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Posted: Wed Jan 30, 2008 5:06 pm
Table of Content 2-Rules 3-House Rules 4-Characters 5-Bribes 6-Sun/Moon Feats 7-Zodiac Feat introductions 8-Zodiacs 9-Specials 10-Tip and Hints 11-Graveyard 12-Reserved 13-Reserved 14-Reserved 15-Reserved
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Posted: Wed Jan 30, 2008 5:08 pm
exclaim I'm new to this guild so I'm hoping with this adventure I'll get to know everyone (at least those who play) better.
THE RULES: (The basics) arrow Obey the ToS arrow No meta-gaming, cheating, spamming (trust you won't) arrow Please Stay In Character arrow Be as active as possible
THE RULES: (Add-ons) arrow I am not perfect nor do I have every book out there. If I question you, please provide the necessary information. Otherwise, it will be rejected.
arrow I reward creativity! Character-wise: If everyone includes a small background story along with the charcter description I will reward with any of the following: bonuses to specific skill points, an extra feat, or minor magical item. More on that when the time comes. Game-wise: Find out for yourself!
arrow Alignment Restrictions: Nothing higher than Neutral Evil, everything else is fair game.
arrow Class Restrictions: None.
arrow Starting ELC: 1 (2 if bribed See Bribes Section)
arrow Race Restriction: None, any playable race is selectable provided it's within the ECL (level adjust + character level + racial hit dice). See above for exceptions.
arrow Ablility score: Roll 5d6, drop the 2 lowest, reroll 1's and 2's
arrow HP: lvl 1 max. Afterwards roll it.
arrow Traits and flaws are available as long as the source can be provided when asked.
arrow Everyone starts with 300 gp.
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Posted: Wed Jan 30, 2008 5:11 pm
House Rules:
arrow More a warning than a rule, I use a lot of outside sources. So if the creature is completely new to anyone roll a check and see how much you'll find out.
arrow I use variants...listings of said variants...soon.
arrow Like I stated earlier, I reward creativity in certain situations, but only once. So immolating your self to escape an Entangle spell will net some added exp. But for the first person to do it the first time.
arrow For a touch of realism and character development everyone starts with 2 additional feats. One of which must be picked from the Zodiac section, the other from Sun/Moon section. These are known as birth feats and a character can only fall under a single category. And I don't care what anyone else says, the day you got resurrected DOES NOT count as a birthday!
arrow In order to avoid stagnantation(not sure if that's a word..mine now), I will update every 3-4 days from the last post made.
arrow I am a very forgiving DM. If you picked a wrong feat I will allow you to change it, but the following exceptions are permanant. 1) You must never have manifested any of the benifits. 2) Feats that affect any of the following are permanant: stats, saves, skills, birth (zodiac, sun/moon). 3) Feats picked or agreed upon from creativity bonus. 4) Reguardless of when you picked up the feat, once you level, it's pernmanant.
arrow Oh, experience is almost a type of currentcy. What I mean is, exp is a tangible force that can be given away. In a sense exp is magic in its own right. Exp is keep in a sort of spiritual pool in the body that can be retrieved at will, but once it's used it's gone for good. The main people that uses or deals with exp is crafters. SO, if Kyte had 1000 exp and wanted to move on to the 2nd level, on the character sheet place it where it belongs. Her exp. pool is down to 0 but later it turns out she wanted a sword of undeadbane, which cost 100gp and 1000 exp. She can't afford it because she can't retrieve exp that's used...unless someone kills her and takes it. Anyways, I'll explain more should the need arise, till then everyone starts out with a pool of 500exp. With exp as a type of currentcy magic items become cheaper, seeing how the crafter no longer has to loose exp to make it. There for all magic items have 2 prices, the market or the crafting price (you will have to wait till the item is finished. So plan ahead.)
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Posted: Wed Jan 30, 2008 5:13 pm
Characters
None...yet crying .
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Posted: Wed Jan 30, 2008 5:14 pm
Bribes
Just stealing what was stolen by a friend from another friend.
exclaim +1 to allowed ECL eek 1000 gold (one time only) exclaim Feat eek 500 gold (limit 3) exclaim +1000gp eek 250 gold (limit +2000)
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Posted: Wed Jan 30, 2008 5:17 pm
Sun/Moon Feat Naturally you only get one or the other.
