scruffygrognard
Adventurer
Here are some ideas based on Reynard's guidelines:
Slowed Advancement Chart
Level 1: 0 XP
Level 2: 2,000 XP
Level 3: 5,000 XP
Level 4: 10,000 XP
Level 5: 20,000 XP
Level 6: 37,500 XP
Level 7: 75,000 XP
Level 8: 150,000 XP
Level 9: 250,000 XP
Level 10+: +250,000 XP/level
Give XP for gold pieces spent carousing and/or making a name for one's self (donations to a church, helping the poor, drunken debauches, building a stronghold etc).
Item Creation
At caster level 8, spellcasters can create potions and scrolls but are required to acquire exotic ingredients to do so (eye of a basilisk, toenail of an ettin, etc)... serving as an adventure hook. An alchemical lab costing no less than 2,500 gp per caster level of the creator would be required as well. The cost of upkeep is 10% of this cost per year + any costs associated with potion/scroll creation (1/2 the sale value of each item). Each potion would take time to brew and imbue with magic (1 day/500 gp value).
At caster level 12 spellcasters can create charged magic items. These items would also require rare ingredients (as above), the expenditure of gold (1/2 the item's sale value), time (1 day/500 gp value) and a lab costing no less than 2,500 gp per caster level of the creator would be required as well. The cost of upkeep is 10% of this cost per year + any costs associated with item creation. In addition, each charged item created drains the caster, causing 1d6 points of CON drain. These lost points of CON must heal naturally.
At caster level 16 spellcasters can create permanent magic items. These items would also require rare ingredients (as above), the expenditure of gold (1/2 the item's sale value), time (1 day/1,000 gp value) and a lab costing no less than 2,500 gp per caster level of the creator would be required as well. The cost of upkeep is 10% of this cost per year + any costs associated with item creation. In addition, each charged item created drains the caster, causing 1d8 points of CON drain. These lost points of CON must heal naturally.
Enforce creation times and get rid of magic shops (except those that sell simple trinkets, parchment, quills, spellbooks, etc).
Enforce Party Preparedness
Enforce encumbrance and make sure that the party is keeping track of rations, oil (for lanterns) or torches, & ammo.
Sandbox Encounters
Rely more heavily on verisimilitude and "common sense" for encounters, rather than CR. Creatures exist that the party are meant to run from. Avoiding encounters, or finding new and novel ways of dealing with threats, should be encouraged.
Skills
All characters (except rogues and bards) are trained in 4 skills at 1st level. These must be class skills. Rogues double their initial skill points (8 total). Bards gain 2 additional skill points at 1st level (6 total).
Skill checks for trained skills are resolved as follows: 1d20 + ability modifier + racial modifier + 1/2 level (round fractions down) +4.
Allow all characters to advance at "everyman" skills as they advance in level. Everyman skills are those that all characters can use untrained (intimidate, heal, jump, etc).
Skill checks for untrained "everyman" skills are resolved as follows: 1d20 + ability modifier + racial modifier + 1/2 level (round fractions down).
Skills that may not be used untrained still may not be used untrained, and do not improve as untrained characters advance in level.
Characters with an INT bonus gain an additional number of trained skills equal to their INT bonus. These skills must be either Craft, Knowledge, Profession or Perform skills that reflect the character's background.
Classes
Allow the following classes:
Antipaladin
Barbarian
Bard
Cavalier
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Wizard
Allow only the following prestige classes:
Arcane Trickster
Assassin
Duelist
Eldritch Knight
Loremaster
Mystic Theurge
Slowed Advancement Chart
Level 1: 0 XP
Level 2: 2,000 XP
Level 3: 5,000 XP
Level 4: 10,000 XP
Level 5: 20,000 XP
Level 6: 37,500 XP
Level 7: 75,000 XP
Level 8: 150,000 XP
Level 9: 250,000 XP
Level 10+: +250,000 XP/level
Give XP for gold pieces spent carousing and/or making a name for one's self (donations to a church, helping the poor, drunken debauches, building a stronghold etc).
Item Creation
At caster level 8, spellcasters can create potions and scrolls but are required to acquire exotic ingredients to do so (eye of a basilisk, toenail of an ettin, etc)... serving as an adventure hook. An alchemical lab costing no less than 2,500 gp per caster level of the creator would be required as well. The cost of upkeep is 10% of this cost per year + any costs associated with potion/scroll creation (1/2 the sale value of each item). Each potion would take time to brew and imbue with magic (1 day/500 gp value).
At caster level 12 spellcasters can create charged magic items. These items would also require rare ingredients (as above), the expenditure of gold (1/2 the item's sale value), time (1 day/500 gp value) and a lab costing no less than 2,500 gp per caster level of the creator would be required as well. The cost of upkeep is 10% of this cost per year + any costs associated with item creation. In addition, each charged item created drains the caster, causing 1d6 points of CON drain. These lost points of CON must heal naturally.
At caster level 16 spellcasters can create permanent magic items. These items would also require rare ingredients (as above), the expenditure of gold (1/2 the item's sale value), time (1 day/1,000 gp value) and a lab costing no less than 2,500 gp per caster level of the creator would be required as well. The cost of upkeep is 10% of this cost per year + any costs associated with item creation. In addition, each charged item created drains the caster, causing 1d8 points of CON drain. These lost points of CON must heal naturally.
Enforce creation times and get rid of magic shops (except those that sell simple trinkets, parchment, quills, spellbooks, etc).
Enforce Party Preparedness
Enforce encumbrance and make sure that the party is keeping track of rations, oil (for lanterns) or torches, & ammo.
Sandbox Encounters
Rely more heavily on verisimilitude and "common sense" for encounters, rather than CR. Creatures exist that the party are meant to run from. Avoiding encounters, or finding new and novel ways of dealing with threats, should be encouraged.
Skills
All characters (except rogues and bards) are trained in 4 skills at 1st level. These must be class skills. Rogues double their initial skill points (8 total). Bards gain 2 additional skill points at 1st level (6 total).
Skill checks for trained skills are resolved as follows: 1d20 + ability modifier + racial modifier + 1/2 level (round fractions down) +4.
Allow all characters to advance at "everyman" skills as they advance in level. Everyman skills are those that all characters can use untrained (intimidate, heal, jump, etc).
Skill checks for untrained "everyman" skills are resolved as follows: 1d20 + ability modifier + racial modifier + 1/2 level (round fractions down).
Skills that may not be used untrained still may not be used untrained, and do not improve as untrained characters advance in level.
Characters with an INT bonus gain an additional number of trained skills equal to their INT bonus. These skills must be either Craft, Knowledge, Profession or Perform skills that reflect the character's background.
Classes
Allow the following classes:
Antipaladin
Barbarian
Bard
Cavalier
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Wizard
Allow only the following prestige classes:
Arcane Trickster
Assassin
Duelist
Eldritch Knight
Loremaster
Mystic Theurge
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