We would play in normal sessions over an agreed IM program or over IRC. It would be on a set night every week or every other week.
I will act as DM as well as having my own character, however I intend to be completely fair and my character will be more like someone who mostly just follows along. It's up to the player characters to take the story further.
The sessions will run like normal D&D sessions, I'll have a set of rules laid out, such as no idle chat during the set hours for the sessions.
I will make a summary of each session and post it in an IC thread.
The story will take place in the world that I created, I posted it a little while back but that RP never got started.
The group will be fairly small, I am thinking 3-4 characters. If there is a great interest in this I may add more. The problem is that with a group any larger than this, getting together to play becomes a hassle.
Requirements:
-Have access to AOL IM/AIM, IRC, or Yahoo IM. If you do not have any of these and wish to play you can download trillian at http://www.trillian.cc/downloads/ Trillian runs AIM/ICQ/IRC/MSN/YIM all in one.
-Be able to get online once every other week for a few hours, 3-4 hours at least.
-Have access to D&D (3.5 edition) books, or I can send you a file with all the necessary rules.
-Have patience with me as this will be my first time running a campaign.
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An old man turns and speaks to you.
Avurlund- A huge island about 100 miles off of the west coast of Forasia. In the very heart of this island is the City of Astrail. Once long ago it was dubbed "The Home of Heroes" seeing as the young Kain Dragonhand and his party wiped out the evil that threatened to take the world several times.
There is legend that they led a peasant army against an organized legion of the fabled creatures of the night, Vampires or vampyres. Not only once but twice within a ten year period. Finally it seemed that the vampires had been eradicated with the destruction of their leader. Kain Dragonhand had found himself in a duel with the lord of the Baal Region vampires. The only known name for him was Wolfgang. Kain's holy sword, bluntly named the Sword of Light struck down the vampire lord, though Wolfgang's body was never found, after his so called destruction there was a bright flash of light from the sword and then darkness came back leaving all present temporarily blind. Soon after the vampire hideout was found out, and they were eradicated in their sleep.
That war was detailed in the book Vampire Rose, the second war, the one in which Wolfgang supposedly destroyed was detailed in the book Vampire Rose: A New Beginning. Shortly after the second war a demon called the Nameless One decided to try his hand at taking over Avurlund, the cornerstone of hope for the world. While men fought amongst themselves in distant lands those brave souls on this island combated all sorts of evils trying to lay their vile clutches on the world. The Nameless One led an army of demons from the underworld through the chaos gate connecting to Avurlund. Many brave souls were lost during the war of Demons, all of it is entailed in the book Against the Darkness: Tides of Time. Suffice to say Kain Dragonhand led his fellows against the Nameless One, and again in single battle he nearly destroyed the ancient demon, sending him into hiding for who knows how long.
After the war of Demons Kain and his wife Oriana established the Dragonhand family as the ruling family of Astrail, the very center of Avurlund. They established relations with the other kingdoms of men and flourished over the next 100 years. However peace in Avurlund had never remained so long and while they enjoyed it the Dragonhand family did their best to keep the people ready just in case Darkness came again. It was during the reign of Kain's Great grandson Noah that darkness came. The people had already forgotten what it was like 100 years prior, they chose to ignore their past, and such ridiculous things as vampires didn't exist to them. However all that changed when Noah discovered his father, who had fallen to the curse, and Noah was forced to kill his own father. Still only 16 the Queen kept rule over the land and refused to believe that there was such a thing as vampires. Noah knew better and hired two men who believed him, to very mysterious, yet able men. He also brought under his protection a very beautiful young lady. Talione and Magnus were the two men he had hired. Talione was a tall(6'10") slender man with a keen eye and quick aim with his huge bow. His complexion left something to be desired, ghost white and always wore sunglasses. At least that is what he called them, for his eyes didn't react to light well. Magnus was a short man, who turned out to be 1/2 vampire. He had undergone spiritual training to recover his soul, studying the myth to become human again by peiceing together his soul. He was able to stand daylight but it weakened him, and his powers were excessive at night. He studying a unique form of magic, using the mystical powers of nature as his weapon. Nell was the girl, she had no extraordinary powers, simply a young lady who ran a tavern with her father. Noah took a special interest in her because she too lost her father to the curse of Vampirism. This was the third war of Vampires and the details can be found in the book Vampire Rose: Darkness is Eternal(DiE).
"That is enough for today, come again soon and learn more of our world."
Thus far there have been 6 major events detailed in the books Against the Darkness. There is rumored to be a 7th book named Whispers in Time, but none are sure if it yet exists. The books are the life's work of Jast Gurdhal, protector of the Dragonhand bloodline.
The order of the books of AtD goes like this
Against the Darkness: The Precursor- Forasian Calendar year 475
Against the Darkness(AtD)- Forasian Calendar year 480
Against the Darkness-Vampire Rose(VR)- Forasian Calendar year 485
Against the Darkness-VR II: A New Beginning- Forasian Calendar year 490
Against the Darkness-Tides of Time(ToT)-Forasian Calendar year 505
Against the Darkness-VR III: Darkness is Eternal(DiE)- Forasian Calendar year 590
Against the Darkness-Whispers in Time(WiT)- ???
The Precursor details the war that eliminated the presence of goblins and orcs in Avurlund
Against the Darkness details the quest of Rune Arlin and company to prevent an immortal mage from taking Avurlund under his rule.
AtD: Vampire Rose details the first war between the vampires and humans in Avurlund
AtD: VR II: A New Beginning details the second war of vampires
AtD: Tides of Time details the war of demons
AtD: VR III: Darkness is Eternal details the third war of vampires and the second war of demons
AtD: Whispers of Time details the events that have yet to be recorded.
Here is an excerpt from an analysis leading through the events of the three vampire wars.
Stay awhile and listen"
Against the Darkness(original)AtD-
Fate brought a group of heroes together in the tavern of what was once the small town of Astrail, it was here that they drove off a host of Orcs trying to gain territory in Avurlund. Soon after the darkness that was trying to engulf the world decided this small continent would be their gateway. The heroes faced new challenges and foes day by day, until at long last they found the source of all the demons, and monsters ravaging the countryside. A long battle ensued in which the group was nearly destroyed, the young Kain Dragonhand was left alone to battle this bringer of doom. Instead of foolishly trying to face the evil lord he plunged his sword into the ground, and channeled his energy throughout the room, reviving his comrades, and this same energy weakened their foe. The gods saw this sacrifice as a great deed and restored Kain's life energy soon after. The young man's allies defeated the darkness and led the land out of turmoil. The heroes knowing that their task was done went their separate ways. Some stayed in Astrail, rebuilding it and the surrounding lands, others disappeared entirely.
