T O P I C R E V I E W |
KnightErrantJR |
Posted - 21 Apr 2006 : 03:34:48 Since there might be some interest, I decided to start this thread to post my campaign documents. Note this isn't the starting information for the campaign (which will vary, I'm still working on my Skullport starting campaign information). I also am working on a system for adding points of reputation for bluffing (i.e. lying about what you have accomplished), but its not done yet. I'll update when I'm happy with it.
I'll take the next few posts to show you what I worked up, and I'd be interested in seeing what anyone else has worked up themselves.
Also, I have referenced several books not listed in the books used in the campaign, such as my 2nd edition PDFs newly aquired from Paizo (most of which I used to have BEFORE the ex wife purge happened), as well as a lot of 3rd and 3.5 books that I don't have constant access to (for example, the books my lamentably occupied friend owns and has let me use). I still use them from time to time, but the main point of this listing is to show the players what books are okay to find feats and PrCs in.
Let me know what you think, and if you have any ideas, and as I said, feel free to post your own documents in the thread as well. |
18 L A T E S T R E P L I E S (Newest First) |
Berwick |
Posted - 05 May 2006 : 20:42:00 Thank you for more info.
Actually, I really like the whole flavor of the system, and I have started using it in my game.
My players reaction:
Especailly since one of my crafters takes advantage of the alignment cost reduction to creating psionic items.....
Heh heh heh heh...
Thanks for helping me make my players think twice about actions!
Berwick |
Reefy |
Posted - 26 Apr 2006 : 16:12:20 quote: Originally posted by Kaladorm
Death and Dying: A system that uses Con modifier rather than score (as I don't like working with scores), and also scales with level, addressing the problem of low levels having possibly more unconscious than conscious hps, and conversely high level characters going straight from living to dead with such high damage.
I've already discussed this with you, but I don't think low level characters having more unconscious than conscious hit points is a problem. I actually think it's an advantage, as it helps keep low level characters alive. A first level wizard, for example, with no Con bonus, would only have 4 hit points. A system based on Con bonus would likely give them very few 'unconscious hit points', certainly fewer than ten they have in standard rules, and make them very susceptible to dying. On the flip side, a level ten fighter with a +4 Con bonus, could on a scaling system probably have a stupidly large number of 'unconscious' hit points, making the chances of death almost nil. It's just part of the abstract nature of hit points, and not one that really needs tinkering with. I'm happy to use ability scores rather than modifiers where necessary, and am adopting KEJr's idea, as it gives a small advantage and makes it that bit more realistic, without getting over-complicated within the abstract system. Finally, it's not something I'd ever feel was worth spending that much time on, when there are other rules more in need of amending, or lore to be spun. |
KnightErrantJR |
Posted - 24 Apr 2006 : 00:53:49 Yeah, I like the idea of wizards having to practice some of their abilities, especially wide open ones like summoning and changing their shapes.
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Kaladorm |
Posted - 23 Apr 2006 : 21:14:02 Enjoyed reading that KEJR, considering adopting a few for my campaign.
Changes I'm working on at the moment that are slightly different to yours:
Death and Dying: A system that uses Con modifier rather than score (as I don't like working with scores), and also scales with level, addressing the problem of low levels having possibly more unconscious than conscious hps, and conversely high level characters going straight from living to dead with such high damage.
Wizards: Scribing scrolls alternatives to cut down the time taken. Possibly looking into time reductions for scribing spells of the same school
Polymorph/Wild Shape: Having to make knowledge checks to turn into a creature you are not very familiar with (studied externally and internally). Those read about in books but never seen get a bonus to the check, but must still pass it |
KnightErrantJR |
Posted - 23 Apr 2006 : 00:51:25 Yeah, essentially you would be 8-13 in both law/chaos, and good/evil. I would allow the player to set the initial score in this case.
The interesting thing about this system is that it does kind of fit in with characters that have been listed in previous editions as, for example, lawful neutral (good), since this would indicate that a charcter has, say, 13 points toward good on his good axis, not quite having a good alignment, but close.
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Dhomal |
Posted - 22 Apr 2006 : 21:03:01 Hello-
Speaking of questions for the alignment tracking - how does True Neutral fit in? I guess it would start in the middle of the law-chaos and good-evil scale. However - it seems in this case - that as opposed to being 'ballanced' - they need to be equally 'bad' as 'good' or vise versa so as not to move the scale too far one way or the other and loose TN.
