This is the house of the rising sun, where a man may come to...
oh wait, rules... ever changing, ever growing. Was going to do some more mods tonight. Might end up waiting until tomorrow.
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<Dracos> You are part of a sacred empire. Not the only one in the world, but a big one, where of course religion plays a fair part. Name and a bit of the culture will be finalized when we decide what races make up it, but the gist of it is, of the major religious order, the best of the young each year are brought into their special order dedicated to protecting the empire from spiritual threats, ranging from a roaming werewolf to an arm
<Dracos> y of oni. You are not part of the army or military, but more a separate branch and task force. Whereas the rest of the religious acolytes tend to the prayers and spiritual wellbeing of the empire, you tend to the "We will not let this foul spirit Naserosa return to this plane" or folks summoning armies of undead in the graveyards.
<Corwin> It is a game for monks!
<Dracos> And Mikos!
<Dracos> and folks with spiritual blasting powers.
Often, this will happen as short one-two shot quests with the goal generally not so much being "Beat the bad guys" but "prevent the bad guys from doing irrepairable harm to others under your protection".
As soon as we have general races agreement and some concepts I intend to roll out 'country' and religion.
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Rough draft for house rules.
House Rules for the game:
Yes, some of these are directly ripped out of current games, sans any rewriting. :P I kept them as is as a homage to good rulemaking :)
Character and Stat genEveryone gets 80 points to start with, from 0, min 3, max 18, pay one to one. Start at level 1 and level up from there to your start level. You will start at level 5 with level 5 starting gold.
I will allow RP purchases that do not alter the mechanics that fit your theme upon request. Generally, I'll require working it in and whatnot but if your background, persay, says you are a poor begger on the street or a noble flower grower, you won't have to pay for scenary and props that support your story. Obviously in line with this, you are all mature players. No selling your props to turn it into mechanic granting items.
RacesOkay, the general feeling I'm getting back is there is no agreed push for +ECL races for everyone. Therefore, everyone will be a hodgepodge of races. Some races, obviously are better or worse than others. As accordance with that, if you have a question on race, ask it and I'll clear it up here. If someone wants to play a race with silly balance or a +1 ECL, maybe we can work something out. Racewise, the empire is a hodgepodge. I'll be giving more details soonish.
Any race in OA is available. Any race in PH is available. Any race in Forgotten Realms is available. SAVE ones with +ECL.
Spirit folks are generally only found on the outskirts of the empire. It is considered to be a benevolent event.
Humans and Normal +0 ECL races:
Will get an extra skill and what I'm going to call tribal benefits: If you are encountering someone of your same race, you get a +4 circumstance bonus effectively to diplomacy. On top of other stuff. This is basically a 'we help our own out' bonus.
+ECL reduced races will get none of those bonuses, unless stated. Will only be written as Requested. If you're interested in being, say, a tiefling, got to ask.
All normal player races live only 100 years on average (give or take 20). Supernatural races have been known to live longer or generally stay healthy longer, but it varies widely. Spirits, dragons, and other supernatural beings often live longer.
Maimed AvarielThis is a +0 ECL varient of avarial. At some point in their past, they've undergone the exceedingly traumatic experience of having their wings shorn from their bodies. This has left them exceedingly frail even by the standards of Avrial. Anyone using this will need a good background including how they lost their wings and still managed to come to be among the temple's elite spiritual guardians. I'll give the suggestion that the temple itself is an excellent choice for finding direction after the life changing experience.
Avrial in general are not a common sight in the empire. Known about, but they tend to stay further north, in the mountains and high skies. Their homeland is obviously unsuitable though for one who cannot fly and their towns not built to accommodate outsiders or 'flightless' as they call them in the least.
+3 dex, -4 con, +2 wis
Keen sight: +2 spot
Jump +4
Proficient with rapier or longsword and lasso and bola. Who uses bolas?
+1 skill point / level
Maimed Avrial do not get the circumstance bonus when communicating with other Avrial. They are looked upon with pity and a bit of fear at the notion that this could happen to them, effectively treated as horrific cripples by other avrial.
