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AGE OF THE DEMONIC WARS

CAMPAIGN HOUSE RULES


A campaign set on the world of Urth in the realm of Eternia. Characters will gradually progress from 2 nd level to 20th level (or higher
depending on how events unfold). Players of all skill levels are welcome and are expected to make well-balanced party cohesive
characters.

1. Ability Scores: All stats at 8 & player’s will be using the 28 point buy to allocate to stats.
Ability Score Point Costs
Ability Score Point Cost Ability Score Point Cost
9 1 14 6
10 2 15 8
11 3 16 10
12 4 17 13
13 5 18 16

2. Races: The races listed below are allowed.


Race Sub-Race (book—pg.)
Aasimar RoD—92-93
Dragonborn RoDr—8-10
Dwarf Hill (PHB—14), Mountain (MM—93)
Elf High (PHB—15), Gray (MM—104), Wild (MM—104), Wood (MM—104)
Gnome Rock (PHB—17), Forest (MM—132-133), Whisper (RoS—96)
Goliath RoS—53
Half-elf PHB—18
Half-orc PHB—18
Halfling Deep (MM—150), Lightfoot (PHB—19), Tallfellow (MM—149)
Hellbred TNH—77-79
Human PHB—12
Illumian RoD—51
Killoren RoW—104
Raptoran RoW—68
Sharakim RoD—102-105
Spellscale RoDr—23
Tiefling RoD—107-108

3. Alignment: Player characters may be of any alignment. Any true neutral, chaotic neutral or evil aligned character will require
substantial explanation. I will be keeping tabs on whether you stay true to your alignment and reserve the right to make alterations
if it seems you are acting in accordance with a different alignment.

4. Classes: The following classes are allowed. Also the alternative class features from all 3.5 books on a case by case basis.
Class Book—pg Prerequisites Added or New
Prerequisite(s)
Barbarian PHB—24 Any Nonlawful Must come from a tribal
background
Beguiler PHII—6 — —
Cleric PHB—30 Alignment must be within one step of —
his or hers deity’s (that is, it may be
one step away on either the lawful-
chaotic or good-evil axis but not both.
Exceptions are the clerics of St.
Cuthbert (a lawful neutral deity), who
may choose only between lawful good
and lawful neutral for their alignment.
A cleric may not be neutral unless his
deity’s alignment is also neutral.
Druid PHB—33 Neutral Good, Lawful Neutral, —
Neutral, Chaotic Neutral,
Neutral Evil
Duskblade PHII—19 — —
Favored Soul CD—6 — Alignment must be within
one step of his or hers
deity’s (that is, it may be
one step away on either
the lawful-chaotic or
good-evil axis but not
both.
Exceptions are the clerics
of St. Cuthbert (a lawful
neutral deity), who may
choose only between
lawful good and lawful
neutral for their
alignment. A cleric may
not be neutral unless his
deity’s alignment is also
neutral.
Fighter PHB—37 — —
Hexblade CW—5 Any Nongood Must come from a chaotic
society (ex: tribe, society
that is of chaotic
alignment, etc.)
Knight PHBII—24 Any Lawful Must come from a lawful
society (ex: lawful
aligned affiliation,
society, etc.)
Monk PHB—39 Any Lawful —
Paladin PHB—42 Lawful Good —
Ranger PHB—46 — —
Rogue PHB—49 — —
Sorcerer PHB—51 — —
Warmage CA—10 — —
Wizard PHB—55 — —