Just curious, mainly.
Dhomal |
Dargoth |
Posted - 22 Apr 2006 : 12:26:06 You could always use the Dark Side vs Lightside system in Star Wars D20 |
KnightErrantJR |
Posted - 22 Apr 2006 : 11:12:22 No problem. No, I wouldn't weigh everything the same in my campaign, and in fact, I am working this out with a player that wants to play a neutral cleric of Velsharoon. Its hard to make blanket statements with alignment, so I'll give some examples.
A character that casts a spell with the evil descriptor in order to do something essentially good, such as defending an innocent person or a friend, would get one point. Someone that casts it without much consideration one way or the other, just like any other spell on their list, would likely get two points. Someone that intentionally casts it BECAUSE it is an evil spell, or against a good opponent, would likely get three points.
Also, as far as neutral acts are concerned. If the character does something that puts themselves in danger to save a friend, for example, I would give them 2 points toward good, but if they were not good to begin with, I would not move the tracker past 12. If they did the same thing for a character that they didn't even know, say a beggar child in the streets, then the act could move them toward good and past 12.
Similarly, doing something nasty like torturing a foe that has proven dagerous to you and your foes might get you 2 points toward evil, but if the character tortured is clearly dangerous to the group and has acted against you and your friends, I would likely keep the points from going higher than 12 on the evil axis.
Credit where credit is due, the alignment system is based very much on a system in Green Ronin's Advanced Player's Manual, though the specific idea of points and tracking alignment in general came from DragonLance years ago. I never liked the idea that an act either changed your alignment drastically or never affected it at all, so I like the idea of a running total. |
Berwick |
Posted - 22 Apr 2006 : 07:47:46 Hello there,
I must open with....awesome stuff here KE.JR! Awesome!
I really like the alignment tracker system, but I have one question.
How much is an evil act "worth", or a neutral act? Does everything have the same "weight" (i.e. something akin to one point per act), or is there some sort of weighted system?
Sorry for pestering you, but inquiring minds want to know! Berwick |
Arivia |
Posted - 21 Apr 2006 : 19:42:25 I've done a pair of these myself: Impiltur and Undermountain. The Impiltur one is more focused on the Realms as a setting, while the Undermountain one focuses on rules and character creation. There are small errors in at least the Undermountain one I need to fix(such as finding a multicolumn, multipage table package). |
KnightErrantJR |
Posted - 21 Apr 2006 : 11:03:32 The SRD (Source Reference Document) is the section of d20 rules that WOTC has put into free usage. Its pretty handy to reference, and there is a great site that has collected all of the "public domain" SRD rules here:
http://www.d20srd.org/ |
Mace Hammerhand |
Posted - 21 Apr 2006 : 08:21:05 I agree with Alaundo, plus I will also read this document more intensively and will with almost 100% certainty write/design a similar thingy for my current and forthcoming campaign.
Great work.
Oh, what is SDR? |
Alaundo |
Posted - 21 Apr 2006 : 07:42:54 Well met
Very nice, KnightErrantJR. Never before have I seen such a great and extensive collection of House Rules and such Good work. |
KnightErrantJR |
Posted - 21 Apr 2006 : 03:40:40 Section Five: Alignments and Divine Casters in Faerun
All divine casters must have a patron god in order to receive their spells in Faerun. Some divine casters may not realize who their true divine patron is, but all must have one. That having been said, the one step rule is not always in effect in Faerun. The next section shows the alignment requirements for divine casters that are the requirements for the various gods of the Forgotten Realms.
