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KnightErrantJR
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USA
5402 Posts

Posted - 21 Apr 2006 :  03:34:48  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote  Delete Topic
Since there might be some interest, I decided to start this thread to post my campaign documents. Note this isn't the starting information for the campaign (which will vary, I'm still working on my Skullport starting campaign information). I also am working on a system for adding points of reputation for bluffing (i.e. lying about what you have accomplished), but its not done yet. I'll update when I'm happy with it.

I'll take the next few posts to show you what I worked up, and I'd be interested in seeing what anyone else has worked up themselves.

Also, I have referenced several books not listed in the books used in the campaign, such as my 2nd edition PDFs newly aquired from Paizo (most of which I used to have BEFORE the ex wife purge happened), as well as a lot of 3rd and 3.5 books that I don't have constant access to (for example, the books my lamentably occupied friend owns and has let me use). I still use them from time to time, but the main point of this listing is to show the players what books are okay to find feats and PrCs in.

Let me know what you think, and if you have any ideas, and as I said, feel free to post your own documents in the thread as well.

KnightErrantJR
Great Reader

USA
5402 Posts

Posted - 21 Apr 2006 :  03:35:50  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
Campaign House Rules/Optional Rules Document



Section One: House Rules



1.House Rule; Death and Dying: The standard death and dying rules are replaced in
the campaign with the following rule. Characters
that are brought below 0 hit points still begin dying, loosing one hit point per round unless they stabilize, as per the standard rule. However, the character will not die until they reach a number of negative hit points equal to their constitution score. If the Constitution score is lower than normal at the time the character falls below zero hit points, then the modified Constitution score is used. If the Constitution score is damaged after the character falls below zero hit points, then the amount of time the character stays alive is subsequently shortened.


2.House Rule; Poison and Disease: Remove disease, neutralize poison, and remove
blindness/deafness work in a manner consistant with dispel magic. This means that a caster level check is required in order to defeat such effects. The difficulty class for any of these maladies caused by a spell is 11 + the caster level of the spellcaster enacting the spell. If the affliction is not a spell, then the difficulty class is equal to the save difficulty of the affliction in question. If you have five or more ranks in the heal skill, you gain a +2 bonus on your caster level check.


3.House Rule; Summoning Creatuers: Any spells that summon creatures are governed
by special rules in the campaign. When the
character first learns how to cast a summoning spell, the character should spend time practicing what creatures he will summon in a controlled environment. At this time the stats for the creature summoned should be recorded. Any creatures on the summoned creatures lists for the various spells can be summoned if they are practiced and recorded at this time.

If summoned creatures are not practiced and detailed before hand, the creature summoned at the time will be determined randomly, and there may be unforseen variables depending on the situation involved. Creatures may appear that are not under the control of the caster, or wild magic effects may occur, according to the situation and the discretion of the DM at the time of the casting.


4.House Rule; Polymorph Family Spells: Alter self, animal shapes, baleful
polymorph, polymorph any object,
shapechange, and the psionic powers known as metamorphasis and greater metamorphasis will for these purposes be referred to the polymorph family of spells. If a character wants to use a spell from this family to change shape, they must have some knowlage of the creature mimiced. If there are examples of the creatures nearby that the caster can study (especially in the case of domesticated animals, for example), then the caster can freely shift into that form, and as soon as they spend time with that creature, they should note the differences in statistics they will have if they shift into that form.

If the caster wants to shift into some creature that they cannot directly observe, then they must make an appropriate knowlage check, which would be equal to 10 + the hit dice of the monster, +5 for “learning something useful” about the creature in order to shift into it. Again, once the form as been practiced, the statistical differences should be noted somewhere on the character sheet, and the creature should be added to the list of creatures that the caster can shift into.

If the character does not practice a form that they end up using in combat, and they try
to do so in combat, they must make a knowlage check equal to 10 + hit dice + 5/ each
extraordinary ability listed in the special quality line of the creature (in the case of shapechange and greater metamorphasis, the supernatural abilities of the creature are added into this check as well). If this check is failed, the shapeshifting cannot occur. If a form has not been practiced before the spell is enacted, the player of the character may not look in any books in order to find forms to shift into.



