Character Creation Tweaks
Hello,
I'm considering a small tweak in the character creation for a game I'm planning. I'd love input on the below. I'm trying to use feats that [i]are not combat specific.[/i] What do you think? Does it look like it'll break the game? I'm sure that someone could combine a few things and make a powerful character or something, but I'd love to hear some opinions and critiques.
In this adventure, the party will all be members of a military order. They'll be starting as soldiers or mercenaries who are currently in prison.
Character Creation Rules
Choose one of the trades below that your character works in. Each one will have a couple of bonus feats - you can choose one to gain at level 1. Because of this, I won't be allowing variant human - everyone gets a feat, its just limited to what is below. PHB +1, standard array. If you're feeling lucky, you can roll 3d6 but you must replace one of the numbers in the array with what you roll. We will be starting at level 2. Starting gear will be mundane gear that is appropriate for your place in the group. No plate or horses.
Soldier - the bulk of the order are soldiers. They patrol the hills, forests, and mountains around the outpost, trying to keep orc raiding parties at bay and the road secure. There is no cavalry, the order is dismounted. It would be quite odd for a full caster to be a soldier, they would most likely have trained as Magi. I'm not saying it can't happen, but there'd have to be a pretty good reason for it. Soldiers can choose Athlete, Tough, or Resilient (Con).
Scout - the very quiet folks that operate on their own or in small teams of two to keep an eye on the larger groups of orcs and report back periodically. They are viewed as a bit strange by the soldiers - and probably rightfully so. Spending weeks on end on your own in the trackless wild full of orcs is not what normal people do. It would be odd for a full caster to be a scout as well, but again it's not not allowed. It'll just take a good reason. Scouts can choose athlete, observant, skulker, or keen mind.
Officer - every patrol has at least one officer with it - there are about a dozen or so in the order. They are mostly the children of prominent families from the nearby settlements but there are a couple that put in their time as soldiers or scouts. There are no hard and fast rules about the relationship between the officers and the troops - but no one follows a strict military code. Officers can choose inspiring leader, observant, or skilled.
Magi - the arcanists and diviners. There are barely enough to have one in each patrol, about the same number as officers. The magi are responsible for supporting their patrols with their powers. Either by eliminating the enemy or enabling the patrol to eliminate the enemy. They're also the administrators while in the fort. It would be strange for someone who isn't at least a half caster be a Magi - same as above. It's not off the table, just needs a good reason. Magi can choose ritual caster, magic initiate, or healer.
Posted May 19, 2019, 8:48 AM UTC · edited