Earthly AasimarSomewhere in the far past, your family crossed their blood with a divine source. At this point, it has mostly been watered down. These Aasimar have little trouble blending in with society with only the slightest hint of there heritage about them, a gleam to their eyes, a slight coloring of the skin, or similar minor effect. These divine children are known for their good luck, which often helps them through hard times.
Bonuses:
+2 wis or +2 cha, -2 dex
Darkvision 60 feet
+2 spot and listen
DC 10 to hide racial features
Reroll one roll, once per day (free action)
Celestial AasimarFar closer to their celestial brethern, they are often a result of noble trysts and blessed with abilities far beyond the ken. Celestial Aasimar are generally easily recognizable as such having very recent genetic closeness with a divine relative. They have at least one, if not more, feature that indicates their heritage that is easily recognizable. In addition, the nearby effect of their heritage tend to have a strong effect on their personality, often leaving them somewhat inflexible in their view of the world and very sensitive to darkness in others around them. They are particularly vulnerable to the effects of evil magics and generally find themselves more vulnerable to at least one form of magic. Evil spirits often will attempt to prey upon them when they cross paths and will generally be able to detect them despite attempts to disguise or hide themselves.
+2 wis, +2 cha, -2 str, -1 con
Always Good.
Darkvision 60
Detect Evil 60
res 5 acid, cold, elec
Native outsider type
Sense/Detection abilities have twice the range when used to detect them.
Vulnerability (take twice as much damage) from one other element.
Vulnerability "against good" magic twice as effective.
DC 20 to disguise checks to hide divine traits.
Earthly TieflingThe mirror of the earthly Aasimar, they often have a slight aura of wickedness about them that often can cause folks to be wary of them. Often surprisingly smart and agile, they too bear only the slightest hint of their heritage, sometimes crimson eyes or darker skin or sharper fingernails and teeth. Not often seen in the temple as the taint of their ancestors can often make it feel somewhat uncomfortable and, in rare cases, can often provide social conflict with other aware individuals in the temples.
+2 int or +2 dex, -2 cha
Darkvision 60 feet
+3 intimidate and +2 tumble
DC 10 to hide racial features
Once per day can force an enemy to reroll (Free action)
Demonic TieflingThe mirror of the celestial aasimar, these folks are generally humans who have had a recent tryst with one of the tanari (it is rare any other kind leaves them alive and unenslaved). Generally treated with some fear and disgust for their heritage, even in the spiritually enlightened empire, it can be a hard lot in life. For one to have reached the rank of the elite Divines would have required amazing amounts of diligence and wherewithal and a willingness to put up and surmount the abuse of her peers and possibly her teachers without being expelled. It is unlikely one has been seen in recent memory, and they are rare to almost absence in the temple as it stands. Cursed with clear indication of their heritage, they are recognizable almost instantly on sight, having at least one, if not more, features that demonstrate their demonic heritage. Often wild and prone to mood swings, it is an honest challenge for one of this descent to hold to any sort of strict regimen, an 'in the moment' lifestyle very common of them, likely something gotten from both sides of the family. Occassionally, they are mistaken as friends of evil spirits, who often go solely on the feel and can be confused by the wicked taint they give off. For the purposes of this game, reputation effects for a demonic tiefling will be considered to be half what they are.
+2 int, +2 dex, -1 str, -2 con
Native outsider type
Darkvision 60 feet
Detect Good 60 feet
+4 intimidate and +2 tumble
Res 5, cold, elec, fire
Sense/Detection abilities have twice the range when used to detect them.
Vulnerability (take twice as much damage) from one other element.
Vulnerability "against evil" magic twice as effective.
DC 20 to disguise checks to hide divine traits.
Fey'riSorry, but reading over it in detail, any prunning I'd do would leave them basically different named and only slightly different stated tieflings. I don't really see a need for this, especially as their 'culture' won't exist in the world and their primary unique abilities are all better than ECL 0 should get. I may be convinced otherwise, but if you want to play an elf whose blood is mixed with demons, use one of the tiefling bases.