Vampire Rose(VR)
Fate called on them again several years later, the darkness would not leave this land, not yet. Rumors of a kingdom of vampires spread across the land. When the heroes got word of this they returned. Darkness was to be kept at bay here, if they failed the world would surely come to an end soon after. The heroes of Astrail led the makeshift peasant armies into war against the vampires and after a few years of campaigning but an end to the fanged threat. After catching up on old times the group dispersed once more.
Vampire Rose II(VR II) A new beginning
Peace reigned in the land of Avurlund for a decade. During this time the young Kain who seemed not to age found his way to the Brightblade lands to the east. This is where one of the heroes hailed from, Mara Brightblade. Kain traveled all over the continent and eventually ended up meeting with his master Ash Gallant, and childhood friend Shadow Swiftwind. The three decided to give the home of the heroes another visit, it had been ten years after all. They chartered a ship to the continent of Avurlund. A storm struck near the end of their voyage and blew them off course, the ship crash landed about thirty miles south from their desired landing point. The three awoke the next night, the only survivors. They gathered what supplies they could and started the trek north until they reached the small port of Lansil. Here they re-supplied with what little gold remained on their persons and started west for Astrail. The road was long, and the nights were as well. Something was amiss in the realm. Their path took them through many forests, and it was in the Baal region that they encountered their fanged friends once again. Along the way they saw homes and crops burned to ashes. After many encounters they finally reached their destination. To their horror the town was controlled by the vampires, and the only refuge was underground. A network of tunnels had been dug for this very reason. Upon meeting with Mara and Griffon, the two who had rebuilt this land together, they immediately set about retaking Astrail. The heroes led the peasant horde once again and eventually drove the vampires back into the woods. Kain and Ash got separated from everyone else and was set upon by about twenty-five of the Baal region's elite, veterans from the first war. However there was one young one, recently taken. A battle ensued, Kain's sword of light aided the two heroes greatly, all but one of the vampires were defeated. The one that escaped was the fledgling vamp. The ambitious Scythe reported the incident to Wolfgang, head of the vampires. Wolfgang entrusted his right hand Mathias to take care of the two pests that destroyed his men. Mathias left rightaway to take care of the problem. When he arrived on the scene he saw the two sitting back to back exhausted, he left seeing no honour in killing them at that moment. Upon returning to Wolfgang and reporting that it would have been dishonorable to slay such great warriors in their exhausted condition. Wolfgang enraged ordered Mathias to bring their heads or his own. Wolfgang followed Mathias to ensure that he carried out his task. When the battle took place the slightly rested heroes gave Mathias a run for his money. It was then that Wolfgang jumped in. They fought for what seemed eternity. Finally Kain was thrown from his feet by the vampire lord's magic, and he did the same to Ash. Only Ash went up into the air. Kain got up just in time to see Mathias slay one of the mighty heroes of Astrail. Frustrated Kain took up his friends blade, and nearly destroyed Mathias, and severely wounded Wolfgang with the Sword of Light. A blow by that blade made most undead disintegrate, to him it was only a wound. The fury of the young man was so great that even the lord of the vampires retreated before him. Kain buried Ash and returned to Astrail. Once the people found out that Ash had perished they hated the Vampires even more, and soon after the fanged creatures were destroyed.
"Still peace did not last long in this forsaken realm. Between now and then are many tales of the heroes keeping the darkness at bay, their tales lie in writing. A book dubbed Tides of Time supposedly has a record of their valiant deeds. That however is for another time. Let us to the present"
Vampire Rose III(VR III) Darkness is Eternal(DiE)-
It was nearly a hundred years since the last incursion of the undead. Avurlund has seen three decades of serenity(referring to the 30 years between DiE and Whispers in Time), the longest break it had in some time. Nights grew longer, people are starting to disappear. Those that were left behind were starting to despair, for long nights foreshadow a period of darkness. There was no longer a group of heroes for them to look to, but what could they do if the undeath rose once again. There were so many people even the fabled heroes would not be able to handle this. Still some look to the descendants of The Dragonhand family, which now rules this land. They are the sons and daughters of Kain Dragonhand and Oriana Shadowbain, daughter of Griffon Shadowbain, and Mara Brightblade. Some others looked to the Brightblade lands across the eastern sea.
The young prince not only had to face problems with vampires but his own mother. Astrail fell into civil war just as the vampires invaded, those loyal to the queen were to stop the treacherous prince from taking the kingdom, when in fact he was preparing to defend it. The zealous high guard attacked the regular army from the castle while the vampires invaded from the forest to the east. Attacked on both sides Noah saw that things were becomming grim, yet he remained a beacon of hope, with the sword of light aglow, slashing through vampire after vampire, not backing down, when the vampires and humans were mingled together destroying one another, The Nameless One appeared. Opening portals to his plane an army of demons poured forth, and crashed into Astrail, attacking vampire and Human alike. The Nameless One had used the vampire assassin Valgoth to his advantage, he couldn't have anyone in his way if he was to take over this world, not even vampires, the enemy of his enemy was still his enemy. The vampires and humans took note of this and ceased attacking one another to take out the new threat. Talione suggested Noah flee, taking with him who he could, it would be a long time before reinforcements from Mist and the Queendom of Fae arrived. There would be no point in the prince, no the king to lose his life there.
Wolfgang had emerged yet again, fully recovered, and he led the vampire attack on Astrail, by infiltrating in and decimating the castle with his dark magic, and taking the life of the queen. That blood did not satisfy him however, it was not dragonhand blood, with the castle aflame the vampires attacked. Noah, Talione, and Ariana left the frontline to see what was happening at the castle. Not only were the queen's men and his fighting one another, but Wolfgang was there, upon seeing Noah he confronted him, his sister, and his rather large friend Talione. Noah charged forward and crossed blades with the vampire. The vampire's weapon the exact opposite of Noah's, an interesting turn of events took place here. Noah's soul was brought into the dark blade where the being Mathias resided, the true right hand to Wolfgang, not that traitorous Scythe, or the upstart Valgoth. He was thought to have been killed in the first war, Vampire Rose. The two had a short exchange of words, and Mathias attacked the defenseless Noah. It was his realm after all, he simply materialized a weapon and attacked the prince. Then suddenly Noah burst with light, and when it cleared he had the sword of light, and the rest of Kain Dragonhand's equipment. Mathias knew.. it was Kain himself, like Mathias remained in the sword of darkness, Kain remained within the sword of light. Kain dispatched Mathias, this time for good and released Noah from his hold. All that had taken place in an instant in the real world. As the swords connected a bright flash shot out from the sword of light, and Noah was thrown back. He rose to his feet, seemingly different, for he had on the artifacts that had aided Kain Dragonhand in the past. The armlet of Zackariah, and the cape of Inviobility. This was when The Nameless One had made his presence known.
