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Tags: D&D 3.5 Edition, Incarnum, Tome of Battle, Psionics, Tome of Magic 

Reply Campaign: Dream's End
Anatomy of a Hero (Character Creation Rules)

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Operation Shoestring
Captain

PostPosted: Sun May 03, 2009 6:11 pm


This is the thread with all the rules for character creation.

Please use Myth-weavers or dndonlinegames for your charactersheet, and Invisible castle for your dice rolls.

DO NOT POST IN THIS THREAD. Another Thread will be provided to post Charcater Sheets in.


Roll Playing

Awakened

You are an Awakened, a special individual with an intimate connection the the world and it's history, and according to some, Chosen of the high powers. Mechanically this means you are gestalt.

Please think of yourself as a champion of the people, or a least someone people turn to in a time of need. You are, at level 6, already a notable local figure of some repute You don't have the be a hero or combatant backstory wise, but you do have to be someone that matters. You cannot be some random farmboy who just happened to discover that his daddy was a sithlord. You're too high level for that.

Alignment

I would like the party to be "Good Guys". This doesn't mean you all have to be good aligned, though that would be convenient. It does mean that there will be no pillaging or wanton destruction. There may be cases when you have to choose between saving a child and saving a village or similar- this is where alignment comes in. I have no objection if you want to be CE, but you must be a COMPETENT CE, who works with the party and doesn't make a nuisance of herself in society, you're willing to be the good guy because it suits your porposes- and let's face it: plenty of "good guys" do evil.
PostPosted: Sun May 03, 2009 7:14 pm


CHARACTER CREATION

Alignment

I am willing to allow Incarnates to have more flexibility in alignment. A CG Incarnate can choose to be either a "Good" incarnate or a "Chaos" Incarnate

Likewise, Bards can be lawful because there's no good reason why thery shouldn't be. Dread Necromancers can be good, as positive energy is not inherently evil in Cantios.

Gestalt Ruleset

I use KBsnowowl's gestalt rules. Multiclassing penalties and favored classes are NOT in effect in either side.

You start at ECL 6. LA and racial Hitdice take up 1 side of the gestalt only. NO LA buyoff, though i ay allow you to "Erase" LA/racial hitdie by cuting your pointbuy

Your BAB and Base Saves are the better of your sides of the gestalt over all your levels. This comparison is made individually for BAB, and each save.

Your HP and skillpoints use the higher total of each side at each individual level. You can retrain your skill points for free every time you gain a level. Cross class skills are limited in the ranks you can have, but do not cost double. In effect, everyone has the benefit if the Able Learner feat.

Casting, Manifesting, Meldshaping, Binding, Initiator level and other similar effects can not be progressed by a prestige class on one side for a base class on the other side.

Dual progression prestige clases take up both sides of the gestalt. A PrC is dual progression if it progresses Casting, manifesting, medshaping, or initiating on both sides. PrC's like Unseen Seer and Knight Phantom are not dual progression.

Available Sources

Online SRD
PHB & PHBII (Player's Handbook)
DMG & DMGII (Dungeon Master's Guide)
Completes (Complete Adventurer, Complete Magem, etc)
Races (Races of Stone, Races of the Wild, etc)
ECS (Eberron Campaign Setting)
XPH (Expanded Psionics Handbook)
TOB (Tome of Battle: Book of Nine Swords)
TOM (Tome of Magic)
MOI (Magic of Incarnum)
DOTU (Drow of the Underdark)

Limited material from other sources (Champions of Ruin/Valor, Heroes of Battle, Heroes of Horror, Book of Exalted Deeds,Miniatures Handbook, Frostburn, Sandstorm, Draconomicon, Dragon Magic, Oriental Adventures, etc) available at request.

Races and Templates

The races permitted are all races and racial variants listed in the SRD, ECS, and Races books. Kobolds, Goblins, Assimar and Tieflings are also allowed. Drow, Hobgoblins and Bugbears are allowed under a custom ruleset at request. Other races may be allowed at request.

Templates may be permitted on a case by case basis. Discuss with the DM.

