Insight
Adventurer
Rules & Variants
Resources Used
For this campaign, I plan to make use of the following non-core books: Book of Exalted Deeds (3.0), Book of Vile Darkness (3.0), Complete Warrior, Complete Adventurer, Complete Divine, Deities & Demigods (3.0), and Unearthed Arcana. Complete Arcane may be added later.
Character Creation
Characters will be 1st level, using the standard rules for creating characters given in the D&D SRD 3.5 as well as the core rulebooks. At this time, alternate base classes are NOT being used, though this may change (stay tuned). The only races currently available are those found in the 3.5 SRD, though I reserve the right to add some variants from UA as options. Racial Paragon Classes from Unearthed Arcana are in play, even as a 1st level character if you so choose. These are considered 'base classes', meaning they don't have any prerequisites (other than racial, obviously).
Ability Scores will be assigned using the Point Buy method found in the DMG and other places, using 32 points. The characters will be superior to mundane mortals, and have thus attracted the attention of the Forces of Good (and Evil, naturally). When you submit a character, please detail the Point Buy totals before applying racial modifiers.
Your characters will have maximum starting gold for their character class at 1st level, plus one Masterwork Item. This item is an heirloom, and you have the freedom to decide the details and history of this item (I'll work with you to make sure the history is appropriate for the campaign).
Special Cases
Certain character classes require special attention in this campaign. Those closest to the Divine Powers - Cleric, Paladin, and Ranger - are noteworthy characters in the campaign setting, and are not only the most powerful, but also the most attractive target to the Forces of Evil. These Forces will try their best to tempt and destroy such characters, and your actions as these sorts of characters will be more highly scrutinized than some other character types.
Druids, because they tend to stay away from the Good vs. Evil discussion, will likely not be useful in this campaign. Only those of Neutral Good alignment are permitted for this reason.
Prestige Classes
A complete list of available Prestige Classes will be made available prior to the start of the campaign (but perhaps not before characters are submitted). If you have a question about a certain Prestige Class, please ask if it is available before assuming that it will be. I will post when the final list is completed.
Of the starting classes, Paladin and Ranger are going to use the Prestige Variants from Unearthed Arcana. That means that Paladin and Ranger are NOT available as starting classes - you have to earn your way into these classes. If you don't have access to UA, details will be provided on these Prestige Classes upon request.
The Importance of Alignment
Because of the nature of this campaign, all starting characters must be Good aligned. We will be dealing with waging a war against the Forces of Evil, and there is little room for Neutrality and fence-sitting. Your characters have been chosen to represent the Forces of Good in this war, and will be expected to act accordingly. Many situations will arise that will tempt your characters away from the path of Good. I expect a lot of roleplaying opportunities to arise from such situations.
Therefore, all characters will be chosen based on whether or not they fit the campaign concept. Aside from merely having a Good alignment, characters will need to be actively seeking to right wrongs, do battle against Evil, etc. This is more than just killing zombies. If you're not sure about what I mean, please read the extensive section in the Book of Exalted Deeds on the nature of Good (if you don't own the BoED, I'd be happy to pull quotes from it to help you out).
Alignment will be tracked (invisibly, although your Patron may communicate with you to let you know where you stand), and services to your Divine Patron will be taken into consideration when it comes time to award experience. In addition, certain deeds or transgressions will have an impact later on when characters start to gain access to more powerful abilities or spells. In fact, a stalwart defender of the cause can expect bonus abilities and the like down the road if their service is exemplary. Likewise, those who fail their Patron can expect harsh consequences, such as penalties or the loss of abilities.
This also means that for certain base classes, Alignment choices may be highly restrictive. For example, Barbarians must be Chaotic, which is a feature of the class. In this campaign, since all characters are required to start with a Good Alignment, that means all starting Barbarians must be Chaotic Good. Likewise for Monk characters, who because the Monk class is required to be Lawful, will have to start play as Lawful Good.