5. Deity: Characters can select their deity (if any) from the following list. All Clerics, Favored Souls, and Paladins must worship and
serve a deity. No evil deities are allowed for worship by player characters. Most of the other deities have either been slain or
severely drained of power.
Name Portfolio Alignment Domains Favorite Rank
Weapon
Bahamut Good Dragons, Wind, Lawful Good Air, Cold, Good, Law, Luck, Heavy pick or L
Wisdom Protection bite
Boccob Knowledge, Magic, Strategy Neutral Knowledge, Magic, Mind, Oracle, Quarterstaff G
Planning, Trickery
Corellon Archery, Arts, Elves, Chaotic Good Chaos, Community, Good, Longsword G
Larethian Magic, Music, Swordplay Protection, War
Ehlonna Archery, Fauna, Fertility, Neutral Good Animal, Celerity, Good, Plant, Sun Longbow I
Flora and Forests
Erythnul Envy, Hate, Malice, Panic, Chaotic Evil Chaos, Evil, Madness, Trickery, War Morningstar I
Slaughter, Ugliness
Fharlanghn Distance, Mercenaries, Neutral Celerity, Luck, Protection, Travel, Quarterstaff I
Roads, Travel Weather
Garl Gemcutting, Gnome, Neutral Good Community, Creation , Good, Battleaxe G
Glittergold Humor, Vigilance Protection, Trickery
Gruumsh Orcs, Territory, War Chaotic Evil Chaos, Domination, Evil, Strength, Spear G
War
Heironeous Chivalry, Daring, War, Lawful Good Courage, Destiny, Glory, Good, Battleaxe or I
Valor Inquisition, Nobility, Law, War Longsword
Hextor Conflict, Fitness, Tyranny, Lawful Evil Destruction, Domination, Evil, Law, Any Flail I
War Tyranny, War
Kord Athletics, Courage, Strength Chaotic Good Chaos, Competition, Good, Luck, Greatsword I
Strength
Kurtulmak Kobolds, Traps Lawful Evil Evil, Law, Luck, Trickery Spear I
Lolth Darkness, Drow, Spiders Chaotic Evil Chaos, Destruction, Evil, Trickery Whip I
Moradin Dwarves, Engineering, Lawful Good Creation, Earth, Good, Law, Warhammer G
Smithing Protection
Nerull Conquest, Death, Murder, Neutral Evil Death, Evil, Fate, Pestilence, Scythe G
Underworld Trickery
Obad-Hai Beasts, Freedom, Hunting, Neutral Air, Animal, Earth, Fate, Fire, Plant, Quarterstaff I
Nature, Retribution Water, Weather
Olidammara Dueling, Music, Revelry, Chaotic Neutral Celerity, Chaos, City, Luck, Mind, Rapier I
Rogues, Tricks Trickery
Pelor Healing, Light, Strength, Neutral Good Glory, Good, Healing, Nobility, Heavy Mace G
Sun Strength, Sun
St. Cuthbert Discipline, Retribution, Lawful Neutral Destruction, Domination, Law, Heavy Mace I
Wisdom, Zeal Protection, Strength
Tharizdun Elemental Power, Entropy, Neutral Evil Air, Chaos, Destruction, Earth, Evil, Curved Dagger I
Insanity, Ruin, Vengeance Fire, Force, Madness, Water
Tiamat Conquest, Evil Dragons, Lawful Evil Destruction, Evil, Law, Trickery, Bite or Heavy I
Greed War Pick
Wee Jas Death, Discipline, Magic, Lawful Neutral Death, Domination, Law, Magic, Dagger I
Vanity Mind, Planning, Tyranny
Yondalla Explorers, Halflings Lawful Good Community, Courage, Creation, Short sword G
Good, Law, Protection
Vecna Domination, Intrigue, Neutral Evil Destiny, Evil, Knowledge, Madness, Dagger L
Secrets Magic, Planning, Tyranny

6. Hit Points: At character level 1st, hit points are maximized. Afterwards it is Half the new hit die + Con modifier +1.

7. Domains, Feats, Skills & Spells: All Domains, Feats (except leadership), Skills and Spells in the Player’s Handbook are allowed.
Domains, Feats, Skills and Spells outside of the Player’s Handbook are subject to DM approval.

8. Leveling-Up: Characters must spend 1d4 days per character level in general downtime. During this period the character is busy
training, focusing, or simply resting and cannot cast spells; go on adventures and so on. Without this downtime, a character
cannot acquire more hit points, class features, saving throw and base attack bonuses, spells per day, skill points, new spells and so
on. If in the course of adventuring, a character gains enough experience to increase his/her level, he/she will function at the lower
level until he/she can train.

9. Region: Characters may be from any city or region except Necropolis. A background story would be greatly appreciated (See
PHBII for info concerning Character Theme, Character Background, Personality Archetype, Personality Traits & or Party
Background). Also the region from which your character comes from also determines what classes are available to that character.

10. Equipment: Players start with max gold according to class. Also it is a good idea to figure out the hp and hardness of your gear
(i.e. weapons, armor, shield and the like). As for magical gear, each +1 enhancement bonus adds +2 hardness and +10 hp to the
item in question.