Classes

Prestige classes from the allowed books are generally all allowed, as are Racial Paragon classes. Exceptions are the Rainbow Servant , Sublime Chord and Ur Priest. Prc's from other books may be considered on request. Faerun-setting PrC's are never allowed, don't even bother asking. Make sure to ask the before planning on taking a PrC later on the campaign.

Classes Available:

(Core)
Bard

(Dungeonscape)
Factotum

(Psionic Classes smile
Psion
Psychic Warrior
Lurk*

(School-based casting smile
Beguiler
Warmage
Dread Necromancer*
Healer

(Tome of Battle smile
Swordsage
Crusader
Warblade

(Magic of Incarnum smile
Totemist
Incarnate
Soulborn*

(Tome of Magic smile
Binder
Shadowcaster*
Truenamer**

(Dragon Magic smile
Dragonfire Adept

(May be allowed as dip smile
Ninja
Scout
* TBA

*you are advised NOT to take this class unless you really, really know what you are doing.

** I will post a Truenamer fix if someone really wants to play one.

Attribute Generation

I will use a Point Buy for your Attributes. You can find the rules for a point buy in the SRD.

You have a 40 point buy. Forgoing the Legacy Weapon adds +4 to your buy. Removing 2 LA/Racial hitdie subtracts -4 points.

(For comparison, the KOTOR games give you a 30 point buy)

Flaws and Traits

You may take up to 2 flaws and 2 traits. Use the ones in the SRD only, unless you have specific permission. Feel free to ask, but I will not allow so called "RP flaws".

Starting Wealth

Your starting Wealth will be slightly higher than the standard Wealth by level for level 6, (which is 13,000 gold). You will start with 15,000 gold, and may purchase magic items of up to 13,000 gold in value. (Using more than 2/3 of your gold on 1 item is not recommended).

Experience Points

You start with minimum XP for 6th level + half the XP needed to reach 7th level from 6th. You may spend XP on precrafted magic items if you have an item creation feat.

Crafting

You may start the game with custom crafted Magic Items. Subtract the gold cost from your starting gold, and subract the XP cost from your starting XP. You may spend XP to the point you go below 6th level

You may craft custom Magic or Psionic items during "downtime" between campaign events. You expend gold and XP as normal.

Skill Points

Once a class skill, always a class skill, and skills never cost more than 1 skillpoint per rank, except Speak Language, which works as normal. This cuts down on so many headaches I have with cross class skills. And increase to your INT modifier grants skillpoints retroactively, which avoids another heache and makes skills easier to track.

Your character has max ranks in one Craft or Profession skill for free. This represents the fact that your charater has a life outside of combat.

Legacy Weapon

You may acquire a legacy weapon. You do not start with the the weapon unlocked, but will unlock it during the first chapter. You start with the base item. You may use a legacy weapon from the books or create your own. Custom Legacy weapons are subject to DM approval.

You don't take the penalties for having a Legacy Weapon, I'm too lazy to track them. You do however, have to spend gold on the rituals.

Operation Shoestring
Captain


Operation Shoestring
Captain

PostPosted: Tue May 05, 2009 1:40 pm


Class Fixes

Healer

1) The healer is now a spontaneous caster, like the warmage. She uses WIS for her main casting stat, and adds CHA to any conjuration healing spell, as normal. Save DC's can be based on either WIS or CHA at player's choice.

2) Healers gain either an Animal Companion (as the druid) or the ability to turn undead (as the cleric) at level 1. Healers who choose the former are of the Path of Harmony, those who choose the latter are of the Path of Light.

3) Spells appropriate to the Healer list may be added at request.

Shadow Caster

1) Shadowcasters can learn any level of mystery without attribute requirements. Their deepening connection to shadow is not attribute dependent.

2) Shadowcasters do not have to learn mysteries in a path in order. They still must have 2 mysteries of the previous level before getting a mystery of a new level.

3) Shadowcasters get a bonus feats for completing each path. This replaces the bonus feats based on number of paths entered.

