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Umber Player Introduction

Over the last few months, I've shared some of my design thoughts about the Umber campaign. These finally coalesced into the document you see below, distributed to the four players of the campaign on Saturday, January 3. Using this document, each player rolled up two characters (a regular and a "spare" to use in case of unexpected deaths in the party).

The Land of Umber

Long ago, the land known as Umber was a place of magnificent beauty. Golden spires towered above green fields and verdant forests. The races of Umber lived together in peace, leaving behind all racial enmities. Cities thrived with diverse populations existing harmoniously. Great universities taught philosophy, literature, history, science, and the magical arts. This era, now called the Ageless Summer, lasted untold thousands of years.

The Fall from Grace

All that ended with the Fall. No one really knows what cataclysmic sequence of events resulted in the end of civilization. In truth, no one really cares—the study of history holds little meaning when your daily existence must be protected with guile and strength of arm. Regardless, the turmoil that ended the Age of Summer witnessed the crumbling of the grand cities of Umber, and with them the end of peace and prosperity. In a virtual eyeblink, untold millennia of culture and knowledge were lost.

There are those who say that society didn’t collapse right away—that a few brave souls struggled for decades to restore the fading glory of the world they had lost. And had the Fall been the worst of it, they might well have succeeded. But as every child knows, after Fall . . . comes Winter.

The Gloom of Winter

Today, the land of Umber is gripped by weather harsher than any known by the Ancients. Days are short, with only a few short months of thawing each year. The hardy survivors of the Fall have adapted as best they could to this new climate, raising quick-growing crops and sturdy livestock.

Even so, the land has withered as shadows linger all too long. Once-mighty forests have shrunk to scattered groves. Rolling hills once lush with greenery are now dry and brown. Cities have been abandoned to the elements or lost to raiders; the largest settlements now number in the hundreds, rather than the tens of thousands.

Most don’t live in such groups, however, preferring a nomadic existence. Small bands of wary travelers scratch a meager existence from the land, settling for no more than a few months at a time before moving on. Some of these nomads seek only the next day’s meal for their families. Others have more selfish ways, taking advantage of those weaker than they.

Tales tell of a third kind of traveler: one who seeks to protect the innocent. Such rare individuals typically suffer from an overabundant sense of righteousness or justice. Though most people agree that such things are good only for getting one in trouble, secretly they hold out hope that such nobility is not yet lost.

More than ever, the Land of Umber needs to believe in heroes.

Races of Umber

The world of Umber is home to many sentient humanoid species. In the far-distant past, these cultures contested with one another for land and resources, but those struggles largely ended well before the Fall. For centuries, the so-called civilized races existed in relative harmony. Cities, even kingdoms, became integrated. Elven princes ruled over cities of halflings and gnomes; aasimar dukes rose to power among humans, and dwarven merchant-lords controlled vast mercantile empires that included half-elf traders and half-orc mercenaries alike. While some racial enmities never truly faded into history, the peoples of Umber shared their world in peace.

Though peace ended with the Fall, the world afterward, curiously, didn’t return to polarized racial rivalries. Instead, the people of Umber sought allegiances wherever they could, regardless of the races involved. Half-orc warlords took on gnoll bodyguards and gnome advisors, while human barons retained elven seneschals and halfling spies. In Umber, a person’s worth isn’t measured by his heritage, but by his skill.

Human

The humans of Umber share a mixed heritage, but retain their ultimate adaptability.

            Key Descriptors: Adaptable, resilient, mutt.

Human Racial Traits

As Player’s Handbook, with the following modifications.

bullet+2 to any ability. Though marked by no single area of excellence, remarkable humans of all kinds are common in Umber.
bulletAutomatic Languages: Common. Bonus Languages: Draconic, Dwarven, Elven, Gnoll, Orc.

Aasimar

Not truly a separate race, the aasimar are humans born with the blood of celestial beings running through their veins. Graced with this touch of the holy, aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. Aasimars make natural leaders, and often cling to outdated ideals of nobility and honor. They fight against tyranny and attempt to sway others to do the right thing. Occasionally they taken on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.

