Any class from the Player’s Handbooks is acceptable as is the artificer preview from Dragon 365; the artificer will likely need some adjudication as they advance until the EPG comes out this summer.

Eberron-specific notes for each class are available: Classes.

Determine Ability Scores

Use the Point-Buy option (Method 2) for determining ability scores. Asmor provides a 4E Ability Score Caculator that one can use for this; note, it starts with all scores at 10 so you’ll have to decrease one to 8 if you do not wish to spend those two points.

Choose Skills

Skills are as specified in the Players Handbook. Other uses for Skills are included in the table below:

Skill Use
Arcana Identify dragonmarks
History Information about the Dragonmarked Houses

Select Feats

Feats from the published sources outside of the Player’s Handbooks should get an official okay from the DM before final acceptance; in general, most non-DDI material is fine while DDI material needs to be looked over.

Dragonmarks (aberrant or otherwise) will likely be noted by feats. These will not be available until after the EPG comes out; thus no character can start with a dragonmark. That is not to say one could not be a member of a House; the character will be an unmarked scion.

Choose Powers

Powers from all official sources are acceptable with the caveat that DDI material must be approved.

Choose Equipment

Equipment from all official sources are acceptable. Remember, you only start with 100gp at first level. Also, make sure to check all applicable errata . The caveat on DDI material applies here as well.

Fill in the Numbers

Remember to use the provide 4E Character Template when uploading to Obsidian Portal.

Complete Character Details

No Evil or Chaotic Evil characters are permitted in this game. The deities are given in the Religions of Eberron section; choices should be consistent with class, race, and background (i.e., a Lawful Good Shadow Marches Orc who follows a Cult of the Dragon Below would be hard to justify).

Languages are given as in the Player’s Handbook with some exceptions noted here. Daelkyr replaces Deep Speech as Xoriat replaces the Far Realm. Riedran is the Common of Sarlona, as is treated as a separate language. In general, other extra-planar creatures speak Supernal unless they come from a Khyber-touched plane (and speak Abyssal) or a mostly elemental plane (and speak Primordial); fey from Thalanis speak Elven instead. Gnolls speak giant, not Abyssal.

Each character must include a description of their personality, appearance, and at lease one quick their character has. In addition, a background for the character must be provided. Take special care to discuss what the character was doing during the Last War (remember, it ended only two years ago, though hostilities ceased two more years prior on the Day of Mourning) and how the character came in contact with their mentor (see below).

Create a Mentor

As a final step, you should flesh the details of a mentor and submit them as part of your character. As the Gourthan Expedition is quite risky, they are not hiring just anybody off the street, even if it is someone with potential such as the PCs. Instead, they will hire your mentor who negotiates with the Expedition to bring your character along. Mentors will be NPCs of roughly 3rd–6th level that will either start with the group in Sharn or meet-up in Stormreach.

Each mentor should be given the details:
  • Name
  • Race
  • Nationality (if from Khorvaire) or Region of Origin
  • Profession (not necessarily a PC class).
  • Appearance
  • Personality & Quirks
  • Why the Expedition hired them
  • Their relation to your PC
As an example, consider the following NPC mentor:
  • Name: Daruul Sarkat
  • Race: Hobgoblin
  • Nationality: Brelish (formerly Darguun)
  • Profession: Chartered Guide, Morgrave Outreach Association
  • Appearance: A grizzled scout who saw many skirmishes in the Last War, Daruul is heavily scarred and is almost missing his left eye. He’d probably look better if it was actually missing.
  • Personality & Quirks: Daruul does not speak much, communicating mostly through grunts and other utterances. This gives an impression of lack of intelligence that is patently false.
  • Why the Expedition Hired Them: Daruul has good recommendations from the Morgrave Outreach Association, and is known for being very reliable in a pinch.

Character Creation

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