Characters in the Roses of Britain campaign begin at 1st level and with zero experience points.
Step 1 – Choose Race
Common Races: These races are widespread in the Kingdom of England. Humans hold the bulk of the political and religious power in England, and some nonhuman races face suspicion and persecution from less tolerant authorities. Nonetheless, the races listed below are common enough within the Kingdom that their appearance does not draw undue attention. You are permitted to make a character of one of these races without any special approval from the DM.
- Dragonborn (Player’s Handbook pg 34)
- Eladrin (Player’s Handbook pg 38)
- Elf (Player’s Handbook pg 40)
- Gnome (Player’s Handbook 2 pg 10)
- Half-Elf (Player’s Handbook pg 42)
- Half-Orc (Player’s Handbook 2 pg 14)
- Halfling (Player’s Handbook pg 44)
- Human (Player’s Handbook pg 46)
- Shifter (Longtooth Shifter only) (Player’s Handbook 2 pg 16)
- Tiefling (Player’s Handbook pg 48)
- Wilden (Player’s Handbook 3 pg 14)
Rare Races: These races are only rarely encountered in the Kingdom of England. They may be culturally reluctant to settle in England, they may face particularly severe oppression at the hands of the human authorities, or they may be alien planar travelers whose numbers are scarce everywhere on Earth. Regardless, wherever such races go in England, they provoke curiosity (and sometimes hostility) from the local peoples. You are permitted to make a character of one of these races, but you need special approval from the DM. Such characters will be looked on more favorably by the DM if they are accompanied by a detailed and interesting background.
- Changeling (Eberron Player’s Guide pg 28)
- Drow (Forgotten Realms Player’s Guide pg 8)
- Dwarf (Player’s Handbook pg 36)
- Githzerai (Player’s Handbook 3 pg 8)
- Pixie (Heroes of the Feywild pg. 28)
- Revenant (Heroes of Shadow pg. 116)
- Shade (Heroes of Shadow pg. 121)
- Shardmind (Player’s Handbook 3 pg 12)
Please be aware that the languages known by characters of each race in Roses of Britain are different than those specified in the D&D sourcebooks. See Step 10 – Record Languages below.
Step 2 – Choose Class
Almost all of the character classes presented in the published D&D source books are represented in the Kingdom of England. In general, the people of England regard the power source that fuels a hero’s abilities as a more significant trait than the hero’s exact character class. For example, all martial heroes tend to be grouped together, regardless of whether the hero is a glorious warlord or skulking rogue.
Martial Classes: Martial heroes are given great respect in England, as even the lowliest farmer or shepherd can appreciate the physical power and talent with weaponry possessed by such heroes. It is no coincidence that in English tales of adventure and daring, the protagonist is almost always a martial hero. Nonetheless, powerful nobles and clergy tend to be wary of martial heroes, who at worst are regarded as violent and unpredictable brutes, prone to draw steel on anyone if there is plunder to be had.
- Fighter (Player’s Handbook pg 75)
- Ranger (Player’s Handbook pg 103)
- Rogue (Player’s Handbook pg 116)
- Warlord (Player’s Handbook pg 143)
Divine Classes: The English are a devout people, and as such have hold divine heroes in high esteem, regarding them as emissaries of the gods on Earth. However, the reception a divine hero receives depends on the deity they serve and the area where they find themselves. A Christian paladin devoted to St. George will be greeted as a champion in most human villages, but will find no friends in an enclave of pagan elves.
- Avenger (Player’s Handbook 2 pg 32)
- Cleric (Player’s Handbook pg 60)
- Invoker (Player’s Handbook 2 pg 100)
- Paladin (Player’s Handbook pg 89)
- Runepriest (Player’s Handbook 3 pg 98)
Arcane Classes: The status of arcane heroes in the Kingdom of England is precarious. The nobility and the clergy are aware of the power that arcane heroes can wield, and prefer to channel that power to useful ends. However, many common people are fearful of such heroes, particularly warlocks who make pacts with the infernal forces of Satan. While arcane heroes do not face official persecution in England as they do in France and the Holy Roman Empire, many such heroes are secretive about their abilities and activities, lest their presence provoke a mob.