11. Death: Clerics and Druids cannot prepare life-restoring spells in advance until someone has died. The deities that preside over
death don’t give up a soul without getting something in return. In order to create a balance within the Halls of the Dead, a cleric or
druid who asks for a life must give a life. To coerce a death deity into allowing a spirit to return to its body, the casting cleric or
druid must kill a creature of the same subtype as an additional component for the spell. Those brought back to life suffer the Mark
of Passing which manifests itself as an eagle tattoo on either the side of the face, hand or torso (player’s choice). The mark
imposes a –4 penalty on all charisma-based checks against those who consider resurrection unnatural. The cost of all NPC
castings of life restoring spells cost 3x the listed price. Life-restoring scrolls of any kind don’t exist. If reincarnated as something
not allowed, the character becomes an NPC and is out of the campaign.

12. Free Actions: Each PC is allowed 2 free actions per round. At 5 th, 10th, 15th, and 20th levels respectively, a character gains 1 extra
free action to a maximum of 6 at 20 th level.

13. Massive Damage: Based on size as follows…


Size Damage Threshold
Fine 10
Diminutive 20
Tiny 30
Small 40
Medium 50
Large 60
Huge 70
Gargantuan 80
Colossal 90

14. Status & HP Range: Fill out the chart on your character sheet. Divide max hp by 6 and allocate as evenly as possible (remember
all numbers are inclusive) and remember all fractions are rounded down (even if they are .5 or higher). To check the unconscious
character’s condition you must be adjacent and make a DC 10 Heal check as a standard action that provokes an attack of
opportunity. Example- a fighter with 30 hit points (30 divided by 6 = 5, so it would look like this Top shape =26-30, Decent shape
=21-25, Slightly Injured =16-20, Wounded =11-15, Badly Injured =6-10, Terribly Injured =1-5).
Status HP Range
Top Shape
Decent Shape
Slightly Injured
Wounded
Badly Injured
Terribly Injured

15. Mounts in Unusual Environments: Mounts in an unusual environment must make a Will Save each hour or be overcome with
fear. A skilled animal handler can substitute his/her Handle Animal check result for the mounts Will Save. Similarly a skilled
rider may do the same with the Ride skill. Only one such check may be made each hour. This applies to Animals companions,
familiars and a Paladin’s special mount.
 Failure by 9 or less leaves a mount shaken.
 Failure by 10 or more causes a mount to cower.
Environment DC
Unusual 10
Disturbing 15
Obviously Dangerous or Startling 20

16. Prestige Classes: Entering a Prestige class is a privilege that must be earned. Anything not listed is case by case basis.
The following classes are allowed: Arcane Archer, Arcane Trickster, Duelist, Dwarven Defender, Eldritch Knight, Horizon
Walker, Loremaster, Shadowdancer, and Thaumaturgist
The following classes require substantial proof of progression towards the class: Archmage, Dragon Disciple, Hierophant,
and Mystic Theurge

17. Critical Hits: When a PC or NPC rolls a natural 20 on an attack roll, a critical roll is made to see if a critical hit is scored. If that
critical roll is also a natural 20, it is considered a threat for an instant kill. Now a third roll, an instant kill roll is made. If that roll
scores a hit on the target in question (just like a normal critical roll after a threat), the target is instantly slain. Creatures immune to
critical hits are also immune to instant kills. The instant kill rule only applies to natural 20’s, regardless of the threat range for a
combatant or weapon.

18. Readied Actions: Be specific, if I feel you are not being specific enough then I will let you know. When the conditions are met
for a readied action and you forgo taking the readied action you must make a DC 15 Wisdom check to avoid taking the readied
action.

