FreeXenon
American Male (he/him); INTP ADHD Introverted Geek
Related Game ThreadsFor KrunchyFrogg and Blackroot
We can use the following campaign idea or something else?
What are your posting times and frequencies? I am US CST I have access to internet pretty much all through out the day. My nights are generally pretty busy. I will have some time on the weekends as well, but not so much.
A campaign idea:
The world is in a post apocalyptic state following an epic battle between the draconic godlings and the gods of the world which tore it asunder. The skies are now dark and stormy and the rays from the 4 suns rarely shine through.
The result of the battle destroyed pretty much all of the gods and dragons. Most all magic users arcane and divine were destroyed in the aftermath of the Gods Wars due to a weave surge as well as the expenditure of divine essences. Planar rifts resulted and turned what remained of mortals corpses into undead and opened rifts to other planes letting foul fiends through into the surface world and fell abberations in hte underworld. The surface world is dangerous and filled with fell creatures and magic. The underground is not much better.
Civilization exists in small and large city states, some above ground some underground. Magic is harder to find and mortal magic users are rare as most were decimated in the backlash.
My General House Rules
We can use my following house rules or go house-rule-less or something else. As you prefer.
'Everyone will suck equally' stats: 18, 16, 14, 14, 12, 10
Class SKills:
Once a Class Skill Always a Class Skill
Skill Points:
Take 2 extra skill points per level with a total of 8 for first level. Cross Class skills can be taken for 1 point per rank instead of the normal 2 per rank, but you are still limited by the cross class maximum. This is preferably for skills that will round the character out: professions, knowledges, crafts, and cross-class skills, but it does not have to be.
Gestalt:
The best of two classes: Gestalt Variant from SRD
Fighters:
Fighters do not automatically gain Heavy Armor proficiency at first level. Instead they gain a second bonus feat that must be drawn from this list: Weapon Finesse, Point Blank Shot, Exotic Weapon Proficiency, or Heavy Armor Proficiency. This allows the fighter to start off with a fairly clear archetype (swashbuckler, archer, master of unusual weapons, or tank) from the get-go.
Dweomer Channeling or Divine Channeling: uses the unearthed arcana variant for channeling - expending a turning attempt and role your turning the check. The result of the roll will show how much divine power was channeled. For arcane - it will be a spell craft check modified by a sacrificed spell slot.
This might be used to close or open a special portal. We can find uses for it as we go.
I am still working on this one.
Additional Feats or Feat Changes
Armored Specialist (class - armor type) [Fighter, General]:
Requisites: proficiency with the appropriate armor and a class whose features are limited by wearing armor; for Light Armor and Shields: BAB +1; Medium Armor: BAB +3; Heavy Armor: BAB +6; Exotic Armors and Shields: BAB +10;
Benefit: Choose a class that has class features that are limited when wearing armor when you select this feat. This class may now use those limited class features in armor of the lowest type that you are currently limited in.
Special: This feat may be taken multiple times. Each time it applies to a class whose features are currently limited by armor use, and each applies to the lowest level of armor that limits the class abilities
Example: A fighter/wizard could take Armored Specialist (Wizard - Light & Shields) to be able to cast spells in light armor.
A cleric/ranger could take Armored Specialist (Ranger - Medium) to wear medium armor and use their ranger abilities.
Toughness: Act as Improved Toughness with a minimum of a 3 hp gain.
Misc. Rules
Changes in intelligence are completely retroactive
Hit Points: Max for first and then half or better from then on
Feat Acquisition: you may use the feat that you gain as a part of level advancement for PrC requisites for that level
DMing Style
I look to challenge my players. If they have not feared for their life during the game I feel that I have not done my job. Your skills will get use, especially your knowledge skills. I will use your background if you give me some hooks. =) I am very flexible and will reward creativity. I am 'yes' MD vice a 'No, it impossible' DM. I will make most of the in-game rolls. If you feel that I have missed something then let me know. You roll for your hit points and I will trust you on that. =) In your posts if you want to make sure that I do not miss something (modifiers) feel free to post them.
