Fieari
Explorer
A world of wonder, awe, and mystery. A wicked dragon rules over his domain. A mysterious forest who swallows travellers. A kingdom under seige, from outside and from within. Powerful magic that is seeped into the very stones of the land.
Theives and Kings. Sword and Sorcery. A Princess in Durance Vile.
And not one of you has reached puberty.
EXPERIMENTAL GAME: WARNING- RULES MAY CHANGE MID GAME (after discussion between players and DM of course)
HEAVILY BASED OFF OF HOUSE RULES
Read this thread for the basics of what I'm attempting. All characters must be roughly half their race's "minimum age" (I'll allow a character to be older if another player agrees to be older)
Character Creation (experimental)
Standard Point Buy.
Multiply each stat by (Your Age)/(Minimum Race Age)
So if you put 18 points into int, and your character is a Human aged 8, multiply 18*(8/16)=9
Next, choose your class:
Bright (Wizard Equivelent)
Int +4, Cha -2
----------
Class Skills: Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (Any) (Int), Use Magic Device (Cha)
Prohibited Skills: Alchemy, Animal Empathy, Climb, Concentration, Heal, Open Lock, Read Lips, Profession, Tumble
Skill Points: 2 + int modifier, 1d2 + int modifier every 100xp thereafter
Becomes Wizard Level 1 at 1000xp.
Caring (Cleric Equivelent)
Cha +2, Wis +2, Con -2
----------
Class Skills: Diplomacy (Cha), Heal (Wis), Animal Empathy (Cha), Hide (Dex), Knowledge (Any) (Int)
Prohibited Skills: Concentration, Decipher Script, Forgery, Intimidate, Open Lock, Read Lips, Pick Pocket, Profession, Scry, Spellcraft, Use Magic Device
Skill Points: 2 + int modifier, 1d2 + int modifier every 100xp thereafter
Becomes Cleric Level 1 at 1000xp.
Prankster (Rogue Equivelent)
Dex +2, Wis +2, Cha -2
----------
Class Skills: Balance (Dex), Climb (Str), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Move Silently (Dex)
Prohibited Skills: Alchemy, Animal Empathy, Concentration, Heal, Open Lock, Profession, Scry, Spellcraft, Use Magic Device
Skill Points: 4 + int modifier, 1d4 + int modifier every 100xp thereafter
Becomes Rogue Level 1 at 1000xp.
Exclusive Feat: Set Trap
Roughhouser (Fighter Equivelent)
Str +2, Con +2, Int -4
----------
Class Skills: Climb (Str), Jump (Str), Swim (Str), Intimidate (Cha), Tumble (Dex)
Prohibited Skills: Alchemy, Animal Empathy, Concentration, Decipher Script, Heal, Open Lock, Read Lips, Profession, Scry, Spellcraft, Use Magic Device
Skill Points: 3 + int modifier, 1d3 + int modifier every 100xp thereafter
Becomes Fighter Level 1 at 1000xp.
Simple Weapon Proficiency
Explorer (Ranger Equivelent)
Str +2, Dex +2, Int -4
----------
Class Skills: Hide (Dex), Intuit Direction (Wis), Knowledge (Nature) (Int), Swim (Str), Wilderness Lore (Wis)
Prohibited Skills: Alchemy, Concentration, Decipher Script, Forgery, Heal, Profession, Read Lips, Scry, Spellcraft, Use Magic Device
Skill Points: 3 + int modifier, 1d3 + int modifier every 100xp thereafter
Becomes Ranger Level 1 at 1000xp
Simple Weapon Proficiency
Martial (Ranged Only) Weapon Proficiency
Righteous (Paladin Equivelent)
Cha +2, Dex +2
----------
Must be Lawful Good
Class Skills: Diplomacy (Cha) , Intimidate (Cha), Concentration (Con), Listen (Wis), Knowledge (religion) (Int)
Prohibited Skills: Decipher Script, Disguise, Forgery, Move Silently, Open Lock, Read Lips, Pick Pocket, Scry, Spellcraft, Use Magic Device
Skill Points: 2 + int modifier, 1d2 + int modifier every 100xp thereafter
Becomes Paladin Level 1 at 1000xp.
I have some suggested feats in the thread linked above. When you make your character, you can pick from those... however, I don't have many there. As such, I am OPEN TO ANY FEAT SUGGESTION as long as it is age appropriate and interesting. If it fits a story stereotype, it'll most likely be accepted.
Now, the entire rule set I'm using, what with players being children and all, is untested and untried, which is where you guys come in. I'm testing to see if this works. If it doesn't, the rules may change mid game, but not without discussion and assent by the players. I'm also very open to suggestions (not too drastic though, I hope)
Anyway, I'll also need to know your character's home:
Choose from the following locations
Neva Town (Isolated village, plague ridden, sea access only)
Navan Temple (Unlikely home, but with a good enough story...)
Countryside (Farm)
Erdafel (Port town)
Samis (Human Capital City, walled)
Elevenden Forest (Elven home)
And I'll also need your Parent's Profession (let's keep the orphans to a minimum for this game... but I'll allow one, to see how they work)
Edit: Map available in next post.