            Key Descriptors: Noble, thoughtful, commanding.

Aasimar Racial Traits

Aasimar characters possess the following racial traits.

bullet+2 Wisdom, +2 Charisma. Aasimars are thoughtful and strong of personality.
bulletMedium size Humanoid.
bulletAasimar base land speed is 30 feet.
bulletLow-Light Vision. An aasimar can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
bullet+2 racial bonus on Spot and Listen checks.
bulletNo penalty to Disguise checks made to pass as a human.
bulletDaylight. Aasimars can cast daylight once per day as a caster of his character level.
bulletResistance to acid 5, cold 5, and electricity 5. Aasimars share some of the durability of their ancestors.
bulletAasimars are treated as humans for purposes of effects that affect humans.
bulletAutomatic Languages: Common. Bonus Languages: Celestial, Draconic, Dwarven, Elven, Gnoll, Orc.
bulletFavored Class: Paladin.

Dragonblood

The last proud heirs of the draconic races, the dragonbloods display a natural talent for sorcery derived from their ancestral forebears. Their pride sometimes manifests as a superior attitude taken toward other races. They are taller and more massive than humans, with scales of green, red, gold, or any of a number of other colors. Most have reptilian tails, and some even have vestigial wings.

            Key Descriptors: Proud, imposing, honorable.

Dragonblood Racial Traits

Dragonblood characters possess the following racial traits.

bullet+2 Constitution, +2 Charisma. Dragonbloods are hardy creatures with a formidable presence.
bulletMedium size.
bulletHumanoid (reptilian).
bulletDragonblood base land speed is 30 feet.
bulletDarkvision. Dragonbloods can see in the dark up to 60 feet.
bullet+2 racial bonus on Spellcraft and Use Magic Device checks.
bullet+1 natural armor bonus. Dragonblood have scaled hides.
bulletAutomatic Languages: Common, Draconic. Bonus Languages: Dwarven, Elven, Gnoll, Orc.
bulletFavored Class: Sorcerer. A dragonblood character can begin play as a 1st-level sorcerer, and may round fractions up when determining her maximum allowable sorcerer level.

Dwarf

The master craftsmen of the world of Umber, both before and after the Fall. Despite their lack of agility, they remain powerful warriors. The dwarves of Umber are exceptionally reclusive, and don't get along well with others.

            Key Descriptors: Aloof, stubborn, cautious.

Dwarf Racial Traits

As Player’s Handbook, with the following modifications.

bullet-2 Dexterity, +4 Constitution, +2 Intelligence, -2 Charisma. Dwarves are extraordinarily resilient. Their lack of agility and reserved demeanor belies their keen intellect.
bulletNo racial bonus on attack rolls against goblinoids.
bulletAny dwarf who has Weapon Group (axes) is also proficient with the dwarven waraxe and the dwarven urgrosh.
bullet+2 racial bonus on Open Lock and Use Rope checks. Despite their clumsy frames, dwarves enjoy exceptional manual dexterity.

Elf

Once seen as a blessing from the gods, the elves now curse their long lives—most know all too well the tales of the beauty of the Old World told them by their fathers and grandfathers. Of all the races of Umber, elves are the most likely to take up arms in defense of those tales…but also the most likely to succumb to depression and fear.

            Key Descriptors: Mournful, ruthless, detached.

Elf Racial Traits

As Player’s Handbook, with the following modifications.

bullet+2 Dexterity, -2 Constitution, +2 Wisdom. Elves are possessed of a natural grace, though their frames are somewhat frail. Their years on Umber also grant them exceptional insight.
bulletAll elves automatically have Weapon Group (bows) and Weapon Group (light blades) for free, regardless of their class.
bulletAutomatic Languages: Common, Elf. Bonus Languages: Draconic, Dwarven, Gnoll, Orc.
bulletFavored Class: Druid. An elven character can begin play as a 1st-level druid, and may round fractions up when determining her maximum allowable druid level.

