Ember: Fire and Wind
Here you will find useful information for character creation. Unless otherwise stated, character creation rules follow those in the Player’s Handbook v3.5. A lot of information for use in Ember is drawn from the Sandstorm book, and it would not be unusual for source material to be taken from the Planar Handbook, as well (particularly elemental-themed abilities). Material from other v3.5 (and updated v3.0) sourcebooks may be allowed, but please consult with me first. Psionic source material is not recommended.
Roll 4d6. Discard lowest roll. Assign.
Note: Players can reroll their scores if ANY of the following are true (before racial ability adjustments):
- The total of the ability score modifiers is less than 3
- More than 1 ability score is less than 10
- The highest ability scores is 13 or lower
Player Character Races
Standard PC races and Sandstorm races/subraces (bhuka, asherati, painted elves, badlands dwarves, etc) are preferred, as are the mephling races from the Planar Handbook. Players should not choose a race with a level adjustment greater than +1.
Many different living condtions exist for the different races. Apart from the obvious nomadic peoples of Ember (with members from any race), permanent settlements exist, as well. Humans, half-elves, half-orcs, halflings, gnomes, mephlings, and dwarves tend to live in cities, forts, outposts, and the like (gnomes and dwarves also have their fair share of underground dwellings). Elves tend to live in massive rock formations that appear to be naturally sculpted by the wind. The bhuka people live in villages dug into cliffs or desert canyons. The asherati live in hidden villages below the sand, often in the deep desert.
Players wanting to use another race should discuss it with me first and be ready to generate a character background explaining how the PC fits into the game world. In general, all Players should be prepared with a character background/back-story, if even just some general ideas.
Player Character Alignment
In general, characters with ties to Air are good-aligned, and characters with ties to Fire are evil-aligned – this is not a requirement, as exceptions frequently occur and may make for interesting roleplaying opportunities.
Player characters should not be of evil alignment.
Players may take desert variants from Sandstorm or planar substitution levels from the Planar Handbook (although Outer-plane themed abilities may not be appropriate).
Also available to players is the Channeler, representing an innate, elemental, divine spellcasting class.
Religion and magic are important to the world of Ember. Selecting the likely-appropriate skills (Knowledge(religion) and Knowlege(arcana)/Spellcraft, in particular) is not necessarily required for player characters, information gleaned from such skills may help in the long run.
Finally, a player’s character creation choices may affect their PC’s in-game knowledge. For example, an asherati character would probably know the locations of a few hidden settlements and oases, while a non-asherati character probably would not. Other character creation choices (class, background, etc) can have additional such in-game effects. Players should not be surprised at receiving “for your eyes only” informational notecards during play. Of course, what the character does afterwards with the information is up to the player.
More campaign tips can be found under the House Rules page.