User:ProphetPX/Xal'Anim (3.5e Campaign Setting)/Character Creation

Character Creation

 * Note these RULES regarding the very different features of the "NATURAL WORLD" within Xal'Anim, when deciding how to go about creating characters for use in Xal'Anim:

Ability Scores

 * Depends on race played. Due to the advanced elemental features of this world, most playable races will start with at least 1 level (if not more) of their suitable Paragon racial class, for FREE -- even at the initial 1st level of any class played.

Alignment

 * Depends on race and class played.

Perception

 * In order for a racial character or monster to perceive their surroundings or navigate the outer surface landscape, so-called "Light-vision" is required. And only at the level (or above) of minor playable-races and monsters (such as the deplorable elf!) can they "see" with any certainty or lack of difficulty, what transpires around them, AT ALL -- being barely able to perceive objects in "visible" Light in it's proper form. Most lower races (including most elves) are only capable of [this campaign's version of] infra-vision, so darkness (due to the close pervasiveness of ring-light) is not very common (on the surface world). However this situation is inverted a little bit when it comes to those races and monsters which inhabit the inner hollow of Xal'Anim's planetary sphere. Something known as UltraVision is within the capacity of most of the higher races and since no lower races can employ it by nature, this definitely creates a rift between that of the higher created order, and that of the lower and "subterranean" factions. Even more sublime is that of "Atomic Vision" where celestial, infernal or abyssal, and aberration monsters and PC's can literally see between the valence ethers of whole atomic structures and perceive innate differences down to the atomic level between this or that. This might be seen as the equivalent of having 1,000,000,000:1,000,000,000 vision (as opposed to ordinary human's mundane sight of 20:20 -- if healthy).

Thus, breaking it down, the following forms of vision perception we have, are:
 * Atomic Vision
 * "Atomic Vision" (for LEGENDARY races) is equivalent to being able to see between the valent ethers of atomic structures due to perceptible higher vibrational frequencies. Viewing distance is a quarter that of old 2e UltraVision (noted below), at 4,000 feet.


 * Ultra Vision
 * "Ultra Vision" (for most higher, Major races) is equivalent to 2e's UltraVision, and double the standard viewing distance of 3.5e: at 2,000 feet.


 * Light Vision
 * "Light Vision" (for most Minor races) is roughly the same as 3.5e's standard vision for all races with color- and depth-perception, at a standard 3.5e distance of 1,000 feet.


 * Infra Vision
 * "InfraVision" (for some Minor races) is equivalent to 3.5e's "low-light vision" (since "night time" does not appear the same here as in other worlds), and is set at a standard viewing distance of 250 feet.


 * Dark Vision
 * Common for all races lower than those which have InfraVision, this type is equivalent to the 3.5e standard of "dark vision" and is set at 120 feet.

Other adjusted forms of perception, are:
 * Listening
 * Since most races here are anthropomorphic animal-like humanoids, and since the predominant elemental power on this planet is that of Air, this perceptive sense is going to gain a huge boost to most races standard listed bonuses, to the tune of +4 to all listed monster statistics, just as a playable character race.


 * Scent
 * Since most races here are anthropomorphic animal-like humanoids, and since the predominant elemental power on this planet is that of Air, this perceptive sense is going to gain a huge boost to most races standard listed bonuses, to the tune of +4 to all listed monster statistics, just as a playable character race.


 * Intuition
 * Most animals have what's known as a "sixth sense", and the anthropomorphic races and monsters of Xal'Anim are of no exception in this (enhanced) ability. All anthro animal-like races come complete with this installed as a perception (Spot, Scent, and Listen) skill modifier of +4 to all such rolls when NOT involving those particular senses. Thus a character can "sense" a nearby danger (be it object or living) from any distance, even if blind, deaf, or having damaged olfactories in their nose) merely by "blindsensing" (as per the Dragon ability of the same name) and applying this bonus of +4 from a distance of within 30 feet.

Atmosphere

 * The air density on Xal'Anim is twice that of Earth in terms of pounds per square inch (p/si), so wounds and injuries will heal here TWICE as fast as they are stated in the core rules, with powers such as "cure light wounds" and "fast healing" operating doubly such. And, regeneration spells/powers operate much more effectively here due to the ubiquitous earth-power surrounding the populations, at a rate twice fast as the original specification. Conversely, damaging effect such as draconic breath weapons and area-of-effect spells and detonating powers will also operate twice as effectively. Adjustments should be made to any character classes' abilities when it comes to feats, spells, and spell-like abilities, per this scaled rule.

Gravity

 * Gravity here operates at 1/3 that of our "normal" Earth's gravity, which means that from the perspective of Earth's Moon (which is at 1/6 Earth gravity), Xal'Anim's 1/3 (or 2/6) gravity is HALF that of Earth, thus HALF that of it's moon. Characters and Monsters will have nearly no or little problems with encumbrance or "weight" and travel issues due to this, and cross-planet transit on the open surface should occur much faster.
 * Therefore, the preceding understood, it is entirely possible to engage in Matrix-style tactical movement (be it fast or slow) for ANY character class (not just Monks). Monks, however, will have the supreme advantage over other classes in this respect, since at higher-levels they can gain innate, directed control over the gravity of other people and things (Reflex and Will saving throws apply), as well as their body exploiting gravity for themselves, personally.

Movement and Encumbrance

 * All standard races, due to the aforementioned lighter restrictions on Gravity, move at twice their stock/core standard listed speed. This means that if a human was standard at 30' (20' while wearing full plate armor), his new movement rate will now become 60' (or 40' in full plate armor). Dwarves and other races with caps on movement or restrictions on encumbrance are also affected by this new ratio. Consider all core-rule movement rates to be DOUBLED (2x), and all encumbrance tables to have their figures QUADRUPLED (4x) when it comes to carrying capacity and pounds-liftable.

Combat

 * The following rules will be in-effect in most places of my world (remember this is still a work in progress!)


 * Better Initiative