Gnoll

Once a proud race of feral savannah hunters, the gnolls now subsist on scraps purchased with the meager funds derived from mercenary work. Despite this, they remain cunning warriors.

            Key Descriptors: Aggressive, superstitious, uncivilized.

Gnoll Racial Traits

Gnoll characters possess the following racial traits.

bullet+2 Strength, +2 Constitution, -2 Charisma. Gnolls are strong and hardy, but lack social graces and often feel out of place when not on the hunt.
bulletMedium size.
bulletGnoll base land speed is 30 feet.
bulletLow-Light Vision. A gnoll can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
bullet+1 natural armor bonus. A gnoll’s tough, furry hide protects it from harm.
bullet-1 penalty to Sanity resistance. A gnoll’s superstitious nature renders it particularly vulnerable to mental shocks.
bulletAutomatic Languages: Common, Gnoll. Bonus Languages: Dwarven, Elven, Orc.
bulletFavored Class: Ranger.

Gnome

Of all the races surviving the fall of the Old World, the gnomes have retained the most hope for the future. Many have taken on the task of safekeeping the stories (and secrets) of the Ancients, believing that there will come a day when such knowledge is needed once again.

            Key Descriptors: Hopeful, friendly, energetic.

Gnome Racial Traits

As Player’s Handbook, with the following modifications.

bullet-2 Strength, +2 Constitution, +2 Intelligence, +2 Charisma. Though not as strong as their dwarven cousins, gnomes share their durability and keen mind, and also have a friendly, outgoing personality.
bulletNo racial bonus on saving throws against illusions.
bulletNo racial bonus on attack rolls.
bulletGnomes can use Craft (alchemy) even without spellcaster levels.
bullet+2 racial bonus on any one category of Knowledge checks (chosen at time of character creation).
bulletAny gnome who has Weapon Group (picks and hammers) is also proficient with the gnome hooked hammer.
bulletGnomes and dwarves share the same bloodline. The two races are treated as interchangeable for purposes of effects that affect one race or the other.
bulletAutomatic Languages: Common, Dwarf. Bonus Languages: Draconic, Elven, Gnoll, Orc.

Half-Elf

Living emblems of the mixed-heritage nature of the world, half-elves tend to be accepted wherever they go. They are natural survivalists, able to take care of themselves in all situations.

            Key Descriptors: Open-minded, even-tempered, curious.

Half-Elf Racial Traits

As Player’s Handbook, with the following modifications.

bullet+2 Dexterity, +2 Charisma. Half-elves share the grace of their elven ancestry, while displaying a social grace as well.
bulletNo penalty to Disguise checks made to pass as a human or as an elf.
bulletAutomatic Languages: Common, any one other language. Bonus Languages: Draconic, Dwarven, Elven, Gnoll, Orc.
bulletFavored Class: Scout (Complete Adventurer).

Half-Orc

The product of a close alliance between the ancient kingdoms of humans and orcs, half-orcs are now a fully stable species. Though the alliance is long dead, and the orc race now hunts humans and other civilized races as food, the half-orcs remain integrated with the other races of Umber.

            Key Descriptors: Abrasive, reckless, moody.

Half-Orc Racial Traits

As Player’s Handbook, with the following modifications.

bullet+4 Strength, -2 Intelligence, -2 Charisma. Half-orcs possess immense physical power, but are usually lacking in intellect and charm.
bulletNo penalty to Disguise checks made to pass as a human or as an orc.
bulletLow-Light Vision. A half-orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. (This replaces the normal half-orc’s darkvision.)
bulletAutomatic Languages: Common, Orc. Bonus Languages: Dwarven, Elven, Gnoll.

Halfling

Abandoned by their goddess, their tight-knit communities rent asunder by the Fall, the halfling race has grown more cynical and individualistic in recent generations. However, they still retain their innate courage, and many have taken up arms to better defend their personal needs.

