Post by Aeter on Aug 12, 2013 18:15:06 GMT -6
Character Creation
- Level 4
- 32 point buy
- Level Adjustments up to +2 are allowed for races.
- 5,400 gp
- 32 point buy works as follows:
- You may use prestige classes, feats, and spells from any official Wizards of the Coast material so long as I have it or you can get us an electronic copy. Two exceptions are Magic of Incarnum and Tome of Magic. This is not because I believe them broken; this is because they are long and unique systems and I can't be bothered to learn them.
- Forgotten Realms and Ebberon content are allowed on a case-by-case basis, as much from those books don't mesh well with the campaign setting.
- No bloodlines, traits, or flaws are allowed.
- Your character begins the game with one Heirloom item. This item can be a weapon, piece of armor, or accessory. You may spend up to 1/2 of your starting gold on this item and it may include anything from the Magic Items Compendium (If you require the PDF, I have it). This item may be upgraded throughout the campaign using the rules listed in the back of the Magic Items Compendium.
- Otherwise, you may only start with mundane equipment and one magical accessory. These accessories must come from the D20SRD document. You may not spend more than 1/2 of your starting gold on any accessory.
General Rules
- This game is run on a Rules At Intended base as opposed to Rules as Written. This means that I may make a call that is not described in the rule books, or even goes against what is printed in official material. I have complete control over any calls or alterations I wish to make.
- As the classes were built with the intention of being both powerful and balanced between the three, they are not perfect. I will not change the class in the middle of a dungeon, but I also have a license to patch each class as I see fit to maintain the spirit of the game.
- Creativity is both welcome and encouraged. As a flip side to rule 1, things that the players do may be altered as well and thinking out of the box can often prove beneficial.
- Communication is vital given we only have the 4 of us. Come to me with any character ideas you have, whether it's roleplay or a prestige class you would really like to get into but would not be able to otherwise.
House Rules
- This campaign will have no experience. Instead, I will judge when the characters level up. Experience bonuses from feats such as item familiar do not count, and crafting items will require an extra amount of gold equal to 1/2 of the experience cost.
- Only magical items listed in Skie's shop may be purchased. All other equipment must be found or crafted.
- Spells:
- Skills:
- Feat Errata:
- New Feats:
- Level 4
- 32 point buy
- Level Adjustments up to +2 are allowed for races.
- 5,400 gp
- 32 point buy works as follows:
- 8 costs 0 points
- 9 costs 1 point
- 10 costs 2 points
- 11 costs 3 points
- 12 costs 4 points
- 13 costs 5 points
- 14 costs 6 points
- 15 costs 8 points
- 16 costs 10 points
- 17 costs 13 points
- 18 costs 16 points
- You may use prestige classes, feats, and spells from any official Wizards of the Coast material so long as I have it or you can get us an electronic copy. Two exceptions are Magic of Incarnum and Tome of Magic. This is not because I believe them broken; this is because they are long and unique systems and I can't be bothered to learn them.
- Forgotten Realms and Ebberon content are allowed on a case-by-case basis, as much from those books don't mesh well with the campaign setting.
- No bloodlines, traits, or flaws are allowed.
- Your character begins the game with one Heirloom item. This item can be a weapon, piece of armor, or accessory. You may spend up to 1/2 of your starting gold on this item and it may include anything from the Magic Items Compendium (If you require the PDF, I have it). This item may be upgraded throughout the campaign using the rules listed in the back of the Magic Items Compendium.
- Otherwise, you may only start with mundane equipment and one magical accessory. These accessories must come from the D20SRD document. You may not spend more than 1/2 of your starting gold on any accessory.
General Rules
- This game is run on a Rules At Intended base as opposed to Rules as Written. This means that I may make a call that is not described in the rule books, or even goes against what is printed in official material. I have complete control over any calls or alterations I wish to make.