[Born Under the (your pick) Sun]
Sun: Rising-Born at dawn, displays a hopeful spirit and strong will. +1 on all Heal checks, +1 on Will saves, and an additional +1 on saves to resist fear effects making it a total of +2.
High-Born when the sun is high in the sky, displays an undeniable presence and a strong fortitude. +1 on all Intimdate checks, +1 on Fortitude saves, and an additional +1 to resist fire effects making it a total of +2
Setting-Born at dusk, displays wisdom and love of learning. +1 on any 2 Knowledge checks (please point out which one) and Concentration is a class skill for you.
Here are the feats in relation to the moon. As a major note, there is a total of 3 moons in my world. Kinda like from Dragonlance...actually, I got the idea from Dragonlance.
[Born Under the (your pick) Moon].
Moon: New-The invisible moon allows you to more easily hide your actions and true form from other people. +1 on Hide and Sleight of Hand checks. Once per a day you can use Disguise Self as a spell like ability. The caster level for this spell-like ability is your character level. Good for rogue-types.
Crescent-The seer moon allows you to more easily see and understand others and their emotional state. +1 on Sense Motive and Spot checks. Once per a day you can use Detect Thought as a spell like ability. The caster level for this spell-like ability is your character level. A saving throw has a DC of 10+1/2 your character level+Cha mod.
Half-The balenced moon allows you to more easily balence your body and mind to avoid conflicts. +1 on Balence and Concentration checks. Once per a day, you can use Expeditious Retreat as a spell like ability. The caster level for this spell-like ability is your character level.
Gibbous-The emotional moon allows you to more easily manipulate others with emotion and to calm animals. +1 on Bluff and Gather Information checks. Once per a day, you can use Calm Animal as a spell like ability. The caster level for this spell-like ability is your character level. A saving throw has a DC of 10+1/2 your character level+Cha mod. Good for druids
Full-the empowered moon allows you to more easily force you will upon other characters and magical devices. +1 on Intimidate and Use Magical Device checks. Once per a day, you can use Command as a spell like ability. The caster level for this spell-like ability is your character level. A saving throw has a DC of 10+1/2 your character level+Cha mod.
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Posted: Wed Jan 30, 2008 5:18 pm
Zodiac Feat (Introduction) This is the available zodiac for the game, it is listed in order according to our calendar starting with January-December.
Chimera Beholder Dragon Basilisk Kraken Harpy Ettin Unicorn Wyvern Stirge Hydra Driad
This new ADDITIONAL feat is called Startouched.
Startouched (Zodiac pick here) [General]-you start with this! Your destiny is interwined with your astrological sign, giving you an innate talent for certain tasks. Perequisite: Born under the appropriate astrological sign. Benefit: You gain a bonus on skill checks involving you optimal career. Special: This feat allows you to use and creat starforged items of your astrological sign. (more on that later.)
There are 2 other feats that go along with this, but they must be taken when you pick them to be your feats. Meaning level up and get your own xp !
Starborn [General] The personality and temperment of your sign exerts greater influence upon your destiny, endowing you with spectaular luck when performing certain actions. Perequisite: Startouched Benefit: You gain a bonus whenever you perform the lucky action of your sign. Further, you may reroll a skill check involving your lucky action once per a day. You must decide whether or to use this ability before the Dm declares whether or not the roll results in success or failure. You must take this reroll even if it's worse than the orginal roll.
Starblessed [General] Your connection with your sign reaches deeo within the very fabric of you soul, giving you the prtective powers of your birthstone. Prequisite: Starborn, Startouched Benefit: You benfit from your birthstone's special defensive properties whenever you carry a gemstone of the appropreiate type worth 100 gp or more. You may also use the reroll ability of the Starborn feat one additonal time each day.
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Posted: Wed Jan 30, 2008 5:19 pm
Zodiac
Okay, now the sign, I'm only gonna post a simple description of traits and behavior for those born under the particular zodiac as well as the Optimal Career, Lucky Action, and Birthstone for each. If you want the indepth description of the characteristic trait of your zodiac to see if you match or want to act that way, please post as such.
Sign of the Chimera-suave, peacemaker, friendly Optimal Career: +2 Diplomacy Lucky Action: +2 Move Silently Birthstone: Amethyst, +2 luck bonus on any Reflex saving throws against evocation spells and effects.