            Key Descriptors: Brave, individualist, sarcastic.

Halfling Racial Traits

As Player’s Handbook, with the following modifications.

bullet-2 Strength, +4 Dexterity. Though slight of build, halflings possess extraordinary aim and agility.
bullet+1 bonus to Sanity resistance. Halflings possess uncanny bravery, even when confronted by horrors beyond imagining.
bulletHalflings and elves share the same bloodline. The two races are treated as interchangeable for purposes of effects that affect one race or the other.
bulletAutomatic Languages: Common. Bonus Languages: Dwarven, Elven, Gnoll, Orc.
bulletFavored Class: Swashbuckler (Complete Warrior).

Tiefling

As with aasimars, the tieflings are born of human but manifest nonhuman heritage--in this case, an ancestry born of Hell itself. Twisted, devious, and untrustworthy, tieflings more often than not follow their inherent tendencies and heed the call to evil. A few defy their nature, but still must fight against popular opinion (if their nature is known) or the feeling of otherworldly “wrongness” that seems to follow them wherever they go.

Aside from a demeanor that many find disturbing, many tieflings are all-but-indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.

In Umber, tieflings generally maintain a low profile. As befits their nature, they tend to seek their fortunes through stealth and guile over force of arms. Occasionally one rises to a position of power, but this is rare.

            Key Descriptors: Sly, cowardly, suspicious.

Tiefling Racial Traits

Tiefling characters possess the following racial traits.

bullet+2 Dexterity, +2 Intelligence, -2 Charisma. Tieflings are crafty and agile, but their suspicious nature results in weak personalities.
bulletMedium size Humanoid.
bulletTiefling base land speed is 30 feet.
bulletLow-Light Vision. A tiefling can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
bullet+2 racial bonus on Bluff and Hide checks. Tieflings can conceal their lies as skillfully as they can slip between shadows.
bulletNo penalty to Disguise checks made to pass as a human.
bulletDarkness: A tiefling can cast darkness once per day as a caster level equal to her character level.
bulletResistance to cold 5, electricity 5, and fire 5. The tiefling shares resistances of her ancestors.
bulletTieflings are treated as humans for purposes of effects that affect humans.
bulletTaint. Tieflings begin with 1 point of Taint due to their infernal heritage. This does not affect their starting Constitution or Wisdom scores.
bulletAutomatic Languages: Common. Bonus Languages: Dwarven, Elven, Gnoll, Infernal, Orc.
bulletFavored Class: Rogue.

Other Creatures of Umber

In addition to the many sentient humanoid races present in the world of Umber, the land is home to a wide variety of fauna.

Of the humanoid races, only the orcs have fully turned their backs on civilization. The race has descended to pure savage brutality. Orcs particularly hate dwarves and humans.

Creatures of Nature

Animals typical to temperate or cold climates call Umber home, including bears, wolves, wild boars, cougars, birds of prey, elk, and deer. Most humanoid races keep domesticated animals as well, including dogs, horses, goats, and sheep.

Creatures of Legend

Giants still walk the land, though they give the smaller races a wide berth in most cases. Ogres can sometimes be found among bards of brigands or serving local warlords.

Small populations of fey lurk in hidden places, though sightings of these wondrous beings grow rarer each year. Inextricably linked to the land, the fey suffer as the Gloom takes hold.

The race of dragons has suffered even more greatly. While a few lesser drakes and wyverns still eke out an existence in desolate areas, the noble dragons of old have been extinct since the Fall.

Creatures of Gloom

The most frightening category of beasts are those that have been tainted by the rising tide of shadow. From monstrously sized vermin to horrific minglings of beast and man to murderously intelligent plants, the Gloom has twisted and changed many otherwise familiar creatures.

Other, stranger creatures have also been rumored to exist. Some are described as foul things cloaked in fire and shadow, while others squirm or crawl about like nightmares given life. It seems impossible that such things were born of this world.