- As the classes were built with the intention of being both powerful and balanced between the three, they are not perfect. I will not change the class in the middle of a dungeon, but I also have a license to patch each class as I see fit to maintain the spirit of the game.
- Creativity is both welcome and encouraged. As a flip side to rule 1, things that the players do may be altered as well and thinking out of the box can often prove beneficial.
- Communication is vital given we only have the 4 of us. Come to me with any character ideas you have, whether it's roleplay or a prestige class you would really like to get into but would not be able to otherwise.
House Rules
- This campaign will have no experience. Instead, I will judge when the characters level up. Experience bonuses from feats such as item familiar do not count, and crafting items will require an extra amount of gold equal to 1/2 of the experience cost.
- Only magical items listed in Skie's shop may be purchased. All other equipment must be found or crafted.
- Spells:
- The following spells are banned: Wraithstrike, Alter Self, Polymorph, Polymorph Any Object, Shapechange, Power Word Pain, Ray of Stupidity.
- All orb and lesser orb spells are now Evocations.
- Gate functions as normal with the following exception: If you attempt to Call any creature that cannot be summoned with Summon Monster VII (or lower), you have no control over the creature and it gets a Will Saving Throw to avoid being Called.
- Dragon Breath is now Transmutation instead of Evocation. The spell effectively grants you a Supernatural ability, and the breath weapon doesn't count as a spell (so it doesn't allow SR or trigger the dwarven racial bonus vs. saves)
- Shivering Touch is now treated as a Dex penalty instead of Dex damage and cannot reduce a creature's Dex below 1.
- The following spells are of the Polymorph subschool, though they textually remain unchanged. Amorphous Form, Aspect of the Earth Hunter/Wolf, Bite of the Wearbear/Boar/Rat/Tiger/Wolf, Elemental Body, Fiendform, (Lesser) Holy/Infernal Transformation, Primal Form, Wild Runner
- Deathwatch is not Evil
- Skills:
Skills removed: Hide, Move Silently, Search, Listen, Spot
Skills added: Perception (Wis), Stealth (Dex)
Diplomacy:
When a PC uses Diplomacy, even if he makes the DC, his diplomacy check must also beat the target's Diplomacy check.
Escape Artist:
You gain a +4 bonus on escape artist checks for each size category you are smaller than medium
Intimidate:
When targeted by Intimidate, you may make an Intimidate check INSTEAD of a level check, except that you don't apply your size modifier to this check.
Knowledge:
Arcana can be used to identify undead.
Architecture and Engineering can be used to identify Constructs.
Architecture and Engineering works as Heal in relation to Constructs when determining their status and treating effects that require heal checks to stop (such as caltrop wounds.)
Religion can be used to identify Constructs and Outsiders.
Tumble:
When an enemy tries to tumble through your square, you may choose to use an AoO to make a tumble check. If you beat his check result, he fails to enter your square.
- Feat Errata:
- Abilities that give the effect of a feat (or feats that give the effect of an ability) count as that feat/ability even if they don't share the same name. For example, a Level 5 Swashbuckler qualifies for the Mobility feat without taking the Dodge feat, because the Dodge Bonus class feature duplicates the effects of the Dodge feat. Similarly, a level 11 Swashbuckler can take feats that require Lightning Reflexes as a bonus feat because Grace duplicates the effects of Lightning Reflexes at that level.
- The following feats are banned: Epic Spellcasting, Holy Warrior, Persistent Spell, Leadership (And all Leadership prerequisite feats)
- The following feat errata is in effect:Combat Reflexes
Benefit: In addition to it's other benefits, when someone tumbles through a square threatened by someone with Combat Reflexes, the character with Combat Reflexes may spend one of his Attacks of Opportunity for the round to make a tumble check, with a DC equal to the tumbler's tumble check result. If he is successful, the tumbler provokes attacks of opportunity as normal for moving through that square (from both the character with combat reflexes and other characters threatening that square.)