Your Patron
In the world of Velara (and hence this campaign), every mortal gives fealty to one of many Divine Powers (these are listed in the prior post). Each character must choose a Patron, whether it be one of the Celestial Hebdomad, Talisid/Five Companions, Court of Stars, or the popular 'Other'. Other mortals may have Patrons other than these, including those of Evil powers. Those would be your targets.
Your choice in a Patron will likely govern how your actions are viewed as the campaign goes along. If your Patron is warlike, your actions in combat and use of violence to cleanse the land of Evil is of utmost importance, whereas if your Patron tends towards diplomatic means, your actions using social skills and temperance are more likely to earn you points.
Vitality/Wounds
We will be using the Vitality/Wounds variant from Unearthed Arcana. If you don't have UA, this is very similar to the system used in the Star Wars RPG. Weapons (and possibly other rules) will be altered to suit the changes to Critical Hits inherent in this system.
If you're not familiar with this system, here are the basics. Think of Vitality as your Hit Points. They are in fact generated using the same rules. Your Hit Dice become your Vitality, so in effect, your character's Vitality equals what you Hit Points would be in the standard rules. Wounds are equal to your character's Constitution score. Damage is taken first from Vitality except in the case of a Critical Hit, which goes directly to Wounds. This change necessitates a change in how Critical Hits work (see below).
When a character takes Wound damage, he/she becomes Fatigued. In addition, the character must make a Fort save (DC = 5 + Wounds taken) or become Stunned for 1d4 rounds.
Natural healing works a bit differently. Your character recovers Vitality at a rate of 1*Character Level/Hour, and Wounds recover at a rate of 1*Character Level/Day. Magical healing works differently as well. Healing dice go to Vitality, while modifiers (usually for Caster Level) go to Wounds. Thus a Cure Moderate Wounds spell cast by a 5th level Cleric (normally 2d8+5) would cure 2d8 Vitality and 5 Wounds.
Critical Hits
Because of the changes in the damage system, the system for Critical Hits must also be modified. The way this will work is that crit multipliers go away, leaving only threat ranges. For items with no multiplier, there is no change. For those with multipliers, take any number above x2 and add this to the threat range, creating a new threat range. Thus, a weapon with a crit of 20/x3 becomes 19-20 for the threat range, with no multiplier.
Class-Based Defense
We will also be using this variant from Unearthed Arcana. Here are the basics on how it works. You character has a Defense bonus to AC, and this bonus increases as you go up in level. This works like a Dodge bonus in that it stacks with Dodge bonuses, and is lost when the character is flat-footed. You can only take advantage of a Defense bonus when unarmored (you use the Armor bonus to AC when wearing armor).
Armor as DR
We will also be using this variant from Unearthed Arcana. Here are the basics on how it works. The Armor bonus to AC is now divided into AC Bonus and Damage Reduction, 50% going to AC and 50% going to DR. This division is done only on the bonus from the armor itself. Magical enhancements to armor go directly to the AC Bonus and has no effect on the DR (though we may explore DR enhancements as well down the line). The AC Bonuses and DR for armor suits will be listed in a subsequent post.
For natural armor, there is only a slight modification. For every full 5 points of Natural Armor Bonus to AC, the character gets DR 1/-. Whatever DR is calculated is subtracted from the Natural Armor Bonus. Thus, a character with Natural Armor +10 would in this system have DR 2/- and Natural Armor Bonus of +8.
Action Points
Characters will have access to Action Points. You have a number of Action Points available for each adventure, equal to (5 + 1/2 Character Level). These Action Points renew at the start of each new adventure. Action Points are spent no more often than once per round. See 'Posting Guidelines' below for more information on how to declare you wish to spend an Action Point.
Action Points can be spent to do any of the following: Add 1d6 to a d20 Roll Result, Activate Limited-Use Class Abilities, Boost Defense (AC +5 for one round), Emulate or Improve a Feat, or Gain an Extra Attack or Action. More information will be provided on these options later.
There may be more changes to come as I think of them. If you're interested in this game, you may want to check back often as I make final decisions on various rules.