- Artificer (Eberron Player’s Guide pg 44)
- Bard (Player’s Handbook 2 pg 66)
- Sorcerer (Player’s Handbook 2 pg 136)
- Swordmage (Forgotten Realms Player’s Guide pg 24)
- Warlock (Player’s Handbook pg 129)
- Wizard (Player’s Handbook pg 156)
Primal Classes: Primal heroes are uncommon in areas of England where Christian civilization holds sway. However, in the shadows of the Kingdom’s remaining woodlands, beneath her green hills, and along her rugged coasts, some heroes still tap into the world’s primal power. Almost all primal heroes are pagan, and most are members of non-human races such as elves, gnomes, shifters, or wilden. Primal heroes tend to be regarded with awe and a little terror, mostly due to their kinship with the fearsome forces and creatures of the wilds.
- Barbarian (Player’s Handbook 2 pg 48)
- Druid (Player’s Handbook 2 pg 82)
- Seeker (Player’s Handbook 3 pg 116)
- Shaman (Player’s Handbook 2 pg 118)
- Warden (Player’s Handbook 2 pg 152)
Psionic Classes: Psionic heroes are exceedingly rare in the Kingdom of England. There are rumors of distant empires with ancient knowledge of psionics, but England has no such traditions herself. The few psionic heroes that dwell in England are the descendants of planar settlers: githzerai from the Elemental Chaos or shardminds from the Astral Sea. Psionic heroes must be members of one of these races. Most English people have little understanding of psionics, and usually regard such characters as arcane or martial heroes.
- Ardent (Player’s Handbook 3 pg 22)
- Battlemind (Player’s Handbook 3 pg 42)
- Monk (Player’s Handbook 3 pg 63)
- Psion (Player’s Handbook 3 pg 80)
Step 3 – Determine Ability Scores
Use Method 1: Standard Array to generate your character’s ability scores (see pg 17 of the Player’s Handbook). Assign the following six numbers to your ability scores in any way you like: 16, 14, 13, 12, 11, 10. After assigning these numbers, apply your racial ability score adjustments.
Step 4 – Choose Skills
Choose which skills your character is trained in, as specified in your class’ description.
Please be aware that some skills have a reduced utility in the Roses of Britain campaign. The campaign utilizes few skill challenges, and skill checks are rarely called for in social situations. Free-form role-playing is generally used to accomplish tasks that would normally call for such skill checks.
The following skills are utilized rarely: Bluff, Diplomacy, Insight, and Intimidate. You may still choose to be trained in these skills, as they still have some useful applications: Bluff may be used to gain combat advantage (Player’s Handbook pg. 183) or to create a diversion to hide (Player’s Handbook 2 pg 222); Insight is used to pierce illusions, both actively and passively (Player’s Handbook pg 185); and Intimidate can be used to coerce a foe to surrender in combat (Player’s Handbook pg 186). In addition, training in these skills serves as a prerequisite for select feats and for skill-based utility powers (see the Player’s Handbook 3 pg 164).
Step 5 – Select Feats
Select one heroic-tier feat for your character, or two feats if your character is human. Please be aware that some classes grant bonus feats; see your class’ description for further details.
Step 6 – Choose Powers
Select two at-will attack powers, one encounter attack power, and one daily attack power from the powers listed in your class’ description. Please be aware that some races and classes grant additional powers as racial or class features; see your race’s and class’ descriptions for further details.
Step 7 – Choose Equipment
You have 100 gp to spend on weapons, armor, potions, rituals, and other equipment at the time of character creation. You must obtain DM approval for any equipment not listed in the Player’s Handbook.
Step 8 – Choose Alignment
Choose an alignment for your character: Unaligned, Good, or Lawful Good. The Roses of Britain campaign is not designed for Evil or Chaotic Evil characters.
Step 9 – Choose Deity
England is a Christian kingdom, ruled by a monarch who swears his allegiance to Jesus Christ, Son of the One True God. Most English people profess a belief in Christ and the saints. The Christian clergy disapproves of the worship of other deities, often engaging in the persecution of their adherents. However, the Kingdom still harbors pockets of devotion to older, diminished gods, mostly among rural folk and non-humans.
You may select a deity as your character’s patron from the following lists. Divine heroes must select a deity, but other characters are free to have no particular patron, or even to actively spurn the gods.