Wolfgang realized Noah may be a bit harder to handle now that he had all of Kain's old equipment, then he saw the demons attacking his men. How dare that demon think he could get away with this. It was suggested that Noah run, and Wolgang laughed to himself inside, he would not run from this. Scythe appeared and attacked the Nameless One telling Noah to flee, he was sacrificing his newly regained life for Ariana, and Noah. Noah began to flee, taking Ariana by the hand, however Dengar, one of Noah's allies just arrived with an advance party of reinforcements, he convinced the king of Astrail to stay and fight. Wolfgang would have confronted the demon right away, but he had to unite his men first. Scythe gave the Nameless One a good fight, even after dueling Valgoth in which he was inflicted with a poison that killed living tissue. It was slowly killing Scythe, but none the less he pressed his attack on the Nameless One. Noah and Ariana rushed up as Scythe was batted away, his skin was entirely black, except for his face, overtaken by the poison, his skin was dead, as his body was dying. Ariana tended to him, as Noah took up where Scythe left off, attacking The Nameless One. Scythe knew there was only one chance for his survival, to embrace the vampiric curse again, and forego all the work he did to regain his humanity. He tried to resist as long as he could, but instinct set in when Ariana offered herself to him after summoning Gothamin, he fed hungrily, taking in the sweet blood of the dragonhands. By the time he regained control he realized what happened, the woman who had brought him from damnation, the one he was falling in love with he had just cursed as well as cursing himself once more. Terrified with himself he dropped the now unconscious princess and ran.
Wolfgang had arrived once more and saw the prince get batted away by The Nameless One, taking this opportunity to attack the Nameless One himself. The demon would pay, the ancient vampire was a good match for him. Noah had seen what Scythe had done and now with Wolfgang fighting the Nameless One he tended to his sister, and using a special technique known to dragonhands he linked their souls together with the sword of light, it was not just any weapon, it was as much Dragonhand as Kain, Noah, or Ariana themselves. He took the curse from her onto himself, and healed her wound, this was a great drain on his stamina, and rendered him unconscious. Talione found the two members of the royal family being protected from lesser demons by Dengar. He ran over and picked them up, Ariana awoke, and realized what had happened, it was her turn to do something now. She had been so useless up 'till now. Talione took Noah and hid in a nearby building trying to wake the prince up.
Wolfgang took up Noah's sword, and it burned him, but his weapon was simply ineffective against the great demon god. With the sword of light he landed blows that actually hurt the Nameless One, up untill now he was merely a distraction. After a few minutes the sword was too much on Wolfgang and The Nameless One gained the upper hand, the only thing preventing him from actually killing the beaten vampire lord was Dengar. He jumped in just as Wolfgang was batted away, it was his turn. The Nameless One recognized Dengar, the young man was the descendant of a powerful demon, he should be on his side, not on the humans'. The two fought for sometime, long enough for Talione to awake Noah. With the prince awake he ran to help Dengar, using his bow he kept the lesser demons away, dead aim to the head with each shot. Noah rushed out and took up his sword again, the vampire lord down, his sister down, Dengar was batted away, but remained standing.
Scythe had recovered from the terror of what he had done. He rushed back to the fight to see the great demon facing off with Noah, Dengar, and Talione. The Nameless One called forth a large unit of demons and had them attack the heroes, for he spotted Gothamin, the red dragon who's very claw was depicted on the cape of inviobility. The Dragon who's claw was depicted as grasping the sword of light which was plunged into the earth the sun rising behind it. He was tied to the Dragonhand family, and only one of great power could summon him. Ariana was of Dragonhand, Shadowbain, and Brightblade blood, three of the most renknowned bloodlines on the known world of Sardia and for good reason. The Nameless One took to the skies to engage Gothamin in combat, he had wondered what the human woman had done earlier with that spell, now he knew.
The battle raged on and the demons were dispatched, Gothamin and The Nameless One however were still going at it. The dragon slashed at the demon with a claw which sent him flying back to the ground. Ariana had roused, and cast yet another spell, using the last of her magic, a spell that would attempt to hold the great demon. The dragon knew what she was doing and reverted his human form, chanting words to strengthen the hold spell, and keep it going as Ariana collapsed again. Noah could feel the sword of light burning into him as he rushed forth and thrust it into the Nameless One, with a large cry of pain the greater demon fell to ashes. With that Gothamin took observed as the prince walked over to the vampire lord, striking him down as well. That was the last act Noah took as a human, killing the vampire lord brought forth a lust for blood, the curse overtook him and the sword stung, dropping it before it did to him what it did to wolfgang he took up the vampire lord's dark blade and began to feed on vampires and soldiers alike.
Dengar, Scythe and Ariana confronted Noah and fought him long enough for the bloodlust to pass, and Noah regain control, tears of blood ran from his eyes down his cheek. Gothamin came down and took payment for his summons, Ariana. Leaving the king of Astrail with a destroyed city and no family. Walking over he took up the sword of light and felt it's burn. There would be no quest to regain his humanity, it would end there. Impaling himself upon the weapon Noah Dragonhand faded to ashes and blew away in the breeze, leaving the sword of light and the sword of darkness in his wake.
It is said that there are other Dragonhands out there and that the family line did not end with Noah, but this has yet to come true. Astrail is prospering once again, and the sword of light and the sword of darkness lay enshrined deep within the earth, a seal was put on it, only those of Dragonhand blood could enter the shrine and recover the ancient weapons. The other artifacts that belong to Kain... no the Dragonhands rest there as well. This was the last command Ariana gave Gothamin before he took her away. Astrail has since had no royal family, just stewards which acted as kings and queens as they awaited for the return of a Dragonhand. Proof to them would be that they would be able to enter the shrine and recover the ancient weapons used in many a battle against the darkness on Avurland.
As for the others, well each went their own way and wove their own tales.
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Here is a listing of major historical figures
Humans-
Kain Dragonhand (The legend)
Oriana Dragonhand(Wife of Kain, daughter to Mara Brightblade and Griffon Shadowbain)
Mara Brightblade (Sorceress friend the Kain and company. Wife of Griffon)
Griffon Shadowbain (Spartan warrior friend to Kain and company)
Rune Arlin (Warrior friend of Kain and company)
Raeven (Necromancer friend to Kain and company)
Maxx (Mage friend to Kain, and co.)