5. House Rules; Raise Dead and Ressurection: Raise Dead and Ressurection spells
are not automatically successful when
cast in the campaign. They require either a Spellcraft or Knowlage, Religion check, with the difficulty class set at 15 + the number of days the subject has been dead, for Raise Dead, and 15 + the number of decades the subject has been dead for Ressurection spells. Unlike normal skill checks, a roll of 20 is an automatic success, and a roll of 1 is an automatic failure.

6. House Rules; Natural 1 on Attack Rolls: A natural one rolled on an attack roll in
combat within the reach of a threatening
enemy will provoke an attack of
oppourtunity, if that opponent can legally
make one at that time.

7. House Rules; Training/Gaining Class Benefits: This house rule is similar to the
optional rule listed on page 198 of
the 3.5 Dungeon Master's Guide, but the entire rule, as it pertains to the campaign, will be resummarized here.

In order to gain the benefits of new class abilities upon
gaining enough experience points for a new level, a character
must train. This can happen in one of the following ways. These ways are:

1.Train with a tutor. This option takes 7 days/2 character
levels, rounded up, and costs 1000 gp per 7 days in training.
A character training for 5th level would spend 21 days in
training, and spend 3000 gp on his tutor and training supplies.

2.Train without a tutor, but with suitable supplies available.
A character using this option trains themselves, essentially, but still needs supplies, information, etc. in order to advance. The character spends 7 days/character level, and 1000 gp for each week in training. So a character training for 5th level using this option would take 35 days in training, and spend 5000 gp.

3.Train without a tutor or sufficient resources available. This
option is the cheapest option, and the only one available in some areas (for example, a wizard training himself in a rural area with no libraries or labratories available). This option costs no gold (although upkeep/living expenses still apply), but takes 14 days/character level to attain. So a character that is 5th level using this option would take 70 (!) days to train, though it would only cost him his normal living expenses.

4.Challenge a more skilled opponent. In order to make use of this training option, the character must find an NPC that has at least one more level in the class they wish to gain the class benefits of, and must be at least one character
level higher than the challenger.

The challenge must be made and accepted, so a character cannot ambush or surprise a prospective opponent, unless of course the duel is arranged at a different time and is agreed upon as part of the challenge.

If the character defeats the higher level opponent, they may then advance to their desired level. So long as the stipulation
of the challenge does not call for secrecy, the challenging
character gains a point of reputation as well.

If the character looses the challenge, they must train for their
level in another way, and they loose a point of reputation.

A character cannot advance in this manner in subsequent levels gained. In other words, if a character challenges to gain 4th level, their 5th level training must be by some other method, but when they gain enough experience to train for 6th level, they may challenge an opponent again.

A character may challenge the same NPC more than once, as long as they are high enough level to provide an adequate challenge, but they cannot gain more than one point of reputation in this manner from the same NPC again.


5.Heroic epiphany. A character may elect to spend an action point in order to advance to the next level upon gaining enough experience points to do so. They must take one day of down time for each level the character will have after they have gained their level, so a 7th level character using this option must take 7 days off in order to gain their level.

A character that uses this option to advance a level must use
method 1-3 to gain a level before using this method again.




8. House Rules; Multiclassing: Other classes from can be added to various categories,
but for simplicity, the core D&D classes will be used
for examples here.

The D&D classes are divided into the following
categories: simple, trained, and complex.

Simple Classes: Barbarian, Rogue, Sorcerer

Trained Classes: Bard, Fighter, Paladin, Ranger

Complex Classes: Cleric, Druid, Monk, Wizard

A character can multiclass into any class that he has
mentioned previous training for in their character
background, so long as the DM agrees and it is noted in
the character's history. For example, a barbarian
character might be generated that specifically says he
spent time with the tribes scouts (rangers) and their
shamans (druids), but never finished his training with
either group, can pick up levels of ranger or druid, with
the following note: for each class that the character has
trained with, he adds years to his starting age.