Next Post: The World of Velara
Resources Used
For this campaign, I plan to make use of the following non-core books: Book of Exalted Deeds (3.0), Book of Vile Darkness (3.0), Complete Warrior, Complete Adventurer, Complete Divine, Deities & Demigods (3.0), and Unearthed Arcana. Complete Arcane may be added later.
Character Creation
Characters will be 1st level, using the standard rules for creating characters given in the D&D SRD 3.5 as well as the core rulebooks. At this time, alternate base classes are NOT being used, though this may change (stay tuned). The only races currently available are those found in the 3.5 SRD, though I reserve the right to add some variants from UA as options. Racial Paragon Classes from Unearthed Arcana are in play, even as a 1st level character if you so choose. These are considered 'base classes', meaning they don't have any prerequisites (other than racial, obviously).
Ability Scores will be assigned using the Point Buy method found in the DMG and other places, using 32 points. The characters will be superior to mundane mortals, and have thus attracted the attention of the Forces of Good (and Evil, naturally). When you submit a character, please detail the Point Buy totals before applying racial modifiers.
Your characters will have maximum starting gold for their character class at 1st level, plus one Masterwork Item. This item is an heirloom, and you have the freedom to decide the details and history of this item (I'll work with you to make sure the history is appropriate for the campaign).
Special Cases
Certain character classes require special attention in this campaign. Those closest to the Divine Powers - Cleric, Paladin, and Ranger - are noteworthy characters in the campaign setting, and are not only the most powerful, but also the most attractive target to the Forces of Evil. These Forces will try their best to tempt and destroy such characters, and your actions as these sorts of characters will be more highly scrutinized than some other character types.
Druids, because they tend to stay away from the Good vs. Evil discussion, will likely not be useful in this campaign. Only those of Neutral Good alignment are permitted for this reason.
Prestige Classes
A complete list of available Prestige Classes will be made available prior to the start of the campaign (but perhaps not before characters are submitted). If you have a question about a certain Prestige Class, please ask if it is available before assuming that it will be. I will post when the final list is completed.
Of the starting classes, Paladin and Ranger are going to use the Prestige Variants from Unearthed Arcana. That means that Paladin and Ranger are NOT available as starting classes - you have to earn your way into these classes. If you don't have access to UA, details will be provided on these Prestige Classes upon request.
The Importance of Alignment
Because of the nature of this campaign, all starting characters must be Good aligned. We will be dealing with waging a war against the Forces of Evil, and there is little room for Neutrality and fence-sitting. Your characters have been chosen to represent the Forces of Good in this war, and will be expected to act accordingly. Many situations will arise that will tempt your characters away from the path of Good. I expect a lot of roleplaying opportunities to arise from such situations.
Therefore, all characters will be chosen based on whether or not they fit the campaign concept. Aside from merely having a Good alignment, characters will need to be actively seeking to right wrongs, do battle against Evil, etc. This is more than just killing zombies. If you're not sure about what I mean, please read the extensive section in the Book of Exalted Deeds on the nature of Good (if you don't own the BoED, I'd be happy to pull quotes from it to help you out).
Alignment will be tracked (invisibly, although your Patron may communicate with you to let you know where you stand), and services to your Divine Patron will be taken into consideration when it comes time to award experience. In addition, certain deeds or transgressions will have an impact later on when characters start to gain access to more powerful abilities or spells. In fact, a stalwart defender of the cause can expect bonus abilities and the like down the road if their service is exemplary. Likewise, those who fail their Patron can expect harsh consequences, such as penalties or the loss of abilities.
This also means that for certain base classes, Alignment choices may be highly restrictive. For example, Barbarians must be Chaotic, which is a feature of the class. In this campaign, since all characters are required to start with a Good Alignment, that means all starting Barbarians must be Chaotic Good. Likewise for Monk characters, who because the Monk class is required to be Lawful, will have to start play as Lawful Good.