Gabriel Shadowbain (Oriana’s brother and Raynalia’s husband)
Vincent the blacksmith
Justin Dragonhand (Father of Adrian)
Tristan Dragonhand (Justin’s twin brother, left to the Brightblade Estates)
Adrian Dragonhand (Father of Noah, Ariana, Iris, and Rachel. He inherited the throne)
Noah Dragonhand (He became king during the third war of vampires, after defeating the Nameless One and then Wolfgang he fell to the vampiric curse and after a short bloodlust he realized what had become of him and impaled himself upon the sword of Light.)
Ariana Dragonhand (Summoned the dragon Gothamin to help fight against the Nameless One, in return for this the dragon took her away to his lair. She was never seen again)
Iris and Rachel Dragonhand (sister's of Noah who lost their lives protecting the young boy from an attack by vampires.)
Drako Zul (Kain’s older brother(same mother), and arch-rival. Son of Harek)
Harek Zul (Enemy of Kain’s father Jarod, Jarod stole his wife)
Borus Erranberger (Noah’s Advisor)
Ash Gallant (Kain’s teacher, and mentor. Fighter/Mage that died in the 2nd vamp. war)
Jast Gurdhal (Old wizard, and friend to Kain)
Talione (Hunter, and friend to Noah Dragonhand)
Nell (The woman Noah fell in love with, she however fell for Talione. She passed away in the 3rd. War of Vampires)
Sarah Eaglethorpe (Noble from the Hershorne estates that wed Tristan Dragonhand)
Drako Dragonhand (son of Tristan Dragonhand and Sarah Eaglethorpe)
Cale Eaglethorpe (son of Sarah Eaglethorpe, does not carry the Dragonhand name due to the seperation that his father and mother had)
Janelle Thornton (Wife of Drako Dragonhand)
Dinadin Dragonhand (Son of Drako Dragonhand and Janelle Thornton)
Elena Farian (Wife to Dinadin Dragonhand)
Jessica Dragonhand/Aryian (only child born to Elena and Dinadin Dragonhand. Last of the Dragonhands, she married Mathias Aryian thus the Dragonhand name was lost to history)
Mathias Aryian (husband to Jessica Dragonhand)
Elves- (taller and have a slimmer build in this world)
Drefan "The Cloak" Nightfall (Assassin and friend to Kain and company)
Raynalia (Friend of Mara Brightblade)
Katarina Windwalker/Dragonhand (Wife to Tristan Dragonhand)
Drako Dragonhand (Son of Tristan Dragonhand and Katarina Windwalker)
Shadow Swiftwind (Friend to Kain Dragonhand, and apprentice to Drefan)
Sirians-(a rare race, that looks to be human, but is actually immortal, no one can tell them apart from a human however.)
Hayste Oerin (Great Mage of the immortal Sirians.)
Aradin (He betrayed Rune and his fellows, but later returned to help them stop another Sirian from destroying the Isle)
Vampires-
Scythe (Vampire who has regained his humanity, only to lose it again to survive)
Wolfgang Schomacker(lord of vampires of the Bhaal region, was killed by Noah.)
Mathias (Wolfgang’s right hand, was killed by Kain and succeeded by Scythe)
My’Lynne (Wolfgang’s bride, destroyed by Ariana)
Valgoth (Vampire assassin-Skinshifter. Replaced Scythe as Wolfgang’s right hand.)
Magnus (Another Vampire who had regained his humanity. Friend of Noah, disappeared during the third war)
Demons-
The Nameless One (The most powerful of Demons, who seeks to conquer the world of Sardia. Was stopped by Kain roughly 100 years ago)
Dengar (not truly a demon, but has Abyssal blood running through his veins)
This is not a complete list.
Gods- No one knows if any gods actually exist but there are still those that put faith in them.)
The Father of All- The "one true god," or so the Order of the Holy Cross claims. He is all powerful, and they worship him fanatically, attacking other countries that worship false gods
The Nameless One- Was destroyed, it is unknown who took his place.
Zackariah- The god of the blade, he is worshipped by the Dragonhands and those loyal to them.
Gothamin- The god of dragons
Indoles- The god of Nature
Actourotos- The god of War
Dominus- Goddess of Love
Mortalious- God of death
Furaxia- Goddess of theives
Elinelia- Goddess of elves
Doridin- God of dwarves
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Here are some races that are not listed in any of the D&D books, there are similar beings, but none like these.
Drakes
A shape-shifting. dragon-like, humanoid race. They have a social system that is complex when compared to the others of Avurlund. There are three types of drake. The Lesser Drake is a bipedal creature with no shapeshifting abilities. They are the most numerous, and look like a scaly human with a lizard's head. The Greater Drake is a Lesser Drake, but with shape-shifting abilities. They can assume their true form of a bipedal lizard, or a more eye-pleasing form where they will appear to be human except for subtle differences(long, sharp fingernails...rough skin...fangs...hissing when pronouncing "s"). Most Greater Drakes learn to make themselves more human, and will learn better speech or conceal their reptilian features with long robes. The final Drake form is that of a dragon. This drake form is like a Greater Drake, and can transform into a near-human, but instead of a bipedal lizard, they change into a full fledged dragon. There are never more then ten of these drake types, and they are very rare.
Sirians-
They are as humans, however are immortal, and exetremely rare. The have an affinity to magic, as they live for a long time, often loners. Rarely do you see a sirian weild a blade.
Only the Sirian is available for a player character, if you want the rules on this race then ask and I shall send them to you.
Along with them you can play a unique class that I created, the Mage Knight. For specifics on that class, PM me.
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Here is a map of the known world of Sardia.
http://img.photobucket.com/albums/v299/the...0502map0001.jpg
I suck at drawing and whatnot, but there ya go.
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Here is a description of the known world.
Avurlund has 4 nations. Astrail, the Queendom of Fae, the Merchant lands of Ostria, and Cryptonia. It has two main rivers, Geralt, and Erophant. The river Geralt runs east and west, and the river Erophant north and south. They form a cross on the continent. Astrail is in the heart of the continent, and is the largest nation. To the north across the river Geralt is Cryptonia, once ruled by a necromancer they have yet to decide on another name. The Queendom of Fae runs along the Southwestern shore. Astrail has no outlet to the ocean save the two rivers mentioned above that run into lake Toria(Upon which sits the castle of Astrail). . The Merchant Lands of Ostria encompass the southeastern shore. Astrail is locked in by the other nations but they all remain steadfast allies. There is one major forest, Deepwood forest lies on the Baal region in the eastern central part of the continent and covers about 1/5 of Avurlund.