Deity Clergy Alignment Status
Akadi NG, CG, N, CN, NE, CE Standard Amaunator LG, LN, LE Servant of the Fallen, Heretic (Lathander) Auril NE, LE, CE, CN, LN Standard Azuth LG, LN, N, CN, LE Standard Bane LE, NE, CE, LN Standard Beshaba CN, CE, NE Standard Bhaal LE, NE, CE Servant of the (While alive, may vary now) Fallen Chauntea LN, N, CN, LG, NG, CG Standard Cyric LE, NE, CE, CN Standard Deneir LG, NG, CG, LN, N, CN Standard Eldath LG, NG, CG, LN, N, CN Standard Gond Any Standard Grumbar LG, NG, LN, N, LE, NE Standard Helm LN, N, LG Standard Ilbrandul N, CN, NE, CE Standard Ilmater LG, NG, CG, LN Standard Istishia NG, CG, N, CN, NE, CE Standard Iyachtu Xvim LN, N, NE, LE, CE Servant of the Fallen Kelemvor LG, NG, LN, N, LE, NE Standard Kossuth LG, NG, LN, N, LE, NE Standard Lathander LG, NG, CG, LN Standard Leira CN, CG, LN, N, CE Servant of the Fallen Lliira NG, CG, CN Standard Loviatar LE, NE, CE, LN Standard Malar LE, CE, NE, CN Standard Mask LN, N, CN, LE, NE, CE Standard Mielikki NG, CG, LG, N Standard Milil LG, NG, CG, LN, N, CN Standard Moander NE, CE Servant of the Fallen Myrkul LE, NE, CE Servant of the Fallen Mystra LN, CN, NG, LG, CG, LE Standard Oghma Any Standard Selune LG, NG, CG, LN, CN, N Standard Shar LE, NE, CE Standard Shaundakul NG, CG, N, CN Standard Silvanus LN, N, CN, NG, NE Standard Sune LG, NG, CG, LN, N, CN Standard Talona LE, NE, CE, CN Standard Talos CN, LE, NE, CE Standard Tempus LG, NG, CG, LN, CN, LE, NE, CE Standard Torm LG, NG, CG Standard Tymora N, CN, NG, CG Standard Tyr LG, LN, NG Standard Umberlee N, CN, LE, NE, CE Standard Waukeen NG, LN, N, CN, NE Standard Finder NG, CG, N, CN Standard Garagos N, CN, NE, CE Standard Gaugauth LN, LE, NE Standard Gwearon Windstorm LG, NG, CG Standard Hoar LG, LN, LE Standard Jergal LE, LN, LG Standard Lurue NG, CG, CN Standard Nobanion LG, NG, LN, N Standard Red Knight LN, LG, LE Standard Savras LG, LN, LE, NG, N Standard Sharess NG, CG, N, CN Standard Shiallia LG, NG, CG, N Standard Siamorphe LG, LN, LE Standard Ulutiu LG, LN, LE Standard Uthgar, Black Lion LG, NG, CG, LN, CN, N Standard Black Raven LG, LN, NG, LE, NE, N Standard Blue Bear NE, CE Elk NG, CG, N, CN, NE, CE Standard Grey Wolf NG, CG, N, CN, NE, CE Standard Great Worm LG, NG, CG Griffon LG, NG, CG, LN, N, CN Standard Red Tiger NG, CG, N, CN Standard Sky Pony LG, NG, CG, LN, N, CN Standard Tree Ghost LN, CN, N Standard Thunderbeast LG, NG, CG, LN, N, CN Standard Valkur LG, NG, CG, LN, N, CN Standard Velsharoon LE, NE, CE, CN, LN Standard Eshowdow CN, LE, NE, CE Standard Sseth CN, CE, NE Standard Ubtao Any Standard Anhur LG, NG, CG, CN Standard Geb NG, LN, N, CN Standard Gilgeam LN, LE, NE, CE Servant of the Fallen Hathor LG, NG, CG, LN, N, CN Standard Horus-Re LG, LN, NG, CG Standard Isis LN, N, CN, LG, NG, CG Standard Nephthys LN, N, CN, LG, NG, CG Standard Osiris LN, LG, NG, CG Standard Sebek NE, CN, LN Standard Set LE, NE, CE, LN Standard Thoth LG, NG, CG, LN, CN, N, LE Standard Tiamat LN, N, LE, CE, NE Standard Elistraee LG, NG, CG, CN Standard Ghaunadaur CN, LE, NE, CE Standard Kiaraunsalee CE, CN, NE Standard Lolth CN, LE, NE, CE Standard Selvetarm NE, CE, CN Standard Vhearaun NE, CE, CN Standard Abbathor LE, NE, CE, CN Standard Berronar Truesilver LG, LN, NG Standard Clangeddin Silverbeard LG, LN, NG Standard Deep Duerra LN, LE, LE Standard Dugmaren Brightmantle NG, CG, N, CN Standard Dumathoin LG, LN, NG, N Standard Gorm Gulthyn LG, NG, LN Standard Haela Brightaxe NG, CG, N, CN Standard Ladaguer LN, LE, NE Standard Marthamor Duin LG, NG, CG, LN, N, CN Standard Moradin LG, LN Standard Sharindlar LG, NG, CG Standard Thard Harr NG, CG, N, CN Standard Vergadain N, CN, NE, NG, LN Standard Aerdrie Faenya CG, CN, NG Standard Angharradgh NG, CG, N, CN Standard Corellon Larethian NG, CG, LG, CN Standard Deep Sashelas NG, CG, N, CN Standard Erevan Ilserve CG, CN Standard Fenmarel Mestarine CN, CE, CG Standard Hanali Celanil NG, CG, CN Standard Labelas Enoreth LG, NG, CG, LN, N, CN Standard Rillifane Rallathil NG, CG, N, CN Standard Sehinine Moonbow NG, CG, N, CN Standard Shevarash CN, CG, CE Standard Solonor Thelandira NG, CG, CN Standard Bearvan Wildwanderer LG, NG, CG Standard Baravar Cloakshadow NG, CG, N Standard Callarduran Smoothhands NG, N, CN, NE, LN Standard Flandal Steelskin LG, NG, CG Standard Gaerdal Ironhand LG, NG, LN Standard Garl Glittergold LG, NG Standard Segojan Earthcaller LG, NG, CG Standard Urdlen LE, NE, CE Standard Arvoreen LG, NG, LN Standard Brandobaris NG, N, CN, LN Standard Cyrollalee LG, NG, CG, LN Standard Sheela Peryroyal LG, NG, CG, N, CN Standard Urogalan LG, NG, LN, N Standard Yondalla LG, NG, CG, LN Standard Bahgtru CE, CN, NE Standard Gruumsh CE, CN, NE Standard Ilneval CN, LN, NE Standard Luthic CN, LN, NE Standard Shargaas CE, CN, NE Standard Yurtrus CN, LN, NE Standard