Your Patron
In the world of Velara (and hence this campaign), every mortal gives fealty to one of many Divine Powers (these are listed in the prior post). Each character must choose a Patron, whether it be one of the Celestial Hebdomad, Talisid/Five Companions, Court of Stars, or the popular 'Other'. Other mortals may have Patrons other than these, including those of Evil powers. Those would be your targets.
Your choice in a Patron will likely govern how your actions are viewed as the campaign goes along. If your Patron is warlike, your actions in combat and use of violence to cleanse the land of Evil is of utmost importance, whereas if your Patron tends towards diplomatic means, your actions using social skills and temperance are more likely to earn you points.
Vitality/Wounds
We will be using the Vitality/Wounds variant from Unearthed Arcana. If you don't have UA, this is very similar to the system used in the Star Wars RPG. Weapons (and possibly other rules) will be altered to suit the changes to Critical Hits inherent in this system.
If you're not familiar with this system, here are the basics. Think of Vitality as your Hit Points. They are in fact generated using the same rules. Your Hit Dice become your Vitality, so in effect, your character's Vitality equals what you Hit Points would be in the standard rules. Wounds are equal to your character's Constitution score. Damage is taken first from Vitality except in the case of a Critical Hit, which goes directly to Wounds. This change necessitates a change in how Critical Hits work (see below).
When a character takes Wound damage, he/she becomes Fatigued. In addition, the character must make a Fort save (DC = 5 + Wounds taken) or become Stunned for 1d4 rounds.
Natural healing works a bit differently. Your character recovers Vitality at a rate of 1*Character Level/Hour, and Wounds recover at a rate of 1*Character Level/Day. Magical healing works differently as well. Healing dice go to Vitality, while modifiers (usually for Caster Level) go to Wounds. Thus a Cure Moderate Wounds spell cast by a 5th level Cleric (normally 2d8+5) would cure 2d8 Vitality and 5 Wounds.
Critical Hits
Because of the changes in the damage system, the system for Critical Hits must also be modified. The way this will work is that crit multipliers go away, leaving only threat ranges. For items with no multiplier, there is no change. For those with multipliers, take any number above x2 and add this to the threat range, creating a new threat range. Thus, a weapon with a crit of 20/x3 becomes 19-20 for the threat range, with no multiplier.
Class-Based Defense
We will also be using this variant from Unearthed Arcana. Here are the basics on how it works. You character has a Defense bonus to AC, and this bonus increases as you go up in level. This works like a Dodge bonus in that it stacks with Dodge bonuses, and is lost when the character is flat-footed. You can only take advantage of a Defense bonus when unarmored (you use the Armor bonus to AC when wearing armor).
Armor as DR
We will also be using this variant from Unearthed Arcana. Here are the basics on how it works. The Armor bonus to AC is now divided into AC Bonus and Damage Reduction, 50% going to AC and 50% going to DR. This division is done only on the bonus from the armor itself. Magical enhancements to armor go directly to the AC Bonus and has no effect on the DR (though we may explore DR enhancements as well down the line). The AC Bonuses and DR for armor suits will be listed in a subsequent post.
For natural armor, there is only a slight modification. For every full 5 points of Natural Armor Bonus to AC, the character gets DR 1/-. Whatever DR is calculated is subtracted from the Natural Armor Bonus. Thus, a character with Natural Armor +10 would in this system have DR 2/- and Natural Armor Bonus of +8.
Action Points
Characters will have access to Action Points. You have a number of Action Points available for each adventure, equal to (5 + 1/2 Character Level). These Action Points renew at the start of each new adventure. Action Points are spent no more often than once per round. See 'Posting Guidelines' below for more information on how to declare you wish to spend an Action Point.
Action Points can be spent to do any of the following: Add 1d6 to a d20 Roll Result, Activate Limited-Use Class Abilities, Boost Defense (AC +5 for one round), Emulate or Improve a Feat, or Gain an Extra Attack or Action. More information will be provided on these options later.
There may be more changes to come as I think of them. If you're interested in this game, you may want to check back often as I make final decisions on various rules.
Next Post: The World of Velara
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