Forasia- The vast continent the encompasses half of our world. There are 5 main powers on this continent, the Western half of the continent is called Pilton. It's western border is the ocean of Merstone, and it's northern border is the ocean of Liston, this ocean is also on it's Southern border. The north east border has the Red Mountains. Below the Red Mtns. is a large dense forest simply named Sylvannia after the nation of Elves. South of that is the Grey mountains. The river Grimstone runs all along the eastern border of Pilton. It is ruled by the Brightblades. Oriana Dragonhand great grandmother of Noah Dragonhand came from this family, born from Mara Brightblade and Griffon Shadowbain, also companions of Kain. This vast country occupies a quarter of the world and is broken into several provinces each acting as it's own country. Of the 4 provinces the Brightblade estates is the smallest, yet it is the ruling body of it all. The Kern, and Hershorne estates make up 1/2 of Pilton. The highlands encompasses a third of the counrty while the Brightblade estates makes up the remainder. The politics run extremely smoothly in this nation and it often sends aid to Avurlund.
The Eastern half has 4 smaller nations within it's borders. Grimdale is the northern most country, run by the Order of the Holy Cross. It is a theocracy and run by religious fanatics whose goal is to bring other nations to the light by "anexing" them. It is a wonder this nation hasn't run itself into the ground with all the resources it wastes on it's holy wars. It's boundries include the Red Mountains to the west, the Sylvannia forest to the south, the ocean of Liston to the north, and the ocean of Forasia to the east.
Sylvannia is a nation of elves, few other races are allowed within it's borders and many are killed on sight. It is a large dense forest located next to Pilton, it is in the center of Forasia. With the nation of Etonia to the east, the nation of Grimdale to the north, and Gloomdeep to the south it has no outlet to the ocean save the huge river Grimstone to the west. It has many lakes, but the actual terrain within it's borders hasn't been mapped, for the elves keep to themselves.
Etonia is a nation of mixed races, halflings, elves, humans, dwarves. All live in harmony here, the ocean of Forasia to the east, north, and south. The only Nation it touches is Sylvannia. The only connection between them and Sylvannia are the elves that live within it's borders. This nation trades with all nations, and have convinced Sylvannia to open a single road so that their merchants might goto Pilton. Etonia has many rivers flowing through it, to many to name, however there is one that is of importance. The river Eton runs from the ocean of Forasia to the east southwest across the land through the Grey mountains and pours into the Ocean of Liston. Etonia is a merchant nation and it is wealthy enough to maintain a huge navy which rules the eastern ocean. The Order of the Holy Cross often invades however Etonia’s navy is far superior to that of Grimdale, and the land route is guarded by the Elves.
Gloomdeep is a nation of dwarves, this nation wars often with Sylvannia, a hatred between elves and dwarves goes way back. The actual reason for their fighting has been forgotten, but they fight all the same. They actively trade with Pilton and Etonia, and often support The Order of the Holy Cross when it invades Sylvannia. However the dwarves closely watch the nation of Grimdale, making sure that they hold true to their treaty.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here is the calendar
The Forasian Calendar year is divided into 8 months. 2 months per cycle, one cycle is a season. Spring-Cycle 1, Summer-Cycle 2, Fall-Cycle 3, Winter-Cycle 4.
Each month is divided into 40 days. Thus a cycle is 80 days, and a Forasian Calendar year is 320 days.
A day is a 30 hours long.
The month names are-
Cycle 1- Zyna, Ais
Cycle 2- Tatrina, Waidar
Cycle 3- Jorona, Oem
Cycle 4- Aeath, Onuwas
The symbols of each month are
Zyna- A Rising Sun(a beginning)
Ais- A raindrop
Tatrina- The Red moon Solia
Waidar- An Arrow
Jorona- Spirits
Oem- A Scythe
Aeath- A Snowflake
Onuwas- The Blue moon Lenera
The Dates are MM/DD/YEAR
There are two moons, The blue moon Lunera cycles every 20 days, and is full on the 9th and 29th of every month. The red moon Solia cycles every 40 days, and is full on the 29th of every month.
There are 5 days in a week, 8 weeks in a month, 64 weeks in a year.
Characters are to be created using the point system.
Stat Cost
18- 16
17- 13
16- 10
15- 8
14- 6
13- 5
12- 4
11- 3
10- 2
9- 1
8- 0
All stats start at 8, and you get 32 points to distribute amongst them.
The six stats are
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
using the point system let's create a sample character. Something simple, say a fighter.
all stats start at 8. Now, do I want a more dextrous/intelligent fighter or a strong brutish one? Let's take the latter.
I want a high strength because that will be his main attribute.
let's say 16, a 16 stat costs 10 points. 1 point per stat point from 8-14, and 2 points for each increase after that.
He won't need a very high dexterity, but we don't want him to be a klutz either.
a 10 should work, that's 2 points.
Constitution, we want this boy to be able to take a hit, so a decent constitution score will help.
15 should be good, that's 8 points. So far we've spent 20 points, that leaves us 12.
Intelligence and wisdom are not key attributes for a fighter, and neither is charisma. However here is where we ask ourselves where we want to take this character. Is he going to stay a fighter or delve into other things? Maybe we don't want a brute, but an intelligent strong and hardy fighter.
let's put a 14 on the intelligence score, that cost us 6 points, so we've used 26. Leaving us with 6 more to spend. Since wisdom and charisma are only important to specific warriors like paladins and rangers we can leave these ones alone, let's raise wisdom to 10(average) and leave charisma at 8. We have 4 points remaining. well let's increase str and dex 1 point each.
The jump from 16 to 17 str requires three points, and the jump from 10-11 dex only requires 1 point, for a total of four.
our final look at the character is this.
Str- 17
Dex- 11
Con- 15
Int- 14
Wis- 10
Cha- 8
He's strong, healthy, and intelligent, about as dextrous and wise as your average person, but he lacks charisma. Maybe he has a few ugly gruesome scars, or maybe rude mannerisms. Overall this character is excellent, far above an average human who would have scores from 9-12 all the way across. This is what sets him apart from the norm.
You could decide you don't want a fighter, and rearrange these stats to look like this.
str- 8
dex- 15
con- 14
int- 10
wis- 11
cha- 17
Now we have a character who would make an excellent sorceror. he's weaker than most people, but he's very healthy, and very agile. He has a high charisma which allows him to practice sorcery more easily than many others in the world.
you can lower a stat below 8, for each point lower you get 1 point to spend elsewhere. If you take a 5 on one stat, you get to use 32+3 points to make the rest of your character.
Most of you familiar with D&D know all this, but this is for those of you who do not.
Here is an example of the power level of the NPCs you'll encounter.