Standard indicates that the god in question can be utilized as a patron without any specific feats or qualifications, other than the normal alignment listed in the clergy alignment column.
Any god that has Lawful Good followers in their clergy alignment may also have paladins.
Servant of the Fallen is a feat found in Lost Empires of Faerun that allows a divine caster to receive powers from a god generally considered to be deceased.
Heretic is a feat found in Power of Faerun that allows for alignments that vary from those listed in the clergy alignment column, as well as granting the cleric another domain associated with that heresy.
Initiate feats that are specific to a single god can only be taken by characters that are both within one alignment step of their god, and are within the allowed alignment in the chart above.
Prestige classes that require a divine patron, such as arcane devotee, divine champion, etc., require that the character taking the class must be both within one step of the alignment of their patron deity, and within the acceptable clergy alignment listed above, in order to take the class and receive benefits of it.
True Believer is a feat in Dragon Magazine 333, and in order to take this feat you must be both within one step of your deities alignment and within the clergy alignment listed for your deity.
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KnightErrantJR |
Posted - 21 Apr 2006 : 03:39:26 Section Four: Alignment Tracking
Players do not need to tell one another their alignment, and in fact it may be better for roleplaying purposes to not tell one another a character's alignment, though in some cases, such as a paladin, such a convention may not even be an issue. The following explains how alignment will be tracked in the campaign.
Both the Good-Evil axis and the Law-Chaos axis will be given a numerical value in order to track the alignment. A score of 0 on one side of the axis shows no tendency toward that alignment, a score of 8-13 indicates neutrality on that axis, and a score of 14 or higher indicates a preference to that side of a given axis. The total amount of points on a given axis must add up to 21 points.
For example, a starting Lawful Good character would have alignment tracking numbers of Lawful (21), Chaos (0), Good (21), Evil (0). Later on, this character steals from someone less advantaged then themselves, referses to offer mercy to a defeated enemy that is obviously not a threat and appears to be neutral, and various other acts that are not good. These cause the character to gain 8 points to his evil score, meaning that Evil (8) and Good (13) are now both in the neutral range, meaning that the character is now Lawful Neutral. He is still leaning toward good, so overtly good acts will fairly quickly move him back into Lawful Good in alignment, though if this character were a paladin, he would have lost his abilities to that effect at this point.
The point of this system to show that a character, in a given adventure, may do something questionable to their current alignment, but then do something that might be in accord with that alignemnt, and the total point value would then remain the same or only change slightly. Few actions shift a character from one side of an axis to the other in a single move, though some might.
Characters with the Gift of Dicernment feat (Player's Guide to Faerun page 176), or a Phylactery of Faithfulness, can take a moment to determine if a given action will cause a shift in points regarding his alignment on either axis, and once per session may actually see what his current alignment tracking numbers are.