Common Types: Animal, Humanoid (dwarf, elf, gnoll, human, orc, reptilian)

Uncommon Types: Elemental, Fey, Giant, Magical Beast, Monstrous Humanoid, Vermin

Rare Types: Aberration, Construct, Dragon, Ooze, Outsider, Plant, Undead

Classes

The class options of Umber resemble those of traditional D&D in many ways, though there are a number of significant differences and additions.

Barbarian

Barbarians are savage, uncivilized warriors. Their tough, hardy nature lends itself well to surviving Umber’s harsh lands. Half-orcs are the most common barbarians.

Barbarians are proficient with basic weapons, plus any three weapon groups, at 1st level. They are proficient with light and medium armor, but not with shields.

Bard

Bards are con men and standard-bearers, heralds and spies, tale-tellers and lorekeepers.  Most exist on society’s fringe, relying on persuasion and knowledge to achieve their goals. Gnomes are the most common bards.

Bards are proficient with basic weapons, plus any two weapon groups, at 1st level. They are proficient with light armor, but not with shields.

Bards gain no spellcasting ability.

Druid

Druids are dedicated protectors of the natural world. They stand on the forefront of the struggle against the Gloom. They alone retain a link to divine powers beyond mortal existence.

Elves are the most common druids. Other than elves, no character may begin play as a druid. No character may have more than half his class levels (rounded down, unless the character is an elf) in the sorcerer class.

Druids are proficient with basic weapons and druid weapons, and with light and medium armor and shields (but not tower shields).

Druids spontaneously cast spells, just like sorcerers do. They have the same number of spells known as a sorcerer of the same level, and have the same spells per day as well (applying their Wisdom bonus, if any). They select spells known from the druid spell list, with one modification: cure light wounds is a 2nd-level spell, not a 1st-level spell.

Druids gain Brew Potion as a bonus feat at 2nd level.

Fighter

Fighters are trained, battle-hardened warriors of superior skill. They are often found as mercenaries, bodyguards, or warlords. Dwarves are the most common fighters.

Fighters are proficient with basic weapons, plus any four other weapon groups, at 1st level. They are proficient with light and medium armor, and with shields and tower shields, at 1st level.

Instead of the normal bonus feat progression, fighters gain the following benefits:

Level     Special

1st          Weapon focus

2nd        Battle-hardened

3rd         Heavy armor proficiency

4th          Weapon specialization

5th          —

6th          Improved critical

7th          —

8th          Weapon focus

9th          —

10th        Bonus feat

11th        —

12th        Weapon specialization

13th        —

14th        Bonus feat

15th        —

16th        Weapon focus

17th        —

18th        Bonus feat

19th        —

20th        Weapon specialization

Weapon Focus (Ex): At 1st, 8th, and 16th level, the fighter designates a group of weapons (such as axes or bows) with which he is proficient. He gains a +1 bonus on attack rolls made with such weapons.

Battle-Hardened (Ex): At 2nd level, the fighter gains a +2 bonus on initiative checks and on Will saves against fear.

Heavy Armor Proficiency: The fighter gains Armor Proficiency (Heavy) at 3rd level.

Weapon Specialization (Ex): At 4th, 12th, and 20th level, the fighter designates a group of weapons (such as crossbows or heavy blades) with which he has selected the Weapon Focus ability (see above). He gains a +2 bonus on damage rolls made with such weapons.

Improved Critical (Ex): At 6th level, the critical threat range of any weapon wielded by the fighter doubles (from 20 to 19-20, from 19-20 to 17-20, or from 18-20 to 15-20).

Bonus Feat: At 10th, 14th, and 18th level, a fighter gains a bonus feat, selected from the normal list of fighter bonus feats available in the campaign. This list also includes Weapon Group (any).

Paladin

Paladins are noble warriors dedicated to an outmoded set of ideals, including honor, chivalry, and righteous glory. They are typically loners, though some paladins have been known to lead ragtag bands of those who share some of their devotion to justice. Aasimars are the most common paladins.