Townsfolk 15
Low-power npcs 20
Normal npcs 25
Powerful npcs 30
I'm showing you this so you can see that your PCs created with 32 points are far above the norm. They have the abilities that can alter the course of history.
The story is in your hands now.
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I have some rules to discuss with you concerning the cleric, mainly about spellcasting, since the gods in this world are not as active as they are in the main D&D pantheon.
Spells like Raise Dead and Ressurection are the key ones here.
in my world Raise Dead is an 8th level spell, and Ressurrection is a 9th level spell. There are also other requirements to cast them, which I will go into later.
I still need to tweak the cleric class a little so don't go too far into his creation yet, just the basic stats and bio and such.
~~~~~~~~~~~~~~~~~~~~~~~~~~
playable races are any races with a level adjustment of +2 or less. You also have access to my own created race in this world.
Race- Sirian, not much is known about them. Except for the fact that they appear human. While more agile and intelligent they lack physical strength and endurance. One mark that sets them apart from humans is that their eyes are a brilliant gold. And their hair is silver. They are extremely rare, and no one really knows where they originated from. It is also known that they live nearly as long as elves.
Racial modifications-
+2 dex
+2 int
+2 Wis
-2 str
-2 Con
+2 level adj.
Languages- Automatic
Elven, Common, Dwarven.
Sirians have no known language of their own.
Age
Base 45 +3d8
Adult- 45
Middle Age- 150
Old- 226
Venerable- 300
Max- +3d% years
Height- 4'8" + 2d8
Weight- as elf (x 1d6)
Favoured class- Mage Knight
Luminescant vision up to 30 ft. (Sees only in shades, but everything as a golden hue. This is automatically triggered by darkness)
Sirians can only learn half their int bonus in languages. Picking up other languages is difficult for them, even though they have a higher mental capacity than humans.
Some Sirians have found a way to ressurect themselves through the winds of magic. This is possible for a PC however they must find a sirian with such knowledge, and must be of certain age and ability in order to will their souls back to the world. Once ressurected they appear in a different part of the world as the winds of magic will have carried their soul away upon dying.
Must be 300+ years old, and at least 20 levels in a spellcasting class.
+1 to hit with weapon of choice
+1 to DC for mage knight spells
+1 to all saves
Any class from a licensed book is fine as well as the following class I want to play test for this campaign. I already have one interested though, and if he wants it then I will ask that no one else use this class.
Mage knight
Hit die- D8
Alignment- any
Skill points- (4+int mod) X4 at first level, 4+1/2 int mod (rounded down) each level thereafter
Class skills
Concentration (Con)
Craft (Int)
Diplomacy (Cha)
Knowledge (arcana) (Int)
Knowledge (religion) (Int)
Profession (Wis)
Spellcraft (Int).
Swim (str)
Listen (Wis)
Spot (Wis)
Sense Motive (Wis)
Base attack progression- as fighter
Save progression-
Fortitude- starts at 0, +1 every two levels
Reflex- starts at 0, +1 at level two, and +1 every three levels after that
Will- starts at 0, +1 every two levels.
at level 20 the base saves will be +9(fort), +6(ref), +9(will)
Level 1- Starting feats, and extra
Level 2- Feat
Level 3- Spells*
Level 4- Summon Familiar, Arcane Fail -5%
Level 5- Weapon Specialization**
Level 6-
Level 7-
Level 8-
Level 9- Arcane Fail -10%, Spells***
Level 10-
Level 11-
Level 12-
Level 13-
Level 14-
Level 15- Arcane Fail -15%, Spells****
Level 16-
Level 17-
Level 18-
Level 19-
Level 20- Arcane Fail -20%, +1 casting level on first choice
*Mage Knight spells(cast just like clerical spells, but still suffer from arcane fail %)
**Even without weapon focus, does not gain weapon focus benefits
***Arcane or Divine as 1/3 his character level rounded down (+1 caster level at level 20)
****Arcane or Divine(not previously picked) at 1/4 character level rounded down
Divine spells suffer from arcane fail % as well
Mage Knight Spell Progression (link)
Mage Knight list of spells known
Level 1-
Heal- static 5 vp
Heat touch- touch attack, same dmg as burning hands
Firebolt- 1d4 dmg per bolt. acquire bolts as magic missile. No save
Shock- 1d4-1 dmg, stuns opponent for as many rounds, if save failed. (Fort. Save)
Level 2-
Heal II- Static 10 vp or 5 wound points
Aura- Heals all in 10' radius for 5 hp
Sheild- creates a magical sheild, attached to caster's arm. +2 AC, leaves hand free, if another weapon, or 2 handed weapon is used, +1 AC
Sight- See up to 1 mile away, only usable outside.
Level 3-
Fireball- as per arcane spell (spell level is current mage knight level)
Haste- as per arcane spell (spell level is current mage knight level)
Empower- all caster's allies within caster's sight receive +2 str, and con
Level 4-
Heal III- Static 15 vp or 10 wound points
Smite- all physical attacks of caster's allies within 30 feet gain +4 to dmg rolls
Aura II- Heals all in 20' radius 10 vp or 5 wound points
Mage Plate- adds a temporary 15 vp to caster
Level 5-
Precision- Critical threat range of caster and allies is doubled for 3 rounds
Heal IV- Static 30 vp or 15 wound points
Aura III- Heals all in 20' radius 15 HP or 10 wound points
Minor Blade Barrier- 1/2 of everything that blade barrier does
Level 6-
Heal V- Static 50 vp or 20 wound points
Aura IV Heals all in 30' radius 25 HP or 15 wound points
Imbue weapon- magical or not weapon gains elemental damage of +1d8 on every hit, and +1d12 on every critical. Element choice is up to caster, lasts for 10 rounds
Improved Haste- as per arcane spell
(Note in my world, the Mage Knight can only cast 1 healing spell per level per day, whether that be Aura or Heal.)
Spells per level for first choice spell casting ability related to level
1-9= 0
10-11= 3
12-14= 4
15-17= 5
17-19= 6
20= 7
Casting Level for second choice
1-14= 0
15= 3
16-19= 4
20= 5
Starting Feats
Light and Medium Armour
Simple and Martial Weapons
Combat Casting
The Mage Knight
if he/she does they lose ALL class abilities
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Alright, now for a set of rules.
1) DMs ruling is final, no arguing. You may IM me to point out something I may have mistakenly done wrong, but do not argue with me or you will be kicked for the remainder of the session, and your character will be a NPC during that time.
2) No small talk in the main window, if you want to chit chat then IM the person. The main window will be only for the following.
inter-character dialogue, and combat round reviews that I shall post. Also descriptions of items, locations, etc. that I may post. The only messages you should be sending in the main window are IN CHARACTER dialogue.