A character that is trying to maintain an Exalted or Vile status for prestige classes or for the use of some magic items are handled in this manner. A character that is maintaining an exalted status must not have more than 1 point on their evil axis at the end of a given session, or else they will loose their Exalted abilities until they can reverse the excess points to the evil axis. A Vile character is under the same constraint. They must not have more than 1 point on the good axis of their aligment.
For the most part this will not have much bearing on a character, as a character that is a Lawful Good fighter that shifts slightly on his good and evil axis and a bit more widely on his lawful and chaotic axis won't really notice much at all, dispite being considered Neutral Good occaisionally instead of Lawful Good. This is mainly of interest to those characters (clerics, monks, paladins, barbarians, druids, rangers), that might suffer a loss of abilities to their class under these circumstances. |
KnightErrantJR |
Posted - 21 Apr 2006 : 03:38:02 Section Three: Campaign Documents
The following books are the current books that are considered as part of the official campaign document as far as rules and materials are concerned. Books will be added to this as they are aquired, and notes to anything that might be restricted will be listed behind the document in question.
Dungeons and Dragons Player's Handbook 3.5 Dungeons and Dragons Dungeon Master's Guide 3.5 Dungeons and Dragons Monster Manual 3.5 Dungeons and Dragons Miniatures Handbook Dungeons and Dragons Arms and Equipment Guide Dungeons and Dragons Tome of Magic: Pact, Shadow, and Truename Magic Dungeons and Dragons Dragon Compendium Volume One (The base class in the book known as the Death Master is not available for players in the campaign) Forgotten Realms Campaign Setting 3rd Edition Forgotten Realms Player's Guide to Fearun Forgotten Realms Lords of Darkness Forgotten Realms Monsters of Faerun Forgotten Realms Magic of Faerun Forgotten Realms Races of Faerun Forgotten Realms Faiths and Pantheons Forgotten Realms Champions of Ruin Forgotten Realms Champions of Valor Forgotten Realms Power of Faerun Forgotten Realms Lost Empires of Faerun Forgotten Realms Serpent Kingdoms Forgotten Realms Silver Marches Forgotten Realms Unapproachable East Forgotten Realms Shining South Forgotten Realms Underdark Forgotten Realms City of Splendors: Waterdeep
Player's may create psionic characters using the rules set forth in the SRD to do so. Details on these psionic classes may be found on the Hypertext SRD d20 Website.
The DM may occaisionally introduce material from other sources as well, the but above form the baseline for the campaign.
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KnightErrantJR |
Posted - 21 Apr 2006 : 03:36:52 Section Two: Optional Rules
1.Optional Rule; Reducing Level Adjustments The variant rule for reducing level adjustments by paying extra experience points is in effect. (See the Hypertext SRD d20 Website for details)
2.Optional Rule; Racial Paragon Classes The racial paragon classes are available for player to take if they are of the appropriate race. (See the Hypertext SRD d20 Website for details)
3.Optional Rule; Variant Character Classes The variant divine bard class and the variant cloistered cleric classes are available for players to take, in addition to the normal versions of these classes. (See the Hypertext SRD d20 Website for details)
4.Optional Rule; Specialist Wizard Variants The variant specialist wizard variants and their substitution abilities are available for players in the campaign. (see the Hypertext SRD d20 Website for details)
5.Optional Rule; Character Flaws Character flaws are available for use in the campaign, and other flaws that have been introduced in Dragon Magazine are also allowed pending DM approval. (see the Hypertext SRD d20 Website for details)
6.Optional Rule; Massive Damage Threshold The campaign uses the size base massive damage threshold rules, which for most characters means that small creatures have a threshold of 40 hit points, and medium have a threshold of 50 hit points (DMG 3.5 page 27)
7.Optional Rule; Action Points The campaign will be using the action points optional rules. (see the Hypertext d20 SRD Website for details)
8.Optional Rule; Metamagic Components The metamagic components rules are in in effect in the campaign, if such components can be found. (see the Hypertext d20 SRD Website for details)
9.Optional Rule; Reputation The event based reputation score is in effect for the campaign. (see the Hypertext d20 SRD Website)
10.Optional Rule; Familiars The alternative system for a wizard or sorcerer's staff, as well as the construct familiars from Dragon Magazine are available for use in the campaign.