The tumbler may choose to stop his motion in that square to avoid AoOs. The character with Combat Reflexes may do this as often as he likes in a round if the tumbler continues to move through his threatened squares, as long as his dexterity score permits him enough attacks of opportunity to spend one for each opposed tumble check.
- Ascetic Mage, Devoted Inquisitor, and similar feats may be taken as long as you have any two classes that give all the relevant class features. If you do, replace the class names in question with the classes you actually took. For example, a Monk/Shadow Blade could take Ascetic Rogue.
- New Feats:
Alternating Current [Metamagic]: Ignore some electricity resistance/immunity.
Bonded Weapon: Treat your sword as a natural weapon
Corrosive Spell [Metamagic]: Ignore some acid resistance/immunity.
Dash Attack [Fighter]: Run past an opponent while charging.
Drop Cut [Fighter]: Double damage on falling attacks +2d6
Fiendish Link [Vile]: Gain limited telepathy like a fiend.
Killer Rabbit [Fighter]: Bonus on Intimidate if smaller than opponent.
Powerful Facade [Fighter]: +4 effective HD and temp HP
Quick Sheath [Fighter]: Sheath your weapon as a free action.
Tana'ri Resilience [Abyssal heritor]: Gain resistance to energies
Thoughtweave [Exalted]: Gain limited telepathy with others who have Thoughtweave.
Unorthodox Style [Fighter]: Use variant weapon for weapon-specific abilities.
Alternating Current [Metamagic]
Your Electric spells run wild, damaging even the most insulated creature.
Benefit: You can only apply this metamagic feat to spells with the electricity descriptor. Alternating current spells are capable of damaging creatures normally unharmed by or resistant to electricity. Alternating current spells completely ignore any resistance to electricity a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to electricity at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance).
Creatures normally immune to electricity can be damaged by alternating current spells as well. Alternating current spells deal half damage to these creatures(or one-quarter on a successful saving throw.)
Creatures with the air subtype can tell that an alternating current spell is abnormal, but their natural resistances or immunities are not bypassed. (Magical resistances, such a protection from energy spell, are ignored or halved by this affect normally).
An alternating current spell uses up a spell slot one level higher than the spell's actual level.
Bonded Weapon
A warrior is one with his weapon
Prerequisites: Weapon granted a permanent enhancement bonus by a class feature or feat you possess [such as a Kensai's signature weapon or Craft Magic Arms and Armor] or weapon obtained by a class feature or feat you posess [such as a Samurai's Daisho or Ancestral Relic], Weapon Focus with that weapon
Benefit: Your spiritual link forms into a physical one when you wield your bonded weapon, granting the following benefits.
You get a +4 bonus to avoid being disarmed of your bonded weapon.
You may choose to have your bonded weapon count as both a natural and manufactured weapon as long as you wield it.
You may take Fighter only feats as a fighter of half your character level, but they only apply to your bonded weapon.
If your bonded weapon would receive damage while you wield it, half of that damage is instead dealt to you.
Corrosive Spell [Metamagic]
Your Acid spells are caustic enough to melt even those normally resistant.
Benefit: You can only apply this metamagic feat to spells with the acid descriptor. Corrosive spells are capable of damaging creatures normally unharmed by or resistant to acid. Corrosive spells completely ignore any resistance to acid a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to acid at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance).
Creatures normally immune to acid can be damaged by corrosive spells as well. Corrosive spells deal half damage to these creatures (or one-quarter on a successful saving throw.)
Creatures with the earth subtype can tell that a corrosive spell is more acidic than normal, but their natural resistances or immunities are not bypassed. (Magical resistances, such a protection from energy spell, are ignored or halved by this affect normally).
A corrosive spell uses up a spell slot one level higher than the spell's actual level.
Dash Attack [Fighter]
Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +4
Benefit: When you use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your speed. You do not provoke an attack of opportunity from the opponent that you attack.
Drop Cut [Fighter]
You can harness the power of gravity to deliver devastating attacks.