A character that has unfinished training in a trained class
adds two years to his starting age for each class. A
character that has unfinished training in complex classes
adds four years to his starting age for each one noted.

Any character can pick up a level of rogue or fighter
when they gain a level, so long as they have materials at
hand to train for class features they do not currently
have. Someone training as a figher needs a variety of
martial weapons and heavy armor at hand, for example.

To pick up a level of barbarian, a character must spend at
least six months in the wilderness with no contact with a
settlement larger than a small town. After this time the
character can then train normally to pick up a level of
barbarian.

A character wishing to pick up a class level in a class that they have
not previously noted any training in may have to spend the minimum
time training in that class, which would be 2 years for trained and 4
years for complex classes.

Sorcerer levels may be gained without previous notice of magical
ability, but this would have to be approved by the DM.


9. House Rule; Replacing a lost Player Character: If a player's character dies, and that character cannot be raised or
ressurected, or if the player does not
care to have that character revived,
the replacement character will have
experience points equal to enough to
raise the character to a character level
that is two levels lower than the current party average, with an amount of gold for buying equipment equal to
the character level that he has enough
experience points for.

The new character will not be
generated lower that the starting point for the campaign. If the character is either killed by a means that precludes any means of restoration, or if a means for raising the character fails (such as if the cleric does not make his check to cast the proper spell), the character will be generated at one level below the party average, but no lower than the campaign starting point.


10.House Rule; Available Spells for Spellcasters: In general, only the spells listed in
the Player's Handbook are available
for the player's use. Wizards and
sorcerers may choose their spells
know from the PH, and clerics and
and other divine casters can access all of the spells listed on their spell lists in the PH. Other spells from other sources are available in the campaign, but they must be found or learned from sources that already have access to them. The means for doing so will vary based on the direction of the campaign.
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KnightErrantJR
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Posted - 21 Apr 2006 :  03:36:52  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
Section Two: Optional Rules



1.Optional Rule; Reducing Level Adjustments The variant rule for reducing level
adjustments by paying extra experience
points is in effect. (See the Hypertext
SRD d20 Website for details)

2.Optional Rule; Racial Paragon Classes The racial paragon classes are available for
player to take if they are of the appropriate
race. (See the Hypertext SRD d20 Website
for details)


3.Optional Rule; Variant Character Classes The variant divine bard class and the
variant cloistered cleric classes are
available for players to take, in addition to
the normal versions of these classes. (See
the Hypertext SRD d20 Website for
details)


4.Optional Rule; Specialist Wizard Variants The variant specialist wizard variants
and their substitution abilities are
available for players in the campaign.
(see the Hypertext SRD d20 Website
for details)


5.Optional Rule; Character Flaws Character flaws are available for use in the
campaign, and other flaws that have been
introduced in Dragon Magazine are also allowed
pending DM approval. (see the Hypertext SRD
d20 Website for details)


6.Optional Rule; Massive Damage Threshold The campaign uses the size base
massive damage threshold rules, which
for most characters means that small
creatures have a threshold of 40 hit
points, and medium have a threshold
of 50 hit points (DMG 3.5 page 27)


7.Optional Rule; Action Points The campaign will be using the action points optional
rules. (see the Hypertext d20 SRD Website for
details)


8.Optional Rule; Metamagic Components The metamagic components rules are in
in effect in the campaign, if such
components can be found. (see the
Hypertext d20 SRD Website for details)



9.Optional Rule; Reputation The event based reputation score is in effect for the
campaign. (see the Hypertext d20 SRD Website)


10.Optional Rule; Familiars The alternative system for a wizard or sorcerer's staff, as
well as the construct familiars from Dragon Magazine are
available for use in the campaign.


11.Optional Rule; Upkeep The variant upkeep rules on page 130 of the DMG 3.5 is in
effect.