You may send an OOC note if you use parenthesis () for stuff like notifying us you'll be away from keyboard. Do not abuse this and chit chat.
3) I am going to use an honour system and not a dice roller over the net. So I expect you to be completely honest with me with your rolls. Why should you lie? Mistakes are part of RP, don't look at it like you suck, look at it like not everyone succeeds all the time, failing and mistakes are part of life.
4) Roleplay your character dialogue, this is not just a hack and slash campaign. There will be plenty of combat don't worry.
5) I will be rather stringent on alignment, if you act out of alignment too often your alignment will change and the necessary penalties will be enforced, I think it's a -20% exp gain until next level.
6) There are some rule variants that I play with, no bitching about 'em. The main one is concerning divine magic, spell levels will be different because the pantheon of gods in my realm are nowhere near as active as in the normal D&D pantheon. I'll post all the variants that I use soon.
7) If a player becomes problematic then they will be removed and their character run as an NPC.
8) Personal issues WILL be left out of the game sessions, anyone who breaks this rule will be removed for the session and their character will be run as an NPC until the following session. Recurring problems will see the player completely removed from the game and their character will become a permanent NPC.
9) having fun is not an option, you WILL have fun
There will be more rules, but I cannot think of them at the moment, will post them once I get them down.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Allowed races- any race with a +2 level adjustment or lower will be allowed in this campaign. That will include the following.
Any race from the players handbook.
Dwarves
Arctic Dwarf
Gold Dwarf
Grey Dwarf
Shield Dwarf
Wild Dwarf
Elves
Aquatic Elf
Drow Elf
Silver Elf (moon elf)
Sun Elf (gold elf)
Wild Elf (green elf)
Wood Elf (copper elf)
Gnomes
Forest Gnome
Rock Gnome
Half Elves
Half Aquatic Elf
Half Drow
Greenskins
Gray Orc
Mountain Orc
Orog (deep orc)
Goblin
Hobgoblin
Bugbear
Lizardfolk
Halflings
Ghostwise Halfling
Lightfoot Halfling
Strongheart Halfling
Planetouched
Aasimar
Air Genasi
Earth Genasi
Fey'ri (the +2 level adj. version)
Fire Genasi
Tiefling
Water Genasi
If you want to know the specifics of the above races then PM me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You also have access to minor and intermediate bloodlines, as they equate to level adjustments of +1 and +2. In order to take a bloodline you must be human. Human's with bloodlines lose the extra skill points gained at first level and each subsequent level.
A minor bloodline character must put a level into the bloodline as if it were a class before level 12 or suffer a -20% exp penalty until a level is put into the bloodline.
An intermediate bloodline character must put two levels into the bloodline as if it were a class, one before level 6, and one before level 12. if they pass character level 6 and have not done so a -20% exp penalty incurs, and if they fail to put another level in the bloodline before level 12 then another -20% penalty incurs. These penalties do stack. Once a level is put into the bloodline then a 20% penalty goes away.
So if you have an intermediate bloodline character and fail to put a level in before 6 you get a 20% exp penalty, once a level is put into the bloodline it goes away. If you fail at level 6 and 12 to put one level into the bloodline then you get a -40% exp penalty, once a level is put into the bloodline the exp penalty drops 20% and when a second level is put into the bloodline the penalty goes away.
Bloodlines do not count against a multiclass character concerning multiclass penalties. Normally a character with two or more classes(favoured class aside) that are not within one level of another take a -20% exp penalty for each. This does not occur with bloodlines.
Characters with bloodlines depending on the level of bloodline will show traces of their heritage, whether they are horns, auras, tails, or traits. I'll leave this mostly up to the PC.
Include the character's bloodline level(s) when calculating any character ability based on his class levels (such as caster level for spellcasting characters, or save DCs for characters with special abilities who's DCs are based on class levels) The character doesn't gain any abilities, spells known, or spells per day from the bloodline level(s), though. Only calculations of his level-based abilities are affected.
If a character already has a feet that a bloodline grants he/she may choose another feet as long as they meet all of the prerequisites.
Bloodline levels afford no additions to HP, skill points, and no base attack or save increases. You still get feats afforded to you through character level, and ability increases.
Minor bloodlines available
Celestial
Demon
Devil
Black Dragon
Blue Dragon
Brass Dragon
Bronze Dragon
Copper Dragon
Gold Dragon
Green Dragon
Red Dragon
Silver Dragon
White Dragon
Fey
Djinni
Efreeti
Janni
Cloud Giant
Fire Giant
Frost Giant
Hill Giant
Stone Giant
Storm Giant
Githyanki
Githzerai
Hag
Lycanthrope
Minotaur
Ogre
Slaad
Titan
Troll
Vampire
Intermediate Bloodlines
Celestial
Demon
Devil
Black Dragon
Blue Dragon
Brass Dragon
Bronze Dragon
Copper Dragon
Gold Dragon
Green Dragon
Red Dragon
Silver Dragon
White Dragon
Fey
Djinni
Efreeti
Cloud Giant
Fire Giant
Frost Giant
Stone Giant
Storm Giant
Ogre
Slaad
Titan
Troll
Vampire
A bloodline is like a level adjustment you choose when to add. The abilities are not gained instantaneously, instead they manifest over time. Here is the basic layout.
Minor
Level 4- Skill boost 1
Level 8- Special 1
Level 12- Ability boost 1
Level 16- Special 2
Level 20- Affinity +2
Intermediate
Level 2- Skill boost 1
Level 4- Special 1
Level 6- Ability boost 1
Level 8- Special 2
Level 10- Affinity +2
Level 12- Special 3
Level 14- Skill boost 2
Level 16- Special 4
Level 18- Ability boost 2
Level 20- Special 5
For specifics on bloodlines PM me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wound points.
I'll be using this variant, rather than hit points a character has vitality points (basically hit points) and wound points. Vitality points are gained the same manner as hit points, and use the same dice, such as d10 for fighter per level.
Wound points do not increase as you level up. Instead your wound points are equal to your constitution score, so a character with 10 con, has 10 wound points.
Critical hit modifiers now have threat ranges rather than multipliers.
X2 multiplier= 20 threat range (unless weapon has a higher range already)
X3 multiplier= 19-20 threat range
X4 multiplier= 18-20 threat range
X5 multiplier= 17-20 threat range
weapons with a higher threat range simply retain that threat range.
Keen weapons now add +2 to the threat range rather than double it.