Classesmulticlassing Bears no xp penalties. I think it is actually kind of neat when folks pull some mixture together. It's different at least than the '1 class the whole way' route.
Monks I will allow monks to multiclass, only because them being the ONLY class having such a restriction is 'meh'.
Sohei Sohei will have an option. Normally, they get a weaker flurry of blows that doesn't stack with monk levels but seems to allow weapon use.
Instead, they will now have a choice:
The Ki frenzy as written. Sohei levels do not stack with monk levels.
Or
Just the stat bonuses of Ki frenzy. They also get the monk flurry of blows separately, usable any time and with the same restrictions as the monk flurry of blows. Sohei levels stack with monk levels.
You may have one or the other, but not both. They both have their advantages and disadvantages.
Beastmaster This prestige class is allowed, with one alteration. Instead of counting level 1 of beastmaster as '4' ranger levels for the purposes of animal companions or getting bonus animal companions, the beastmaster class instead gets normal ranger progression AND every odd level counts double. Therefore a 3rd level beastmaster/5th level Ranger is considered level 10 for animal companion, rather than level 12. A level 10 beastmaster/5th level ranger is considered level 20 for animal companion, rather than level 18.
Wizards: Wizards are allowed (even though Wujen is there) with the intent that if you play one, you theme it up lots. =)
Clerics:
Clergy in this game are an npc only class, as are cleric prestige classes. Ask if you're unsure of whether one is allowed. In general, you'll be able to retreat at any point not directly prevented by enemies and have accessible healing to you as part of your backgrounds.
Paladins:
Paladins are out of setting for this adventure. BUT... their abilities will be avaliable as feats to fighters of equal level on request. Sohei's may also get it. Other classes may ask, but probably not.
SorcerorsGet Eschew Materials for free at first level.
Druids and RangersAnimal Companion progression is swapped between these two classes - ie, Rangers get full progression and Druids get half.
Wizard Spells at Level UpWhen a Wizard levels up, rather than being able to put 2 new spells in her spellbook for free, she can instead get any number of spells so long as the combined level of those spells is equal to 2 times the highest level she can cast.
Example
Alveria the Wizard hits level 9, gaining the ability to cast 5th level spells. She can now immediately add two 5th level spells to her spellbook. Alternatively, she could add one 2nd level, one 3rd level, and one 5th level spell. Or ten 1st level spells if that took her fancy.
Interparty Spell SharingDon't make me balance this with multiple spellcasters. No spell sharing between party members. I expect you all to be thematically different that that alone would explain why you wouldn't use the same spellcasting styles.
Wizard Schools avaliable:
Scrying and teleportation type spells are banned. Divination is restricted solely to things explainable via a divine or spiritual medium. So yeah, most divination spells are allowed and will be a solid part of the game. Others are avaliable. Generally, spiritualize the descriptions and theming of any magic used. Send a holy wave of flame brought by a prayer to amaratesu versus 'fireball'.
Edit: Benign short range teleport spell effects are allowed. Basically, you can't go city hoping. You can dive through the fabric of the world and land 30 feet away.
FeatsFeats from PHB can be gotten without any issue. Feats from any other book, just ask, usually so. No more than one 'only at level 1' feat, regardless of source. Preferrably don't bother with them.
Special abilities, on request, can be traded for a feat. Must be approved.
Everyone gets an extra feat every 4th level in addition to the normal.
I have some revisions in mind for many standard fighter abilities, but those will wait on interest in playing one.
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Mystic Companion [General]
Prereq: Druid or Ranger with Animal Companion. GM Approval.
Benefit
Your animal companion is of supernatural origin. It may have the celestial or fiendish template or alternatively be of an exotic kind.
SkillsKnowledge skills and similar created for setting skills are not only allowed, but something you seriously want to look into. I will entirely go "Let's see, low knowledge, no knowledge skills. No, you don't get to know this thing in the history in character. You slept through those classes it seems."