11.Optional Rule; Upkeep The variant upkeep rules on page 130 of the DMG 3.5 is in effect.
12.Optional Rule; Character Generation The 28 point buy method for character generation is in effect in the campaign, as detailed on page 169 DMG 3.5.
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KnightErrantJR |
Posted - 21 Apr 2006 : 03:35:50 Campaign House Rules/Optional Rules Document
Section One: House Rules
1.House Rule; Death and Dying: The standard death and dying rules are replaced in the campaign with the following rule. Characters that are brought below 0 hit points still begin dying, loosing one hit point per round unless they stabilize, as per the standard rule. However, the character will not die until they reach a number of negative hit points equal to their constitution score. If the Constitution score is lower than normal at the time the character falls below zero hit points, then the modified Constitution score is used. If the Constitution score is damaged after the character falls below zero hit points, then the amount of time the character stays alive is subsequently shortened.
2.House Rule; Poison and Disease: Remove disease, neutralize poison, and remove blindness/deafness work in a manner consistant with dispel magic. This means that a caster level check is required in order to defeat such effects. The difficulty class for any of these maladies caused by a spell is 11 + the caster level of the spellcaster enacting the spell. If the affliction is not a spell, then the difficulty class is equal to the save difficulty of the affliction in question. If you have five or more ranks in the heal skill, you gain a +2 bonus on your caster level check.
3.House Rule; Summoning Creatuers: Any spells that summon creatures are governed by special rules in the campaign. When the character first learns how to cast a summoning spell, the character should spend time practicing what creatures he will summon in a controlled environment. At this time the stats for the creature summoned should be recorded. Any creatures on the summoned creatures lists for the various spells can be summoned if they are practiced and recorded at this time.
If summoned creatures are not practiced and detailed before hand, the creature summoned at the time will be determined randomly, and there may be unforseen variables depending on the situation involved. Creatures may appear that are not under the control of the caster, or wild magic effects may occur, according to the situation and the discretion of the DM at the time of the casting.
4.House Rule; Polymorph Family Spells: Alter self, animal shapes, baleful polymorph, polymorph any object, shapechange, and the psionic powers known as metamorphasis and greater metamorphasis will for these purposes be referred to the polymorph family of spells. If a character wants to use a spell from this family to change shape, they must have some knowlage of the creature mimiced. If there are examples of the creatures nearby that the caster can study (especially in the case of domesticated animals, for example), then the caster can freely shift into that form, and as soon as they spend time with that creature, they should note the differences in statistics they will have if they shift into that form.
If the caster wants to shift into some creature that they cannot directly observe, then they must make an appropriate knowlage check, which would be equal to 10 + the hit dice of the monster, +5 for “learning something useful” about the creature in order to shift into it. Again, once the form as been practiced, the statistical differences should be noted somewhere on the character sheet, and the creature should be added to the list of creatures that the caster can shift into.
If the character does not practice a form that they end up using in combat, and they try to do so in combat, they must make a knowlage check equal to 10 + hit dice + 5/ each extraordinary ability listed in the special quality line of the creature (in the case of shapechange and greater metamorphasis, the supernatural abilities of the creature are added into this check as well). If this check is failed, the shapeshifting cannot occur. If a form has not been practiced before the spell is enacted, the player of the character may not look in any books in order to find forms to shift into.
5. House Rules; Raise Dead and Ressurection: Raise Dead and Ressurection spells are not automatically successful when cast in the campaign. They require either a Spellcraft or Knowlage, Religion check, with the difficulty class set at 15 + the number of days the subject has been dead, for Raise Dead, and 15 + the number of decades the subject has been dead for Ressurection spells. Unlike normal skill checks, a roll of 20 is an automatic success, and a roll of 1 is an automatic failure.
6. House Rules; Natural 1 on Attack Rolls: A natural one rolled on an attack roll in combat within the reach of a threatening enemy will provoke an attack of oppourtunity, if that opponent can legally make one at that time.
7. House Rules; Training/Gaining Class Benefits: This house rule is similar to the optional rule listed on page 198 of the 3.5 Dungeon Master's Guide, but the entire rule, as it pertains to the campaign, will be resummarized here. In order to gain the benefits of new class abilities upon gaining enough experience points for a new level, a character must train. This can happen in one of the following ways. These ways are:
1.Train with a tutor. This option takes 7 days/2 character levels, rounded up, and costs 1000 gp per 7 days in training. A character training for 5th level would spend 21 days in training, and spend 3000 gp on his tutor and training supplies.