Paladins are proficient with basic weapons, plus any three other weapon groups, at 1st level. Paladins are proficient with light and medium armor, and with shields. They gain proficiency with heavy armor at 3rd level.

Paladins gain no spellcasting ability.

Ranger

Rangers are cunning hunters and survivalists. Some seek to protect the natural world, while others use their talents only for personal gain. Rangers may find work as trackers, military scouts, bounty hunters, or defenders of sacred groves. Gnolls are the most common rangers.

Rangers are proficient with basic weapons, plus any three other weapon groups, at 1st level. They are proficient with light armor, but not with shields.

Rangers gain no spellcasting ability. The following humanoid subtypes are available for selection as favored enemies: dwarf (includes gnome), elf (includes halfling), gnoll, human (includes aasimar and tiefling), orc, and reptilian (includes dragonblood).

Rogue

Rogues are skillful infiltrators who value precision and cunning over strength. They find employment as burglars, con artists, spies, and assassins. Tieflings are the most common rogues.

Rogues are proficient with basic weapons, plus any two other weapon groups, at 1st level. They are proficient with light armor, but not with shields.

Sorcerer

Sorcerers are channelers of arcane power. Though the secrets of magic have faded, some few souls retain some small innate ability to control this inborn talent. Sorcerers are frequently mistrusted and feared, but some rise to positions of great power (as often behind the throne as on it).

Dragonbloods are the most common sorcerers. Other than dragonbloods, no character may begin play as a sorcerer. No character may have more than half his class levels (rounded down, unless the character is a dragonblood) in the sorcerer class.

Sorcerers are proficient with basic weapons, plus either spears or crossbows, at 1st level. They are not proficient with any kinds of armor or with shields.

Sorcerers gain Brew Potion as a bonus feat at 2nd level.

Swashbuckler

Swashbucklers are agile warriors with uncanny battle insight. They use mobility and precision to harry their foes, outlasting even those much more powerful than they. Swashbucklers may be honorable or dastardly; the former may serve as defenders of the weak while the latter take naturally to life as a brigand. Halflings are the most common swashbucklers. The class is detailed in Complete Warrior.

Swashbucklers are proficient with basic weapons, light blades, and any one other weapon group at 1st level. They are proficient with light armor, but not with shields.

Other Classes

With the gods long-departed from the world, there are no clerics left to carry on their worship. The only divine casters present in Umber are druids.

Similarly, the only arcane spellcasters that still exist are self-taught sorcerers. The art of wizardry has been lost to the civilized races.

This campaign features no prestige classes or similar options. The base classes described above are the only classes available to player characters.

Feats

Characters in the Umber campaign gain one feat at each level gained. This applies only to humanoid PCs and NPCs.

The following feats are altered in the Umber campaign:

bulletImproved Critical: Unavailable. Only fighters are allowed to gain such mastery of arms.
bulletItem Creation feats: Unavailable. The secrets of such handiwork is lost to the ancients. Druids and sorcerers gain the ability to brew herbal infusions and arcane elixirs, respectively, which are identical to potions.
bulletGreater Weapon Focus and Greater Weapon Specialization: Unavailable. No character is capable of achieving such specialized talent.
bulletShield Proficiency (Buckler): This feat is separate from Shield Proficiency. Without this feat, a buckler adds no bonus to AC. With this feat, a character gains a +1 shield bonus to AC when wearing a buckler (or a +2 bonus with Two-Weapon Defense).
bulletWeapon Focus and Weapon Specialization: Unavailable. Only fighters are allowed to gain such mastery of arms.
bulletWeapon Proficiency: The weapon proficiency feats (Simple, Martial, and Exotic) do not exist. Instead, characters select weapon group proficiencies as detailed in Unearthed Arcana.

New Rules

The Umber campaign includes several variant rules featured in Unearthed Arcana.