Similarly, Identifying creatures and the like will likely require expertise in this area and can help avoid from horrible mistakes.
You're get plenty of skill points and whatnot. So yeah, part of the deal.
I hope to write up a few examples you may want aside from the standard stuff in phb.
RetrainingRetraining will be allowed, not always though. To retrain, one must issue a request to the masters for the time off to do so. Often, this will be granted. Moreso if more than one need to do it. The temple has a vested interest in you being at your best at all times. That does not mean you will always have the time. As you are on call, there is also a danger to retraining: If you are needed during a retraining session, you must stop immediately (or suffer appropriate reputation loss and other ill effects of avoiding your duty). During this time you get none of the advantages of anything you were retraining, either the old or new abilities. This goes for both skills and feats. You may not retrain out of prerequisites for any prestige class you have.
Retraining occupies all characters in the party, even if only one is retraining. This is part of the temple's edict that you are a team and thus will learn best together.
3.0 hangoversMore avaliable if poked for request.
Things that have a 3.5 equivilent, as many do, should use the reprinted version.
Monks get leap of the clouds at level 6.
OA monk schools are avaliable. These are monk only. By that I mean they require at least one level of monk per prereq they have or five levels of monk, whatever is lesser. Basically, don't dip just to have a school, they should be part of your overall character style.
OA races are avaliable.
OA Classes are avaliable.
Prestige classes are by approval only.
Iajitsu and Iajitsu duels are NPC only, it exists, it is something samurai or army folk go and do. You are not samurai.
Splat BooksThings outside of core or OA is avaliable by request and approval only. I will neither blanket ban or blanket approve books. That said, things that involve system changes? Unlikely. Classes/feats/items/spells? More likely.
ReputationThe party will all start as part of the same graduating group. The elite of a given 'class' (Each class ranges consists of about a 5 year range of disciples). You will be forever bound with your group, complete with a group name/title and a reputation. Your reputation will begin at zero and will rise and fall based on the quality of your work (Complete with accompanying title :P). This will come into play in subtle fashions and less subtle rewards. Basically, being known as successful good guys pays off.
Note, having this drop below -10 will result in the ousting from the order and a need to repent before your brothers and sisters eyes. This is a very dramatic experience and almost unheard of within the last century.
XP and WealthYou will gain levels as plot dictates. =) You will gain wealth as either rewards from the populance or rewards from the kingdom. In general, most foes will not have particularly lootable equipment and nor is this game particularly geared about the looting of resources. Characters will start at level 5.
In order to facilitate some level of customization, I suggest players keep a 'wants' list. You may or may not get what's on it (much as loot is normally not 'chosen'), but as you often will be paid in items rather than gold, it's a good thing to help hint and avoid "Here is the staff of Dai-wen, your great ancestor who drove off the seven fiends of Marath" -> Sell Instantly.
For things that would normally cost xp: Item creation, magical traps, etc. You don't get to create items in this game. Magical traps only cost the gold amount.
Critical HitsIf you roll a 20 on the threat check after a critical, it increases the damage multiple by one step, and you get to make a 2nd threat check. If it comes up as another 20, you get to increase the multiple again and roll again, until you roll something that isn't a 20.
This bonus is only available to player characters. It's meant to be something fun and exceedingly random, and having an NPC instagib you is not fun.
Example
Dracos the fighter rolls 19 with his longsword against the Troll - awesome! On his threat roll, he comes up with a 20. His longsword will now do x3 damage rather than x2 and gets another roll. This one gets a 4 - a clear miss, but he retains the multipliers accrued up until then, hitting the troll for 3x damage.
Critical MissesIf you roll a 1, that's an automatic miss. You can roll again to confirm the fumble - a hit after that means you just miss. A second miss means it is a critical miss and bad things happen, as determined by a 1d100 roll on the following table:
01-09 : Provoke an immediate Attack of Opportunity from your target.