Sign of the Beholder-curious, observant, distrustful/cautious Optimal Career: +2 on Decipher Script Lucky Action: +2 Spot Birthstone: Agate,+2 luck saving throw to resist illusion spells and effects
Sign of the Dragon-magnificent, extraordinary energy, control need Optimal Career: +2 Appraise Lucky Action: +2 Listen Birthstone: Garnet, +1 bonus to AC whenever you use the aid another action.
Sign of the Basilisk-gloomy, stubborn, often turned to in time of crisis Optimal Career: +2 Intimidate Lucky Action: +2 Sense Motive Birthstone: Ruby, +2 bonus on any Fortitude saves against transmutation spells and effects.
Sign of the Kraken-dabbler, tactician, views life as elaborate game Optimal Career: +2 Swim (duh) Lucky Action: +2 Hide (ink! big duh!) Birthstone: Aquamarine (DUH!), +1 luck bonus on AC against touch attacks
Sign of the Harpy-charming, socially gifted, sees the world not as is but as it should be. Optimal Career: +2 Perform (sing) and Perform (oratory) Lucky Action: +2 Bluff Birthstone: Turquoise, +1 luck bonus against range attacks
Sign of the Ettin-mercurial, changable, bipolar Optimal Career: +2 Slight of Hand Lucky Action: +2 Disable Device Birthstone: Opal, +1 luck bonus to AC against attacks of opportunity
Sign of the Unicorn-aggresive, straightforward, natural heroes Optimal Career: +2 Climb Lucky Action: +2 Jump Birthstone: Topaz, +2 luck bonus on all saves against poison and disease.
Sign of the Wyvern-wanderers, risk taker, ultimate free spirit Optimal Career: +2 Survival Lucky Action: +2 Ride Birthstone: Sapphire, +1 luck bonus to AC on any round you move more than 5 feet.
Sign of the Stirge-focused, dedicated, hunger/motivated Optimal Career: +2 Craft (alchemy) Lucky Action: +2 Concentration Birthstone: Emerald, +2 luck bonus on Will saves against enchanment spells and effects.
Sign of the Hydra-optimistic, durable, finds the silver lining in every cloud Optimal Career: +2 Gather Information Lucky Action: +2 Tumble Birthstone: Diamond, +2 luck bonus to AC verus attak rolls made to confirm critical hits against you
Sign of the Dryad-devoted, cautious, defends your own like steel Optimal Career: +2 Handle Animal Lucky Action: +2 Heal Birthstone: Pearl, +1 to AC whenever an ally occupies the adjacent square
As I have stated above, if you want for rp purposes, on more of a particular zodiac's influence, post your pick and I'll give you a bit more info on it.
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Posted: Wed Jan 30, 2008 5:20 pm
Specials These are some...out of the way races/classes I found. If you're interested and need more information on them feel free to pm me.
Races: arrow diaboli (LA +1)-a gentle but demonic looking race that enforces "do what thou wilt but harm none" arrow diopsid (LA +1)-simple but dependable insect race arrow lupin-dog-base arrow tabbit-cat-base
Classes: arrow Battle dancer- monk-like arrow Jester- bard-like arrow Savant- jack-of-all-trades that specializes in aiding others with skill checks. arrow Urban Druid
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Posted: Wed Jan 30, 2008 5:21 pm
Hints and Tips
1. Combat isn't the only solution.
2. Remember that casting a spell or doing certain other things can provoke attacks of opportunity if you are within melee range of an enemy. I'll tell you if you're in danger of this happening.
3. Sometimes discretion is the better part of valor.
4. Chances are good, especially in the early part of the game, you can't win all the battles.
5. "You can't outrun Death forever. But you can make the b*****d work for it."
6. I am a very laid-back DM, but that doesn't mean I don't have my moments of cruelty. Picking on the wounded and such. Play well to avoid disapointments.
7. Yes, tip 1-4 are meant to contrict the advice and support given in tip 5. But trust in whichever you think best.
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Posted: Wed Jan 30, 2008 5:23 pm
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Posted: Wed Jan 30, 2008 5:24 pm
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Posted: Wed Jan 30, 2008 5:26 pm
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Posted: Wed Jan 30, 2008 5:27 pm
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