Prerequisites: BAB +3, Tumble 8 Ranks
Benefit: When delivering a falling attack from at least 20 feet up, your weapon damage is doubled.
Fiendish Link [Vile]
Prerequisites: Wis 13
Benefit: You gain telepathy out to 15 feet, but you can only use this telepathy to communicate with other creatures with the Fiendish Link feat. You may use Fiendish Link to communicate with any creature that has Fiendish Link within 15 feet of a creature that you can communicate with. (Thus, you can communicate with a creature with this feat 25 feet away as long as another creature with this feat is within 15 feet of both of you.)
Any Evil Outsider with telepathy may connect to the Fiendish Link as long as any part of his or her telepathy range overlaps with the range of someone with Fiendish Link. (So a Succubus with 100 ft of telepathy could communicate with someone with this feat from 110 feet away, or further if someone was acting as a conduit.)
This is a Supernatural ability.
Killer Rabbit [Fighter]
You quickly show foes not to judge you by your size.
Prerequisites: BAB +3, Charisma 13, Intimidate 8 ranks
Benefit: You gain a +5 bonus on Intimidate checks for each size category your are smaller than your opponent.
Normal: You take a -4 penalty on Intimidate checks for each size category your are smaller than your opponent. This is not negated, and it stacks with the benefit from this feat (So you get a total of +1 for each size category you are smaller than your opponent.)
Powerful Facade [Fighter]
You are trained to seem much tougher than you actually are.
Prerequisites: Improved Toughness, Intimidate 5 ranks
Benefit:
For all opposed level checks (such as defending against demoralization ability of intimidate) and abilities using a comparison of your HD to some other value (such as blasphemy or sleep), your HD count as four higher than they are. This value can exceed your ECL. This ability does not increase your effective caster/manifester level for any purpose.
Also, you may use a swift action to gain a number of temporary HP for one round equal to 1/2 your HD (without the modifications from this feat.)
Quick Sheath [Fighter]
Prerequisites: Base Attack Bonus +1
Benefit: You can sheath a weapon as a free action. You may hide an object on your body (see the Sleight of Hand skill) as a move action.
If you also have the Quick Draw feat, you gain a +2 bonus on Sleight of Hand checks.
Tana'ri Resilience [Abyssal heritor]
The chaotic miasma of the Abyss flows through your veins...
Prerequisites: Con 13, any one other Abyssal heritor feat
Benefit: You gain 1 resistance to Electricity, Fire, Acid, and Cold. You gain 1 more resistance for every additional heritor feat you possess.
Special: The vile miasma swirling just beneath your skin permanently throws off your physical equilibrium, imposing a -2 penalty to balance checks.
Thoughtweave [Exalted]
Prerequisites: Wis 13
Benefit: You gain telepathy out to 15 feet, but you can only use this telepathy to communicate with other creatures with the Thoughtweave feat. You may use Thoughtweave to communicate with any creature that has Thoughtweave within 15 feet of a creature that you can communicate with. (Thus, you can communicate with a creature with this feat 25 feet away as long as another creature with this feat is within 15 feet of both of you.)
This is a Supernatural ability.
Unorthodox Style [Fighter]
You have altered the method of the masters to suit your own purposes.
Prerequisites: Weapon Focus (Any)
Benefit: Choose one weapon that you have Weapon Focus with. You may use that weapon to gain benefits of feats and class features you have that the weapon does not normally qualify for, provided that the weapon would be physically capable of such feats.
For example, if you had Weapon Focus (Greatsword), you could make a Flurry of Blows with a Greatsword or use it for Shield and Pike Style (keeping your shield bonus to AC while making attacks.) You could not, however use a Greatsword for Graceful Edge, because you cannot wield one in one hand (though if you gained the ability to do so, such as by using an improperly sized Greatsword, you could.)
Martial adepts may use this feat to make their chosen weapon count as a chosen weapon of any of the nine schools.