Post by Spus on Feb 27, 2007 1:55:35 GMT -5
The Mercenary Academy of Samanios. While nothing in particular is threatening the world from being inserting the digestive track of large, mad ancient lizards, Five years after the death of Jarret the Unneccessarily Violent, there's still plenty of calling for the work of a sword for hire. Lance Jeros has been the head of the academy for over 20 years and refuses to accept anything less than being the best. It is indeed a title he has held for most of that time, as he gets more contracts than he has manpower to deal with. He has people trained in just about every marketable combat art- assassination, military campaigns, bodyguard work, or just guarding the metropolis of Kasios as a standard police force.
The class of 6392 has just graduated and recieved thier mercenary licenses. Most fresh cadets take simple tasks to get them use to the hustle and flow of mercenary work, but ever so often, about 90% of the graduating class dies off by biting off far more than they can chew.
-Campaign Setup-
Wenesday Nights at 8pm EST until roughly 2am EST. I probably will not start until Mid-March. Unless I suddenly grow sick of it again then it won't happen at all.
-CREATION RULES-
-Level 1 Start.
-Max Gold for your Class.
-32 Point Buy.
-No Flaws/Traits.
-Characters must be able to Morally get along with the other characters.
Allowed Books:
PHB
PHB2
Complete Warrior
Complete Adventurer
Complete Divine
Complete Arcane
Races of the Wild
Races of Stone
Races of Destiny
Expanded Psionics Handbook
-Anything else must be approved. I punch you if I catch you trying to pull something.
-HOUSE RULES-
No Cheesewizzing
I don't want another damn D&D arms race. I mean it. Stolen from Stabs.
What happens on a 20-Crit-Confirm?
Rather than using instant kill(which itself is a variant anyway), we will give a max damage critical hit on the off chance you attain 20/20/20. So let's say Kannon hits 20/20/20 with his Scythe. He deals 44 damage.(8+3(Str mod)) x4). Edited for Clairty.
Toughness
Toughness now gives +1hp per HD instead of a flat 3. Improved Toughness, found in Complete Warrior, stacks with Toughness. So taking both would give you +2hp per HD.
"New" Weapons
-Exotic Ranged Weapon
Revolver Price: 1,500gp
Damage: 1d8(S) 1d10(M)
Crit Range: x3
Range Increment: 80 feet.
Weight: 5 lb
Damage: Piercing
A revolver can hold 6 rounds before reloading. Reloading a Revolver is a standard action. Revolvers can be used 1 handed alone. If trying to use two, normal two-weapon fighting penalties apply, treating the Revolver as a 1-handed weapon. It takes 2 hands to reload a revolver. Revolvers are always considered Masterwork and recieve +1 to attack rolls.
-Revolver Bullets
3gp per pack of 6. It is stored in a small spindle that weighs 1 pound per set.
-Exotic Ranged Weapon
Rifle Price: 2,500gp
Damage: 1d10(S) 1d12(M)
Crit Range : x3
Range Increment: 120 feet
Weight: 15 lb
Damage: Piercing
A Rifle can hold 4 rounds before reloading. Reloading a Rifle is a standard action. A Rifle is a 2-handed weapon. Attempted to use a Rifle one handed even with the correct profiency inflicts a -4 penalty. If you attempt to fire a rifle in each hand, two-weapon fighting penalties apply, treating the rifle as a 1-handed weapon when determining additional penalties than the -4 to each shot. It takes 2 hands to reload a rifle. Rifles are always considered masterwork and add +1 bonus to attack rolls. You may fire a rifle while prone like a crossbow.
-Rifle Rounds
4gp per pack of 4. They are stored in a small cylinder that weighs 2 pounds per set.
New Original Feat
Rapid Reload Firearm
Prerequisite:Exotic Weapon Profiency: Revolver or Rifle
Benefit: Reloading your Revolver or Rifle may be done during movement or as a move action.
