Creating a Character In The Unification

Posted by EarthDragon on 1st September 2015.

These rules specify how to create characters for play in The Unification. The basic rules are as per the core D&D rules, but there are some subtle and significant changes. Do not simply assume that because you know the 3.5 rules that you know the rules for The Chosen Of The Unification campaign. While many races and classes may seem familiar but with different names, there are some significant, but sometimes quite subtle differences in the entries. Always ensure that you have read the entire entry (and, indeed, the entire site) before making any assumptions about the application of the rules, especially as there are a number of house rules, a number of adaptations of additional 3.5 rules from various non-core sources, and a few edition 5 rules thrown in. As always, the DMs are the final arbiters as to what is included in the rules, and the primary DM (earthdragon) has the final say.

Ability Scores

Ability scores in this campaign are determined by a modified points allocation system, which produces a score between 8 and 19 for each ability (though only one ability score can be 19). This is a very slightly higher range of ability scores that compensates slightly for some of the additional challenges in the campaign, making it quite a bit tougher than “standard” campaigns, and takes into account the extra “edge” characters need to survive in a world where Resurrection and Raise Dead spells are all but non-existent.

Note that this campaign does not use the traditional hit point system. It uses the alternate Vitality Point and Wound Point system from the 3.5 source Unearthed Arcana (presented in the House Rules section under Injury, Death & Healing) instead. This makes the Constitution score of vital importance to all characters.

To determine the characters’ ability scores, the player begins with 95 character points to allocate to the six ability scores. The first step is to allocate 8 to each ability score (using up 48 points). The second step is to then apply racial modifiers. Then, spend enough points to bring any reduced scores back to the minimum of 8. The final step is to allocate the remaining points to the remaining skills. Only one score may be raised to 19, the remainder must be 18 or less.

The specific ability adjustments for each particular ability score can be found on page 8 of the Players’ Handbook, and are not reproduced here for copyright reasons. Be aware that the bonus spells section of this table in the core PHB does NOT apply to this campaign. Spell-casters in this campaign either use a spell point basis, a random rolling system to determine maximum use of powers per day, or use a number of weaves based on the level of the character. There are no character classes that use the traditional “spells per day” model. The closest character class to the traditional model is the Svarti, which uses a particular number of weaves per day. The Svarti, however, uses a different table to determine the number of bonus weaves known per day. Only the Ability Modifier section of the PHB table applies. The basic descriptions of each ability score from the PHB are unchanged, and the reference ranges for “typical” examples of a given ability score listed on pages 8 to 10 are roughly analogous to various creatures in the Chosen of the Unification campaign.

Score Bonus Spell Points
1-9 -- Can’t cast spells tied to this ability --
10-11 0
12-13 2
14-15 3
16-17 4
18-19 6
20-21 8
22-23 10
24-25 12
26-27 15
28-29 17
30-31 19
32-33 21
34-35 24
36-37 26
38-39 28
40-41 30
42-43 33
44-45 36

Changing Ability Scores

Over time, the ability scores your character starts with can change. Ability scores can increase with no limit. Points at which ability changes occur include the following:

When an ability score changes, all attributes associated with that score change accordingly. The change only applies to the current level and is not retroactively applied to earlier levels.