10-19: Target gets an immediate free trip attack - does not provoke an Attack of Opportunity and defender cannot make a trip attack if the attacker fails.
20-24: Fall prone.
25-34: Lose Dex bonus to AC for one round.
35-39: Hit yourself. Roll weapon damage with no positive strength mod (negative one still applies) or weapon specialisation bonus.
40-49: Strain yourself. Lose Str bonuses to hit and damage for 1d4 rounds.
50-59: Strain yourself. Lose Dex bonuses to hit for 1d4 rounds.
60-69: Target gets an immediate free disarm attack - does not provoke an Attack of Opportunity.
70-74: Drop weapon.
75-79: Make a second attack roll at the same bonus as the botched attack. Random roll determines target within range.
80-89: Lose next action.
90-94: Fall into pattern. Target of attack gains +2 circumstance bonus to AC and to hit vs attacker for 1d4 rounds.
95-99: Target gets an immediate free sunder attack vs weapon - does not provoke an Attack of Opportunity.
100: Stunned for one round.
KeenKeen stacks with improved crit. Enough of this Craziness.
ToughnessWhile tempting to some, fact is that by level 10, those 3hp are going to seem like a waste of a feat. To remedy this, Toughness will now provide 1 bonus HP per level. This balances it better with other feats that act as an effective +2 to a stat for one single purpose. This also means the feat can only be taken once, however.
Energy DrainEnergy Drain will never result in actual lost levels. However, if the fort save made after 24 hours fails, the negative level condition becomes permanent until removed via a Restoration spell or similar.
As healing is readily avaliable from your backing group, I don't expect this to come up much.
HP RollingRoll once, no redos. Average acceptable. HP bloat is really hard to keep up with enemy side.
Attacks of OpportunityAn attack of opportunity can be used to do any single appropriate attack action. This could be a sword strike or a punch. It could be a pressure point attack or a trip. I may even at times be convinced to allow one to try a disarm or no move bull rush (A shove basically). It cannot be any action that would be time equivilent with those or that would get multiple attacks. It also cannot use anything that would invoke an attack of opportunity itself normally, which means someone with improved trip can do it, but someone with normal trip cannot. This basically means that specialization of moves also encompasses mastery to a degree of being able to use them as a reflex, rather than a planned attack.
Summon Monster and TemplatesAny creature on the Summon Monster spell list that has either the Celestial or Fiendish template can actually be summoned with either template. What this means in practice is that Summon Monster III could summon a Fiendish Hippogriff or a Celestial Ape.
Furthermore, two new templates are available that are interchangable with the above two, as detailed below.
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Axiomatic: Creatures with this template are resistant to Cold, Electricity, and Fire according to their Hit Dice in the same manner as Celestial creatures, and gain a Smite Chaos Su ability usable once per day. They have the Lawful subtype and in all other respects are identical to the
Fiendish/Celestial template.
In appearance they tend to look almost artifical and construct-like, yet are still clearly living beings.
Anarchic: Creatures with this template are resistant to Acid and Sonic according to their Hit Dice in the same manner as Celestial creatures, and gain a Smite Law Su ability usable once per day.
They have the Chaotic subtype and in all other respects are identical to the Fiendish/Celestial template.
In appearance they tend to look somewhat abberant, although not nearly as much as Pseudoanatural creatures.
SkillsThere are no cross class skills. All skills count as class skills. I find in general, this makes little difference as far as going outside archetype, especially with mature RPers.
Intimidate counts charisma penalties as bonuses, when appropriate (almost always).
Skill boosting and focus feats are changed such:
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Acrobatic [General]
Benefit
You get a +2 bonus on all Jump checks and Tumble checks. Once per day you may choose to reroll any roll for these two feats, the second roll always taken
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Skill Focus [General]
Choose a skill.
Benefit
You get a +3 bonus on all checks involving that skill. Once per day you make take 10 on any roll related to this skill, regardless of circumstances.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
LootLoot when given will be distributed according to party plan. I don't care what this is only that it is something that doesn't end up with lots of arguments :)