Normal: Reloading your Revolver or Rifle is a standard action.
Rapid Reload may be taken as a Fighter Bonus Feat.
Alternate Death & Dying Rules:
Instead of dying at a fixed -10, you're threshhold for death is now equal to your Constitution score.
When rolling Stabilization, add your Fortitude save to the base 10% chance.
Added because Bleeding to death is a really anti-climatic way to die.
No Cheesewizzing
I'm Serious.
No Alignment
There is no alignment. Mechanically, here are the changes.
Detect Evil/Good/Law/Chaos
This will only show the presence of creatures with the corresponding subtype. (Detect Evil will show you if thier are Undead or Demons/Devils near by)
Smite Evil/Good/Law/Chaos
This is just a standard Smite ability. You can use it on anything.
Paladins and Falling
Just because there's no alignment doesn't mean Paladins can act however they feel. They are still bound by thier diety's morality, so if a Paladin of Pelor is kicking puppies, he will still fall. He may resume the Paladin class, however, by seeking a new patron diety. The same goes for clerics. Under this model, the Blackguard prestiege class simply does not exist.
Aura of Evil/Good/Law/Chaos
These abilities no longer exist. Humanoids cannot appear to have an alignment when observed under detect spells.
Chaos Hammer, Blasphemy, Dictum
Spells such as these no longer exist. I hate them anyway.
Protection, Magic Circle
It's Protection and Magic Circle Against Bastards who are trying to kill me.
Holy/Unholy Weapon Enchantments
For all intents and purposes, anything that's blatantly trying to kill you is considered evil for the extra damage.
Unhonorable Bastard Paladins
You may use another Paladin's variants class features if it fits your character more correctly.
Misc Concerns
I will deal with other dilemmas as they come.
Quicker Resting
A full night of rest heals you more reliably based on your HD. Ever time you gain a new HD, your "Rest Healing Factor" increases. When your rest, add up your HD based on it's type with this nifty little half-assed chart.
d4=1
d6=2
d8=3
d10=4
d12=5
So a Level 1 Barbarian will recover 5 hp with each night of rest instead of 1. A Level 20 one will recover 100hp each night. This, In my opinion, helps make more sense of the typical nonsense that a scrawny malnourished wizard can rest back to full health quicker than the heartiest barbarian who could down tankards of hemlock and shake it off.
Style Points
To encourage Awesomeness, I am blatantly stealing Stab's style point system. For a witty one liner, good character development, a cunning move in combat, or just plain badass description, you gain style points.
Style points are to be kept track of- as they can be spent on the following.
Regional Feats: I will develop and/or steal feats for each region. Each Regional Feat won't be that powerful, but can be nice to have. They will cost 10sp each.
Skill Feats: You may pick a feat such as Deft Hands or Skill Focus and add it to your list for 10sp.
Items: Some items will be able to be improved by investing style points in them.
No Cheezewhizzing
Is it through your head yet?
HD Rolls
Each level will require rolling, however, if you fail to roll a certain number, you must reroll, depending on your HD type.
d4s= Take what you get.
d6s= Reroll 1s.
d8s= Reroll 1-2.
d10s= Reroll 1-3.
d12s= Reroll 1-4.
Weapon Focus and You
Instead of weapon groups, I'm going to blatantly rip off Stabs again. Fighters may retrain thier Weapon Specific feats with 1 hour of practice with thier new weapon.
Weapon Focus and You Two
Taking Weapon Focus at First Level will gain you a free masterwork weapon of your choice, representing skill with a family relic or some such. Changing your focus does not change your free weapon.
No Level Loss from Energy Drain because I am a blatantly dirty thief.
Instead, if a character would suffer level loss (from failing a Fort Save 24 hours after being Energy Drained), they instead just keep that negative level (-1 to rolls, -5 HP, -1 Spell Slot etc). It is removed the next time they level up, so they gain both a new level and remove the penalty (it's like levelling twice! I swear! >_>)
Rule taken from here: www.andycollins.net/Theories/dying.htm
No Cheezewhizzing
I know where you live dammit.