Jesus Christ and His Saints: Jesus is often worshiped directly by heroes, but He is also revered as a member of the Holy Trinity, along with God the Father and the Holy Spirit. In addition, Jesus is served by thousands of exarchs (called saints), many of whom attract venerators of their own. Players characters may select any of the following as a patron:
- Jesus Christ
- The Holy Trinity
- The Blessed Virgin Mary
- St. Augustine
- St. Benedict
- St. George
- St. John the Baptist
- St. Nicholas
The Mabinogi: The Mabinogi are the native gods of Britain, a loose family of deities worshiped throughout England and Wales centuries before Christianity arrived in Albion. The Mabinogi actually walked the Earth as mortal monarchs and lords in the fifth century, A.D., in an attempt to reassert control of the island and directly beat back the influence of Christianity. In the present era, most English people only know of the Mabinogi through jumbled legends, although a few worshipers of the old gods still remain, especially in Wales and among races with ancient connections to the Feywild. Player characters may choose from the following Mabinogi for their patron:
The Ese: The worship of the Ese first came to Britain a thousand years ago, as the Germani—fierce human tribes such as the Angles, Frisians, Jutes, and Saxons—began to arrive and conquer territory on the island. The Ese are a valorous and boisterous family of deities, renowned for their victories over dragons, giants, and other scourges of humanoid civilization. In recent centuries, the Christian Church has been ruthlessly successful in purging England of worshipers of the Ese, but a few devotees of these gods endure in isolated locales. Player characters may choose from the following Ese for their patron:
It is whispered that others entities are secretly venerated in England: Satan and his infernal dukes, depraved demon lords, slumbering primordials, enigmatic archfey, and mind-shattering horrors from the Far Realm. Needless to say, such beings are not appropriate for worship by player characters.
Step 10 – Record Languages
Every Roses of Britain character knows how to read and write English at 1st Level. In addition, a 1st Level character may know how to read and write additional languages depending on their race:
- Changeling: No additional languages
- Dragonborn: Draconic
- Drow: Elven
- Dwarf: Dwarven
- Eladrin: Elven
- Elf: Elven
- Githzerai: Deep Speech
- Gnome: Elven
- Half-Elf: Elven, one other language from lists below
- Half-Orc: Giant
- Halfling: One language from lists below
- Human: One language from lists below
- Pixie: Elven
- Revenant: One language from lists below
- Shade: One language from lists below
- Shardmind: Deep Speech, one other language from lists below
- Shifter: One language from lists below
- Tiefling: One language from lists below
- Wilden: Elven
Languages generally fall under two categories. The first are those tongues that originate with humans, which in England are all written in the Latin alphabet. These tend to be regional languages rarely known outside their native areas, with the exception of Latin itself, which is an academic and religious tongue spoken throughout Christendom. The second category are those languages that originate with non-human races, which are written primarily in obscure or lost alphabets. Such languages are spoken by members of other races throughout the world, although travelers from afar often speak strange dialects unfamiliar to the ears of the English. Thus, an Elven-speaker from England can understand a speaker from Navarre or Sweden, but with some difficulty.
- Latin (Latin alphabet)
- Welsh (Latin alphabet)
- Cornish (Latin alphabet)
- Breton (Latin alphabet)
- Scots (Latin alphabet)
- Scottish Gaelic (Latin alphabet)
- French (Latin alphabet)
- Deep Speech (Ogham alphabet)
- Draconic (Old Mycenaean alphabet)
- Dwarven (Futhark alphabet)
- Elven (Ogham alphabet)
- Giant (Futhark alphabet)
- Goblin (Latin alphabet)
- Primordial (Old Sumerian alphabet)
A character may also take the Linguist feat (Player’s Handbook pg 198), which grants the character the ability to read and write three additional languages. In addition to the languages listed above, the languages granted by the Linguist feat may include:
- Abyssal (Old Sumerian alphabet)
- Supernal (Enochian alphabet)
Step 11 – Fleshing Things Out
This step is where you get the opportunity to be truly creative. The numbers and abilities on your character’s sheet only tell part of the story. Now is the time to describe those aspects of your character that are not captured by a dry reading of their attributes. Think about your character’s ancestry, family, and upbringing; their personality and values; their mannerisms and quirks; and their physical appearance and manner of dress. You can put as much effort into this stage of your character as you like, but players are expected to contribute at least three paragraphs about their character’s background and other role-playing qualities.