We can use the following campaign idea or something else?
What are your posting times and frequencies? I am US CST I have access to internet pretty much all through out the day. My nights are generally pretty busy. I will have some time on the weekends as well, but not so much.
A campaign idea:
The world is in a post apocalyptic state following an epic battle between the draconic godlings and the gods of the world which tore it asunder. The skies are now dark and stormy and the rays from the 4 suns rarely shine through.
The result of the battle destroyed pretty much all of the gods and dragons. Most all magic users arcane and divine were destroyed in the aftermath of the Gods Wars due to a weave surge as well as the expenditure of divine essences. Planar rifts resulted and turned what remained of mortals corpses into undead and opened rifts to other planes letting foul fiends through into the surface world and fell abberations in hte underworld. The surface world is dangerous and filled with fell creatures and magic. The underground is not much better.
Civilization exists in small and large city states, some above ground some underground. Magic is harder to find and mortal magic users are rare as most were decimated in the backlash.
My General House Rules
We can use my following house rules or go house-rule-less or something else. As you prefer.
'Everyone will suck equally' stats: 18, 16, 14, 14, 12, 10
Class SKills:
Once a Class Skill Always a Class Skill
Skill Points:
Take 2 extra skill points per level with a total of 8 for first level. Cross Class skills can be taken for 1 point per rank instead of the normal 2 per rank, but you are still limited by the cross class maximum. This is preferably for skills that will round the character out: professions, knowledges, crafts, and cross-class skills, but it does not have to be.
Gestalt:
The best of two classes: Gestalt Variant from SRD
Fighters:
Fighters do not automatically gain Heavy Armor proficiency at first level. Instead they gain a second bonus feat that must be drawn from this list: Weapon Finesse, Point Blank Shot, Exotic Weapon Proficiency, or Heavy Armor Proficiency. This allows the fighter to start off with a fairly clear archetype (swashbuckler, archer, master of unusual weapons, or tank) from the get-go.
Dweomer Channeling or Divine Channeling: uses the unearthed arcana variant for channeling - expending a turning attempt and role your turning the check. The result of the roll will show how much divine power was channeled. For arcane - it will be a spell craft check modified by a sacrificed spell slot.
This might be used to close or open a special portal. We can find uses for it as we go.
I am still working on this one.
Additional Feats or Feat Changes
Armored Specialist (class - armor type) [Fighter, General]:
Requisites: proficiency with the appropriate armor and a class whose features are limited by wearing armor; for Light Armor and Shields: BAB +1; Medium Armor: BAB +3; Heavy Armor: BAB +6; Exotic Armors and Shields: BAB +10;
Benefit: Choose a class that has class features that are limited when wearing armor when you select this feat. This class may now use those limited class features in armor of the lowest type that you are currently limited in.
Special: This feat may be taken multiple times. Each time it applies to a class whose features are currently limited by armor use, and each applies to the lowest level of armor that limits the class abilities
Example: A fighter/wizard could take Armored Specialist (Wizard - Light & Shields) to be able to cast spells in light armor.
A cleric/ranger could take Armored Specialist (Ranger - Medium) to wear medium armor and use their ranger abilities.
Toughness: Act as Improved Toughness with a minimum of a 3 hp gain.
Misc. Rules
Changes in intelligence are completely retroactive
Hit Points: Max for first and then half or better from then on
Feat Acquisition: you may use the feat that you gain as a part of level advancement for PrC requisites for that level
DMing Style
I look to challenge my players. If they have not feared for their life during the game I feel that I have not done my job. Your skills will get use, especially your knowledge skills. I will use your background if you give me some hooks. =) I am very flexible and will reward creativity. I am 'yes' MD vice a 'No, it impossible' DM. I will make most of the in-game rolls. If you feel that I have missed something then let me know. You roll for your hit points and I will trust you on that. =) In your posts if you want to make sure that I do not miss something (modifiers) feel free to post them.
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