19. Containers and Carriers: Keep this in mind when packing for adventures.
Hauling Vehicles
Item Cost Empty Weight (lbs.) Holds or Carries
Backpack 2 gp 2* 1 cubic ft./ 60 lbs.*
Barrel 2 gp 30 10 cubic ft./ 650 lbs. **
Basket 4 sp 1 2 cubic ft./ 20 lbs.
Bucket 5 sp 2 1 cubic ft./ 65 lbs.***
Chest 2 gp 25 2 cubic ft./ 200 lbs.
Pouch, Belt 1 gp ½* 1/5 cubic ft./ 10 lbs.*
Sack 1 sp ½* 1 cubic ft./ 60 lbs.*
Saddlebags 4 gp 8 5 cubic ft./ 250 lbs.
Spell Component Pouch 5 gp ¼* 1/8 cubic ft./ 2 lbs.*
Liquids
Item Cost Empty Weight (lbs.) Holds or Carries
Bottle, wine, glass 2 gp -- 1 ½ pints/ 1-1/5 lbs.
Flask 3 cp -- 1 pint/ l lb.
Jug, clay 3 cp 1 1 gallon/ 8 lbs.
Mug/Tankard, clay 2 cp -- 1 pint/ 1 lb.
Pitcher, clay 2 cp 1 1 gallon/ 4 lbs.
Pot, iron 5 sp 2 1 gallon/ 8 lbs.
Vial, ink or potion 1 gp -- 1 ounce/--
Waterskin 1 gp -- ½ gallon/ 4 lbs.*
--No weight worth mentioning.
*When made for medium characters. Weighs one-quarter this amount when made for small characters. Weighs twice this amount when made
for large characters. Containers can hold one-quarter the normal amount when made for small characters.
** A barrel filled with liquid holds about 75 gallons or about 300 liters.
*** A bucket filled with liquid holds about 7 gallons or 30 liters.

20. Falling: The d6’s of damage that you normally take represents a percentage of your current hp lost during that fall. If a 6 is rolled
on any of the d6, then a re-roll shall be made for the possibility of either something being broken or badly damaged according to
the chart below. A broken or badly damaged limb imposes a –4 penalty to anything involving the use of that limb or location,
though multiple penalties to the same area don’t stack unless specifically stated on the chart. The penalty lasts until the character
heals or dresses the area, either magically, by resting and so on. A DC 15 Heal check reduces the penalty to –2 until the limb or
location has fully recovered.
1-3 = No broken or damaged limb/location
4-6 = Broken or badly damaged limb/location
Roll Location Damage Affects
1 Hand Climb, Craft, Disable Device, Escape Artist, Forgery, Heal, Open Lock,
Sleight of Hand, Use Rope checks; attack rolls
2 Arm Climb and Swim checks; attack rolls; Strength checks
3 Head All attack rolls, saves, and checks
4 One Eye Appraise, Craft, Decipher Script, Disable Device, Forgery, Open Lock, Search, Sense
Motive, Spellcraft and Spot checks; Survival rolls (for tracking);
Initiative checks; dexterity checks; ranged attack rolls; Reflex saving throws.
Severe damage to both eyes causes a character to become blinded.
5 One Ear Listen checks and initiative checks.
Severe damage to both ears causes a character to become deafened.
6 Foot/Leg Balance, Climb, Jump, Move Silently, Ride, Swim, and Tumble checks;
Reflex Saving throws; Dexterity checks

21. Corrupt Acts: Adhering to a lawful alignment is no picnic. According to the Pact Primeval, as negotiated by Asmodeus and the
lawful deities, the good that mortals do in life is outweighed by the taint of sin. For game purposes, each act of evil a PC commits
adds to his/her corruption rating. Any lawful character that dies with a corruption rating of 9 or higher goes to Baator, no matter
how many orphans he/she rescued or minions of evil he/she vanquished in life. Mortals drifting toward the side of law accumulate
obeisance points, which function like corruption points.

22. Player Tools: All players are expected to have the Player’s Handbook and all books/ printouts of what they will need; a pencil,
notebook (for notes and other stuff), game dice and as accurate (as you can find) miniature of your character.

23. Game Rules: Players are expected to recognize that the game rules are flexible and can be modified however necessary to assist
ROLE-PLAYING. Arguing and “rules-lawyering” will not be tolerated. Remember that the game is played for fun and the DM
has the FINAL SAY on all matters.

24. Contacts: Players will be able to gain allies in the form of contacts (Information, Influence &/or Skills) depending on their level.
For the purpose of contacts prestige classes do not count towards obtaining a new contact at a given level. See the accompanying
handout.

25. Investigation: An investigation subsystem shall be in use when a player wishes to dig up leads about where to find information
about a place, item, or person. It uses carousing, asking around, & other kinds of legwork. See the accompanying handout.

26. Books: The following books are not permitted for use, Book of the Nine Swords, Dragon Magic, Psionics (ALL), Tome of
Magic, Spell Compendium, Unearthed Arcana and Any campaign-specific material. Anything else not listed here will be handled
on a case-by-case basis.

27. If you have any questions comments or concerns kindly let me know and I will try to be as helpful as possible.

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