Improved Critical feat now adds +2 to threat range rather than double it.
nonlethal damage- this system does not differentiate between nonlethal and lethal damage because vitality points are not hit points but rather the characters ability to make a would be damaging hit into a nick or scratch. So nonlethal acts just like lethal damage.
0 vitality points- once VP is depleted the character can no longer avoid taking any real physical damage, all damage after VP is gone is taken from wounds.
Taking wound damage- The first time a character takes wound damage- even a single point- he becomes fatigued. A fatigued character cannot run or charge and takes a -2 penalty to str and dex until he has rested for 8 hours or until the wounds are healed if that occurs first. Additional wound damage does not make a character exhausted. In addition, any time an attack deals wound damage to a character, he must succeed on a fortitude saving throw (DC 5+the number of wound points lost from the attack.) or be stunned for 1d4 rounds. (During that time any other character can take a standard action to help the stunned character recover, doing so ends the stunned condition)
0 wound points- Wound points cannot drop below 0; any damage that would cause a character's wound point total to drop below 0 simply causes the character to have 0 wound points. At 0 wound points a character is disabled and must attempt a DC 15 fortitude save. If he succeeds on the save he is merely disabled, if he fails he falls unconscious and begins dying.
Disabled: A disabled character is conscious, but can only take a single move or standard action each turn (but not both, nor can he take full round actions). He moves at half speed. Taking move actions does not risk further injury, but performing any standard action (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell) worsen's the character's condition to dying.
Dying: A dying character is unconscious and near death. Each round on his turn, a dying character must make a fortitude save (DC 10, +1 per turn after the first) to become stable.
If the character fails the save, he dies.
If the character suceeds on the save by less than 5, he does not die but does not improve. He is still dying and must continue to make fortitude saves every round.
If a character succeeds by 5 or more but by less than 10 he becomes stable but reamins unconsious
If the character succeeds on the save by 10 or more, he becomes conscious and disabled.
Another character can make a dying character stable by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity.
Stable characters and recovery- A stable character is unconscious. Every hour, a stable character must succeed on a fortitude save (DC 10+1 per hour after the first) to remain stable.
If the character fails the save, he becomes dying.
If the character succeeds on the save by less than 5, he does not get any worse but does not improve. He is still stable and unconscious, and must continue to make fortitude saves every hour.
An unaided stable, conscious character at 0 wound points has a 10% chance to start recovering wound points naturally that day.
Once an unaided character starts recovering wound points naturally that character is no longer in danger of dying.
Recovering with help: A dying character can be made stable with a DC 15 Heal check (a standard action that provokes attacks of opportunity.) One hour after a tended dying character becomes stable roll a d%. He has a 10% chance of regaining concsciousness, at which point he becomes disabled. If he remains unconscious, he has the same chance to regain consciousness every hour. Even while unconscious he recovers wound points naturally, becoming conscious and able to resume normal activity when his wound points rise to 1 or higher.
Special Damage Situations
The vitality point system changes the way some special damage effects work.
Coup de Grace
A coup de grace functions normally in that it automatically hits and scores a critical hit (and thus the damage dealt is applied to the target's wound points). If the defender survives the damage, he must make a Fortitude save (DC 10, + the amount of damage dealt) or die.
Massive Damage
The massive damage rule does not apply under this system.
Healing
After taking damage, a character can recover vitality and wound points through natural healing (over the course of hours or days), or by magic. In any case, a character can't regain vitality points or wound points above his full normal totals.
Natural Healing
Characters recover vitality points at a rate of 1 vitality point per hour per character level.
With a full night's rest, a character recovers 1 wound point per character level (minimum 1 per night), or twice that amount with complete bed rest for 24 hours. Any significant interruption during the rest period prevents the character from healing that night.
Assisted Healing
A character who provides long-term care (see the Heal skill, page 75 of the Player's Handbook) doubles the rate at which a wounded character recovers lost vitality and wound points.
Magical Healing
Spells that heal hit point damage work somewhat differently in this system. For spells that heal a variable amount of hit point damage based on a die roll (such as cure light wounds), apply the actual die roll as restored vitality points, and any modifier to the die roll (such as caster level, for cure spells) as restored wound points.
For example, cure moderate wounds heals 2d8 points of damage, +1 point per caster level (maximum +10). Under this system, a 10th-level cleric could cast it to heal 2d8 vitality points and 10 wound points.
Spells or effects that return a number of hit points not based on a die roll, such as heal, apply the healing to lost wound points first, then to lost vitality. For example, an 11th-level cleric casting heal has 110 points of healing to apply. If the target has taken 12 points of wound damage and 104 points of vitality damage, the spell heals all the wound damage and 98 points of the vitality damage, leaving the target with only 6 points of vitality damage remaining.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Variant- Level-independent XP awards
Character Level- XP
1- 0
2- 1,000
3- 3,000
4- 6,000
5- 10,000
6- 16,000
7- 24,000
8- 36,000
9- 52,000
10- 76,000
11- 110,000
12- 160,000
13- 220,000
14- 320,000
15- 440,000
16- 640,000
17- 890,000
18- 1,300,000
19- 1,800,000
20- 2,600,000
21- 3,600,000
22- 5,200,000
23- 8,400,000
24- 14,800,000
25- 27,600,000
Because you get more exp in this variant, spells with an XP cost undergo a change.
Level= XP multiplier
1-3= X1
4-6= X2
7-8= X4
9+= X10
The experience requirements for levels is different, it is much higher, however the experience awards for encounters are calculated differently, making it MUCH easier for me to do the math at the end of the encounter for exp.
trust me, you'll level up just as fast with this table and the table I'll use to calculate the experience from monsters. This is just much easier on me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Variant- Traits
You can start with up to two chosen traits and gain more later through roleplay (1 more every 5 levels)
Abrasive
Absent-minded
Aggressive
Brawler
Cautious
Detached
Dishonest
Distinvtive
Easygoing
Farsighted
Focused
Hard of Hearing
Hardy
Honest
Illiterate
Inattentive
Musclebound
Nearsighted
Nightsighted
Passionate
Plucky
Polite
Quick
Reckless
Relentless
Saddleborn
Skinny
Slippery
Slow
Specialized
Spellgifted
Stout
Suspicious
Torpid
Uncivilized
PM me for specifics.
Variant- Character Flaws
A player can have up to one flaws, for each flaw they get a bonus feat. Can only be taken at character creation.
Feeble, -2 penalty on str, dex, and con based skills
Frail, -1 hp per level, can make you gain 0 hp but cannot make you lose any
Inattentive, -4 penalty on listen and spot checks
Meager Fortitude, -3 fort save
Murky-Eye
This post has been edited by Hugo: 19 April 2005 - 05:37 PM

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