-BACKGROUND-
All your characters background requires is that you are for some reason serving as a mercenary in Samanios and possibly already know the other players. Or they get forced on you as a charity case for team work. YOU COOPERATE OR ELSE.
The class of 6392 has just graduated and recieved thier mercenary licenses. Most fresh cadets take simple tasks to get them use to the hustle and flow of mercenary work, but ever so often, about 90% of the graduating class dies off by biting off far more than they can chew.
-Campaign Setup-
Wenesday Nights at 8pm EST until roughly 2am EST. I probably will not start until Mid-March. Unless I suddenly grow sick of it again then it won't happen at all.
-CREATION RULES-
-Level 1 Start.
-Max Gold for your Class.
-32 Point Buy.
-No Flaws/Traits.
-Characters must be able to Morally get along with the other characters.
Allowed Books:
PHB
PHB2
Complete Warrior
Complete Adventurer
Complete Divine
Complete Arcane
Races of the Wild
Races of Stone
Races of Destiny
Expanded Psionics Handbook
-Anything else must be approved. I punch you if I catch you trying to pull something.
-HOUSE RULES-
No Cheesewizzing
I don't want another damn D&D arms race. I mean it. Stolen from Stabs.
What happens on a 20-Crit-Confirm?
Rather than using instant kill(which itself is a variant anyway), we will give a max damage critical hit on the off chance you attain 20/20/20. So let's say Kannon hits 20/20/20 with his Scythe. He deals 44 damage.(8+3(Str mod)) x4). Edited for Clairty.
Toughness
Toughness now gives +1hp per HD instead of a flat 3. Improved Toughness, found in Complete Warrior, stacks with Toughness. So taking both would give you +2hp per HD.
"New" Weapons
-Exotic Ranged Weapon
Revolver Price: 1,500gp
Damage: 1d8(S) 1d10(M)
Crit Range: x3
Range Increment: 80 feet.
Weight: 5 lb
Damage: Piercing
A revolver can hold 6 rounds before reloading. Reloading a Revolver is a standard action. Revolvers can be used 1 handed alone. If trying to use two, normal two-weapon fighting penalties apply, treating the Revolver as a 1-handed weapon. It takes 2 hands to reload a revolver. Revolvers are always considered Masterwork and recieve +1 to attack rolls.
-Revolver Bullets
3gp per pack of 6. It is stored in a small spindle that weighs 1 pound per set.
-Exotic Ranged Weapon
Rifle Price: 2,500gp
Damage: 1d10(S) 1d12(M)
Crit Range : x3
Range Increment: 120 feet
Weight: 15 lb
Damage: Piercing
A Rifle can hold 4 rounds before reloading. Reloading a Rifle is a standard action. A Rifle is a 2-handed weapon. Attempted to use a Rifle one handed even with the correct profiency inflicts a -4 penalty. If you attempt to fire a rifle in each hand, two-weapon fighting penalties apply, treating the rifle as a 1-handed weapon when determining additional penalties than the -4 to each shot. It takes 2 hands to reload a rifle. Rifles are always considered masterwork and add +1 bonus to attack rolls. You may fire a rifle while prone like a crossbow.
-Rifle Rounds
4gp per pack of 4. They are stored in a small cylinder that weighs 2 pounds per set.
New Original Feat
Rapid Reload Firearm
Prerequisite:Exotic Weapon Profiency: Revolver or Rifle
Benefit: Reloading your Revolver or Rifle may be done during movement or as a move action.
Normal: Reloading your Revolver or Rifle is a standard action.
Rapid Reload may be taken as a Fighter Bonus Feat.
Alternate Death & Dying Rules:
Instead of dying at a fixed -10, you're threshhold for death is now equal to your Constitution score.
When rolling Stabilization, add your Fortitude save to the base 10% chance.