Sanity (UA 192)

Sanity measures a characters’ ability to cope with the bizarre or horrific. Each time your character is exposed to something alien or extraordinary, or when suffering a severe shock, his Sanity may be reduced.

Each character’s starting Sanity (as well as the upper limit of his Sanity) equals his Wisdom score multiplied by 5. Any change to a character’s Wisdom score has no effect on current Sanity, but increases or decreases maximum Sanity accordingly.

The denizens of Umber are a hardy lot, and quickly grow inured to some of the less potent shocks of the world. Each character has a Sanity Resistance score equal to one-half his character level. Sanity loss equal to or less than this value can be ignored by the character.

Druids and sorcerers do not suffer Sanity loss from spellcasting unless so noted by the DM.

Taint (UA 188)

Along with Sanity, characters in Umber will have to deal with the corruptive effect of Taint, which lingers in places touched by the Gloom. This will function similarly to the variant described in Unearthed Arcana, but the effect of Taint won’t be quite as punitive.

Instead of subtracting your Taint score from your Con and Wis scores, you make a Will save each time your Taint score increases. The save DC is 10 + your new Taint score. Failure indicates that you suffer 1 point of permanent drain to both your Constitution and Wisdom scores. If your Taint score decreases, you may make a new Will save (DC 10 + new Taint score). If the save succeeds, you regain 1 point of Con and Wis.

In addition, if your Sanity score ever equals or drops below your Taint score, very bad things happen.

Fractional Base Bonuses (UA 59)

Since this campaign will feature a lot of multiclassing, we’ll be using the fractional base save and base attack bonus variant. This results in multiclass characters avoiding the nasty effects of multiple roundings down of base attack and base save bonuses.

As an additional rule, characters only receive the 2-point bump for a good save as a 1st-level character. If he later gains a level in another class, he gains only +1/2 to any good saves of that class (rather than +2-1/2).

Magic Rating (UA 136)

Every character has a magic rating that measures his caster level. This accumulates in the same way that base attack bonus does. Use the base attack bonus columns in the Fractional Base Bonuses variant sidebar; druids and sorcerers use the Good column, while all other classes use the Poor column.

Reserve Points (UA 118)

The reserve points variant gives each character a capacity to recover quickly from injury. Essentially, each character has a second set of hit points (equal to his normal hit points) that function similarly to fast healing.

Death and Dying (UA 120)

Characters no longer have a negative hit point buffer between unconsciousness and death. At 0 hit points, a character becomes either disabled, dying, or dead, based on a Fortitude save. (The Endurance feat grants a +4 bonus on this save.)

Traits (UA 85)

Each character begins play with up to two traits. These are personality or physical quirks that help define the character. See Umber Character Creation for more details.

Umber Character Creation

Choose a Race: Select your character race from among those allowed in the campaign.

Roll Ability Scores: Roll 4d6 six times, recording the results in order (Str, Dex, Con, Int, Wis, Cha).

Swap Two Scores (Optional): You may swap any two scores, such as Dexterity for Intelligence, as long as this does not make your Charisma score your lowest.

Apply Racial Ability Modifiers: Add or subtract the ability modifiers from your chosen race.

Choose a Class: Select your character class from among those allowed in the campaign. Only elves may begin as druids, and only dragonbloods may begin as sorcerers.

Assign Skill Points and Choose Starting Feat: As normal.

Choose Starting Gear: Each character starts with a limited amount of personal gear based on his class. Equipment costs are as per the PH except as noted by the DM.

Class (Amount)

Druid or sorcerer* (1d4x5 gp)

Barbarian, bard, rogue,  or swashbuckler (2d4x5 gp)

Fighter, paladin, or ranger (3d4x5 gp)

*Druids and sorcerers begin play with a spell component pouch.

Fill Out Details: Choose up to two traits (see UA pp. 85-90). Determine hit points, attack bonuses, and save bonuses. Select height, weight, and other elements of character description. Name your character.

All material copyright Andy Collins 2001-2007.