World at War OOC

JonnyFive

First Post
World at war player Recall

D&D 3.5. Unearthed Arcana will be used
The following variants are always used:
-Weapon Group Proficiencies (page 94)
-Defense Bonus (page 110)
-Recharge Magic (page 157)

the following are allowed:
-Racial paragons (page 32)
-Monk Styles (page 52)
-Traits and Flaws, case by case (page 86,91)
-Spell touched Feats (page 92)



Character creation rules: Looking for 6-8 players
38 point buy
30k XP (8th level)
27K gp,
HP is max first level then Half of max +1 thereafter
Magic is scarce ALL magic items must be approved- the costs in DMG*4 for prices. PHB/DMG classes will be accepted,
-- must have a basic background and appearance, I’m not to pick as I suck at em too :p
--No psyonics
--The complete books are available and open for use
-- races form any source will be taken case by case
-- magic class changes
-- all players gain an additional 1st level feat


chages to magic classes
--the Feat "Magic Talent" is required to cast spells and is a 1st level feat only, rangers and pallys who choose not to take this feat will be using the CW's non spellcaster variant. Magical talent will also give the eschew materials feat.
-- Recharge magic is used
-- magic deals its Spell level in non leathal damage to the caster.
-- sorcerers take no damage from casting spells due to their link with magic
-- starting at second level, sorcerers gain +1 known spell of their highest spell level.
-- all magic is spontanious, but wizards still have to studie a spellbook for an hour each morning, and a cleric must pray
-- bards gain 1 known spell for each spell level
-- no item creation feats
-- wizzards gain a magic feat at first level to replace scribe scroll

Changes to Melee classes
--Fighters gain d12 HD or 4+int skills, or both if they drop heavy armor prof
--rogue's gain poison use ability
--Assassin must be lawful instead of evil

New materials

-- Shadow Metal. this metal is extreamly rare. when mande into a suit of armor, it provides the wearer with a small amount of immunity to magic effects, be they good or bad. It also prevents magic from being cast at the same rate it blocks it, plus any other spell failure inherent to the armor type. the chance depends on the amount of alloy. 25% light, 50% for medium 80% for heavy. cost 20k for light, 30k for medium 50k for heavy.
 
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