Added because Bleeding to death is a really anti-climatic way to die.
No Cheesewizzing
I'm Serious.
No Alignment
There is no alignment. Mechanically, here are the changes.
Detect Evil/Good/Law/Chaos
This will only show the presence of creatures with the corresponding subtype. (Detect Evil will show you if thier are Undead or Demons/Devils near by)
Smite Evil/Good/Law/Chaos
This is just a standard Smite ability. You can use it on anything.
Paladins and Falling
Just because there's no alignment doesn't mean Paladins can act however they feel. They are still bound by thier diety's morality, so if a Paladin of Pelor is kicking puppies, he will still fall. He may resume the Paladin class, however, by seeking a new patron diety. The same goes for clerics. Under this model, the Blackguard prestiege class simply does not exist.
Aura of Evil/Good/Law/Chaos
These abilities no longer exist. Humanoids cannot appear to have an alignment when observed under detect spells.
Chaos Hammer, Blasphemy, Dictum
Spells such as these no longer exist. I hate them anyway.
Protection, Magic Circle
It's Protection and Magic Circle Against Bastards who are trying to kill me.
Holy/Unholy Weapon Enchantments
For all intents and purposes, anything that's blatantly trying to kill you is considered evil for the extra damage.
Unhonorable Bastard Paladins
You may use another Paladin's variants class features if it fits your character more correctly.
Misc Concerns
I will deal with other dilemmas as they come.
Quicker Resting
A full night of rest heals you more reliably based on your HD. Ever time you gain a new HD, your "Rest Healing Factor" increases. When your rest, add up your HD based on it's type with this nifty little half-assed chart.
d4=1
d6=2
d8=3
d10=4
d12=5
So a Level 1 Barbarian will recover 5 hp with each night of rest instead of 1. A Level 20 one will recover 100hp each night. This, In my opinion, helps make more sense of the typical nonsense that a scrawny malnourished wizard can rest back to full health quicker than the heartiest barbarian who could down tankards of hemlock and shake it off.
Style Points
To encourage Awesomeness, I am blatantly stealing Stab's style point system. For a witty one liner, good character development, a cunning move in combat, or just plain badass description, you gain style points.
Style points are to be kept track of- as they can be spent on the following.
Regional Feats: I will develop and/or steal feats for each region. Each Regional Feat won't be that powerful, but can be nice to have. They will cost 10sp each.
Skill Feats: You may pick a feat such as Deft Hands or Skill Focus and add it to your list for 10sp.
Items: Some items will be able to be improved by investing style points in them.
No Cheezewhizzing
Is it through your head yet?
HD Rolls
Each level will require rolling, however, if you fail to roll a certain number, you must reroll, depending on your HD type.
d4s= Take what you get.
d6s= Reroll 1s.
d8s= Reroll 1-2.
d10s= Reroll 1-3.
d12s= Reroll 1-4.
Weapon Focus and You
Instead of weapon groups, I'm going to blatantly rip off Stabs again. Fighters may retrain thier Weapon Specific feats with 1 hour of practice with thier new weapon.
Weapon Focus and You Two
Taking Weapon Focus at First Level will gain you a free masterwork weapon of your choice, representing skill with a family relic or some such. Changing your focus does not change your free weapon.
No Level Loss from Energy Drain because I am a blatantly dirty thief.
Instead, if a character would suffer level loss (from failing a Fort Save 24 hours after being Energy Drained), they instead just keep that negative level (-1 to rolls, -5 HP, -1 Spell Slot etc). It is removed the next time they level up, so they gain both a new level and remove the penalty (it's like levelling twice! I swear! >_>)
Rule taken from here: www.andycollins.net/Theories/dying.htm
No Cheezewhizzing
I know where you live dammit.
-BACKGROUND-
All your characters background requires is that you are for some reason serving as a mercenary in Samanios and possibly already know the other players. Or they get forced on you as a charity case for team work. YOU COOPERATE OR ELSE.