4) Shadowcasters are proficient with light armor and shields but not tower shields. They suffer ACF as normal.

5) Shadowcasters get "Recharges" for their mysteries. A recharge restores the number of uses of 1 mystery to full (up to 3). Using a recharge is a swift action. Shadowcasters use the table "Ability Modifiers and Bonus Spells" to determine the number of recharges per level, except they add 1 to the number on the list for mysteries cast as spells, add 2 for mysteries cast as SLAs, and add 3 for mysteries cast as supernatural abilities.

6) Fundamentals are 3/encounter rather than 3/day, become unlimited use at level 7, and can be cast as a swift action starting at level 13

Truenamer

1) Truenaming does not power magic, but rather modfies it. Trunaming checks are no longer based on the HD of the target. Truenamers can cast any of their utterances so long as they succeed on a DC 10 + Utterance level truename check. Otherwise, the utterance fails. Speaking Defensively adds +5 to the check as normal.

2) The save DC for a truename Utterance is 10 + Utterance level + INT + bonuses from a higher truename check.

3) A trunamer can add to an Utterance. Extra targets, Increased effective spell level, Increased DC, and Increased CL are all possible augments. Each cumulatively adds +4 to the DC of check. The target DC of the check must be declared before the check is made. If the check fails by 5 or less and still passes the DC for the unagmented untterance, the utterance still functions but is unaugmented.

4) Using the same utterance on the same target more than once per day causes the Law of Resistences to come into play. The DC of the check increases by +5 cumulatively. This replaces the original Law of resistences.

Tell me what you think of this idea. if it works, great, if not... tell me why not.

Soulborn

1) Soulborns gain a Special Mount, as onewinged4ngel's Rebalanced Paladin. They may trade the special mount for any ACF a paladin would be able to trade it for.

2) Soulborns get an additional bonus incarnum feat at level 16

3) Soulborns may "Channel Incarnum", as per the Azuring Cleric substitution level 3+CHA/day at level 6

4) Soulborns get their first use of "Share Incarnum Defense" at level 4 At level 12, they may "Share Incarnum Defense" with all aliies who share at leat one alignment compenent within 30 ft.

5) Soulborns have the capstone ability Incarnum Infusion at level 20. 1/day they may treat a single meld as though all essentia in it counted double for 3+CHA rounds. During this time they add a bonus equal to the number of points of essentia in their essentia pool to damage dealt by all smites they make.
PostPosted: Tue May 05, 2009 2:01 pm


Other Fixes and Notes

Enigma Helm

Someone at WOTC can't read. Nondetection in yourself is 15+ CL, not 11.

Blink Shirt

The heart bind lets you use Greater Blink, rather than blink.

Heart of Fire

No clue how to fix this... help?

Vow of Poverty

I'll allow this on meldshapers since they can actually function with it. Don't use it unless you really know what you're doing.

Vow of Peace/Nonviolence

I can be very lenient about VoNv, but no VoPeace. Other people want to have fun killing things. Don't ruin their fun.

Words of Creation

Not allowed. +8 is enough for IC, don'tcha think? Be content with Song of the Heart and Inspirational Boost. Besides if i did allow it I would have to homebrew a benefit for truenamers and that's too much work.

Celerity

It's to be used as a "save against failing the mission" button, not a "I win" button. Play nice and i won't confiscate your toys.

Polymorph Subschool

Banninated. Yes, that includes metamorphosis. I don't want to keep track of all the alternate forms. This is laziness, not my objection to the power. I trust my players to know better than try cyrohydra shenniagans.

White Raven Tactics

See celerity. Use it; don't abuse it.

Cunning Surge and Divine Impetus

Once a round only. for my sanity's sake. They're powerful enough as is.

Insight bonuses from soulmeld

Lack of stackage on these hurts meldshapers in a diverse magic setting. Change all Insight bonuses from incarnum to a new type of bonus, Soultouched. If this doen't work out I'll cancel the rule.

Necrocarnum

Not evil, but you must take the feat to use it, even if evil.

Operation Shoestring
Captain

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Campaign: Dream's End

 
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