12 Worlds Dragonscape
12 Worlds Character Building
Creating a 12 Worlds Character
Characters created using the core rulebooks will work within the 12 Worlds setting, to a degree, but to get the most out of a 12 Worlds character, you really need to go through this page first. Several classes experience distinct changes in the 12 Worlds setting, and not all of the standard races might be available on the facet you are playing on. Most of the 12 Worlds facets also include many playable races that are not described in the Player’s Handbook.
Races on Edinsett
Being that Edinsett is a dragon-heavy world, full-blooded and half-dragons are available as player characters (with the appropriate level adjustments, of course). Both of these options come with some social restrictions and regulations, but that’s just quibbling over the back story.
Other than that, pretty much any other race is available. Again, some quibbling over back story may be necessary, but for the most part anything can be made to work.
12 Worlds Classes
A few changes have been made to the classes used in the 12 Worlds, as follows:
The bard has had a new skill added as a class skill: Truespeak (Int). This skill comes from the Tome of Magic, and unless a player plans to incorporate that source into their character, they don’t have to worry about the Truespeak skill.
Bards may add a single Sorcerer/Wizard spell per spell level (up to 6th) to the Bard spell list, customized to their character. The limitation is that the spell must incorporate a verbal component, and may not include a costly material component (anything that costs more than 1gp).
The cleric has seen more changes in the 12 Worlds setting than any other class, by the sheer fact that religion and the cosmology of the 12 Worlds is different than in other settings. More detail may be found in the section detailing the 12 Worlds cosmology.
Clerics in 12 Worlds do not serve the creator god (the one true deity in this setting). Instead, clerics are servants of otherworldly beings known as “patrons,” each of whom grants access to a single domain. Clerics in the 12 Worlds may not be devoted to an ideal (i.e. they must choose a patron). A full listing of the patrons can be found in the religion section, but the following is a brief list, organized by alignment:
|Chaotic Neutral||Alagos, Ascar, Celva, Letho, Lorna, Medilimb, Naur, Nen, Orme, Perian, Ran, Raumo, Redh, Rinc, Teleth, Thul, Trastolug, Tyalie, Ungol, Usanda, Verca|
|Lawful Neutral||Amarth, Anor, Asar, Bauglir, Berio, Brand, Ceve, Gath, Gurth, Gwent, Gwilith, Hud, Huor, Lie, Naw, Pele, Rauta, Thenid, Tortho|
|True Neutral||Aearon, Alma, Annon, Balar, Bein, Certh, Gollor, Hortho, Istui, Lend, Loce, Maenas, Marta, Nauth, Olor, Osanwe, Radag, Ramb, Tencel, Toltho, Voronwie|
|Neutral Good||Ainu, Alasse, Alcar, Bango, Casal, Elen, Elu, Ist, Luth, Mael, Maer, Naug, Nos, Oma, Puig, Sein, Tono, Vala, Yanwe|
|Neutral Evil||Algorth, Delu, Dond, Flae, Foeg, Glam, Goth, Ingem, Ingole, Lo, Lyg, Maquena, Mata, Melch, Milme, Morben, Naeg, Ninqua, Nuru, Raug, Thaw, Umhur|
Because clerics draw their power from these “unnatural” pacts with otherworldly beings, clerics are generally regarded with suspicion and/or distrust by the majority of people in the 12 Worlds. Individual clerics will often find acceptance, but their profession is generally held with suspicion and they are often relegated to the outskirts of society. Generally, those who find acceptance in society are those serving within the ranks of a larger, socially acceptable organization (such as a city militia, monastery, etc).
Clerics within the 12 Worlds have access to only one domain, since each patron is capable of granting only one domain. You may not choose multiple patrons to serve in order to gain multiple domains. Obviously, Neutral clerics have the most choice in patrons to serve (access to all patrons), and thus Neutral clerics are the most common. Good and evil clerics always channel positive/negative energy as normal, and clerics of good or evil patrons also channel positive or negative energy, respectively. Neutral clerics of neutral patrons may choose to channel positive or negative energy, as per the normal rules.
In compensation for only having access to one domain, all clerics in the 12 Worlds are assumed to have selected the Divine Restoration alternative class feature from Dungeonscape. Specifically, at 3rd level clerics gain the ability to spontaneously cast lesser restoration, restoration, or greater restoration by sacrificing a prepared spell of the same level. Note that when spontaneously casting a restoration spell, a cleric must still expend the required components.
As with clerics, Paladins do not serve the creator god, but instead champion the cause of one of the patrons. Paladins must choose a patron of either Lawful Neutral or Neutral Good alignment to serve. Paladins are generally considered religious fanatics by most members of society, and are often ostracized by communities as a result. Despite this, they are rarely actually persecuted, as they are known to be upstanding members of the community, and their hearts are in the right places, after all.
One notable exemption to the normal rule of following a lawful neutral or neutral good patron is a Paladin of Bahamut, available only on Edinsett. Here the dichotomy of good and evil dragons has caused worship of the draconic patron Loce to fracture, each side trying to push their facet of the patron to dominance over the opposing alignment. Thus, just as you can have a paladin of Bahamut (who truly gains her power from Loce), you can also have champions of Tiamat.
Psionic characters experience no rules changes, but their societal roles must be explained. The Church is a powerful organization that is comprised of more than 75% psionic individuals (see the entry on the Church in the religion section), and around 95% of the psionic individuals in the 12 Worlds find service within the Church. As a result, psionic characters are universally treated as representatives of the Church until told otherwise. The Church is also very quick to silence any psionic individuals foolish enough to misrepresent themselves as Church agents.
Sorcerers have no game mechanic changes, instead their position in society is changed. In the core D&D rules sorcerers are often ostracized and generally exist on the fringes of civilized society. In the 12 Worlds however, sorcerers are often revered as “better” people, and often hold a higher social status than other members of society, especially as compared to wizards. Sorcerers need not waste years of study over tomes of knowledge to tap into the pool of souls (the source of all magic), instead having an innate connection to it. This does not mean that any sorcerer will automatically be welcomed or perceived as “better” than another person… simply that the people group as a whole is more readily honored than other people groups.
The Wu Jen was just so underpowered in Complete Arcane, it received a complete overhaul. You can find the new class entry here.