2.Train without a tutor, but with suitable supplies available. A character using this option trains themselves, essentially, but still needs supplies, information, etc. in order to advance. The character spends 7 days/character level, and 1000 gp for each week in training. So a character training for 5th level using this option would take 35 days in training, and spend 5000 gp. 3.Train without a tutor or sufficient resources available. This option is the cheapest option, and the only one available in some areas (for example, a wizard training himself in a rural area with no libraries or labratories available). This option costs no gold (although upkeep/living expenses still apply), but takes 14 days/character level to attain. So a character that is 5th level using this option would take 70 (!) days to train, though it would only cost him his normal living expenses.
4.Challenge a more skilled opponent. In order to make use of this training option, the character must find an NPC that has at least one more level in the class they wish to gain the class benefits of, and must be at least one character level higher than the challenger. The challenge must be made and accepted, so a character cannot ambush or surprise a prospective opponent, unless of course the duel is arranged at a different time and is agreed upon as part of the challenge.
If the character defeats the higher level opponent, they may then advance to their desired level. So long as the stipulation of the challenge does not call for secrecy, the challenging character gains a point of reputation as well.
If the character looses the challenge, they must train for their level in another way, and they loose a point of reputation.
A character cannot advance in this manner in subsequent levels gained. In other words, if a character challenges to gain 4th level, their 5th level training must be by some other method, but when they gain enough experience to train for 6th level, they may challenge an opponent again.
A character may challenge the same NPC more than once, as long as they are high enough level to provide an adequate challenge, but they cannot gain more than one point of reputation in this manner from the same NPC again.
5.Heroic epiphany. A character may elect to spend an action point in order to advance to the next level upon gaining enough experience points to do so. They must take one day of down time for each level the character will have after they have gained their level, so a 7th level character using this option must take 7 days off in order to gain their level. A character that uses this option to advance a level must use method 1-3 to gain a level before using this method again.
8. House Rules; Multiclassing: Other classes from can be added to various categories, but for simplicity, the core D&D classes will be used for examples here. The D&D classes are divided into the following categories: simple, trained, and complex.
Simple Classes: Barbarian, Rogue, Sorcerer Trained Classes: Bard, Fighter, Paladin, Ranger
Complex Classes: Cleric, Druid, Monk, Wizard
A character can multiclass into any class that he has mentioned previous training for in their character background, so long as the DM agrees and it is noted in the character's history. For example, a barbarian character might be generated that specifically says he spent time with the tribes scouts (rangers) and their shamans (druids), but never finished his training with either group, can pick up levels of ranger or druid, with the following note: for each class that the character has trained with, he adds years to his starting age.
A character that has unfinished training in a trained class adds two years to his starting age for each class. A character that has unfinished training in complex classes adds four years to his starting age for each one noted.
Any character can pick up a level of rogue or fighter when they gain a level, so long as they have materials at hand to train for class features they do not currently have. Someone training as a figher needs a variety of martial weapons and heavy armor at hand, for example.
To pick up a level of barbarian, a character must spend at least six months in the wilderness with no contact with a settlement larger than a small town. After this time the character can then train normally to pick up a level of barbarian.
A character wishing to pick up a class level in a class that they have not previously noted any training in may have to spend the minimum time training in that class, which would be 2 years for trained and 4 years for complex classes.
Sorcerer levels may be gained without previous notice of magical ability, but this would have to be approved by the DM.
9. House Rule; Replacing a lost Player Character: If a player's character dies, and that character cannot be raised or ressurected, or if the player does not care to have that character revived, the replacement character will have experience points equal to enough to raise the character to a character level that is two levels lower than the current party average, with an amount of gold for buying equipment equal to the character level that he has enough experience points for.
The new character will not be generated lower that the starting point for the campaign. If the character is either killed by a means that precludes any means of restoration, or if a means for raising the character fails (such as if the cleric does not make his check to cast the proper spell), the character will be generated at one level below the party average, but no lower than the campaign starting point.
10.House Rule; Available Spells for Spellcasters: In general, only the spells listed in the Player's Handbook are available for the player's use. Wizards and sorcerers may choose their spells know from the PH, and clerics and and other divine casters can access all of the spells listed on their spell lists in the PH. Other spells from other sources are available in the campaign, but they must be found or learned from sources that already have access to them. The means for doing so will vary based on the direction of the campaign.
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