Edit: Link to IC Thread: Here
Theives and Kings. Sword and Sorcery. A Princess in Durance Vile.
And not one of you has reached puberty.
EXPERIMENTAL GAME: WARNING- RULES MAY CHANGE MID GAME (after discussion between players and DM of course)
HEAVILY BASED OFF OF HOUSE RULES
Read this thread for the basics of what I'm attempting. All characters must be roughly half their race's "minimum age" (I'll allow a character to be older if another player agrees to be older)
Character Creation (experimental)
Standard Point Buy.
Multiply each stat by (Your Age)/(Minimum Race Age)
So if you put 18 points into int, and your character is a Human aged 8, multiply 18*(8/16)=9
Next, choose your class:
Bright (Wizard Equivelent)
Int +4, Cha -2
----------
Class Skills: Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (Any) (Int), Use Magic Device (Cha)
Prohibited Skills: Alchemy, Animal Empathy, Climb, Concentration, Heal, Open Lock, Read Lips, Profession, Tumble
Skill Points: 2 + int modifier, 1d2 + int modifier every 100xp thereafter
Becomes Wizard Level 1 at 1000xp.
Caring (Cleric Equivelent)
Cha +2, Wis +2, Con -2
----------
Class Skills: Diplomacy (Cha), Heal (Wis), Animal Empathy (Cha), Hide (Dex), Knowledge (Any) (Int)
Prohibited Skills: Concentration, Decipher Script, Forgery, Intimidate, Open Lock, Read Lips, Pick Pocket, Profession, Scry, Spellcraft, Use Magic Device
Skill Points: 2 + int modifier, 1d2 + int modifier every 100xp thereafter
Becomes Cleric Level 1 at 1000xp.
Prankster (Rogue Equivelent)
Dex +2, Wis +2, Cha -2
----------
Class Skills: Balance (Dex), Climb (Str), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Move Silently (Dex)
Prohibited Skills: Alchemy, Animal Empathy, Concentration, Heal, Open Lock, Profession, Scry, Spellcraft, Use Magic Device
Skill Points: 4 + int modifier, 1d4 + int modifier every 100xp thereafter
Becomes Rogue Level 1 at 1000xp.
Exclusive Feat: Set Trap
Roughhouser (Fighter Equivelent)
Str +2, Con +2, Int -4
----------
Class Skills: Climb (Str), Jump (Str), Swim (Str), Intimidate (Cha), Tumble (Dex)
Prohibited Skills: Alchemy, Animal Empathy, Concentration, Decipher Script, Heal, Open Lock, Read Lips, Profession, Scry, Spellcraft, Use Magic Device
Skill Points: 3 + int modifier, 1d3 + int modifier every 100xp thereafter
Becomes Fighter Level 1 at 1000xp.
Simple Weapon Proficiency
Explorer (Ranger Equivelent)
Str +2, Dex +2, Int -4
----------
Class Skills: Hide (Dex), Intuit Direction (Wis), Knowledge (Nature) (Int), Swim (Str), Wilderness Lore (Wis)
Prohibited Skills: Alchemy, Concentration, Decipher Script, Forgery, Heal, Profession, Read Lips, Scry, Spellcraft, Use Magic Device
Skill Points: 3 + int modifier, 1d3 + int modifier every 100xp thereafter
Becomes Ranger Level 1 at 1000xp
Simple Weapon Proficiency
Martial (Ranged Only) Weapon Proficiency
Righteous (Paladin Equivelent)
Cha +2, Dex +2
----------
Must be Lawful Good
Class Skills: Diplomacy (Cha) , Intimidate (Cha), Concentration (Con), Listen (Wis), Knowledge (religion) (Int)
Prohibited Skills: Decipher Script, Disguise, Forgery, Move Silently, Open Lock, Read Lips, Pick Pocket, Scry, Spellcraft, Use Magic Device
Skill Points: 2 + int modifier, 1d2 + int modifier every 100xp thereafter
Becomes Paladin Level 1 at 1000xp.
I have some suggested feats in the thread linked above. When you make your character, you can pick from those... however, I don't have many there. As such, I am OPEN TO ANY FEAT SUGGESTION as long as it is age appropriate and interesting. If it fits a story stereotype, it'll most likely be accepted.
Now, the entire rule set I'm using, what with players being children and all, is untested and untried, which is where you guys come in. I'm testing to see if this works. If it doesn't, the rules may change mid game, but not without discussion and assent by the players. I'm also very open to suggestions (not too drastic though, I hope)
Anyway, I'll also need to know your character's home:
Choose from the following locations
Neva Town (Isolated village, plague ridden, sea access only)
Navan Temple (Unlikely home, but with a good enough story...)
Countryside (Farm)
Erdafel (Port town)
Samis (Human Capital City, walled)
Elevenden Forest (Elven home)
And I'll also need your Parent's Profession (let's keep the orphans to a minimum for this game... but I'll allow one, to see how they work)
Edit: Map available in next post.
Edit: Link to IC Thread: Here
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