12.Optional Rule; Character Generation The 28 point buy method for character
generation is in effect in the campaign, as
detailed on page 169 DMG 3.5.
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KnightErrantJR
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Posted - 21 Apr 2006 :  03:38:02  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
Section Three: Campaign Documents



The following books are the current books that are considered as part of the official campaign document as far as rules and materials are concerned. Books will be added to this as they are aquired, and notes to anything that might be restricted will be listed behind the document in question.



Dungeons and Dragons Player's Handbook 3.5
Dungeons and Dragons Dungeon Master's Guide 3.5
Dungeons and Dragons Monster Manual 3.5
Dungeons and Dragons Miniatures Handbook
Dungeons and Dragons Arms and Equipment Guide
Dungeons and Dragons Tome of Magic: Pact, Shadow, and Truename Magic
Dungeons and Dragons Dragon Compendium Volume One (The base class in the book known as the Death Master is not available for players in the campaign)
Forgotten Realms Campaign Setting 3rd Edition
Forgotten Realms Player's Guide to Fearun
Forgotten Realms Lords of Darkness
Forgotten Realms Monsters of Faerun
Forgotten Realms Magic of Faerun
Forgotten Realms Races of Faerun
Forgotten Realms Faiths and Pantheons
Forgotten Realms Champions of Ruin
Forgotten Realms Champions of Valor
Forgotten Realms Power of Faerun
Forgotten Realms Lost Empires of Faerun
Forgotten Realms Serpent Kingdoms
Forgotten Realms Silver Marches
Forgotten Realms Unapproachable East
Forgotten Realms Shining South
Forgotten Realms Underdark
Forgotten Realms City of Splendors: Waterdeep



Player's may create psionic characters using the rules set forth in the SRD to do so. Details on these psionic classes may be found on the Hypertext SRD d20 Website.

The DM may occaisionally introduce material from other sources as well, the but above form the baseline for the campaign.
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KnightErrantJR
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Posted - 21 Apr 2006 :  03:39:26  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
Section Four: Alignment Tracking



Players do not need to tell one another their alignment, and in fact it may be better for roleplaying purposes to not tell one another a character's alignment, though in some cases, such as a paladin, such a convention may not even be an issue. The following explains how alignment will be tracked in the campaign.



Both the Good-Evil axis and the Law-Chaos axis will be given a numerical value in order to track the alignment. A score of 0 on one side of the axis shows no tendency toward that alignment, a score of 8-13 indicates neutrality on that axis, and a score of 14 or higher indicates a preference to that side of a given axis. The total amount of points on a given axis must add up to 21 points.

For example, a starting Lawful Good character would have alignment tracking numbers of Lawful (21), Chaos (0), Good (21), Evil (0). Later on, this character steals from someone less advantaged then themselves, referses to offer mercy to a defeated enemy that is obviously not a threat and appears to be neutral, and various other acts that are not good. These cause the character to gain 8 points to his evil score, meaning that Evil (8) and Good (13) are now both in the neutral range, meaning that the character is now Lawful Neutral. He is still leaning toward good, so overtly good acts will fairly quickly move him back into Lawful Good in alignment, though if this character were a paladin, he would have lost his abilities to that effect at this point.

The point of this system to show that a character, in a given adventure, may do something questionable to their current alignment, but then do something that might be in accord with that alignemnt, and the total point value would then remain the same or only change slightly. Few actions shift a character from one side of an axis to the other in a single move, though some might.

Characters with the Gift of Dicernment feat (Player's Guide to Faerun page 176), or a Phylactery of Faithfulness, can take a moment to determine if a given action will cause a shift in points regarding his alignment on either axis, and once per session may actually see what his current alignment tracking numbers are.

A character that is trying to maintain an Exalted or Vile status for prestige classes or for the use of some magic items are handled in this manner. A character that is maintaining an exalted status must not have more than 1 point on their evil axis at the end of a given session, or else they will loose their Exalted abilities until they can reverse the excess points to the evil axis. A Vile character is under the same constraint. They must not have more than 1 point on the good axis of their aligment.

For the most part this will not have much bearing on a character, as a character that is a Lawful Good fighter that shifts slightly on his good and evil axis and a bit more widely on his lawful and chaotic axis won't really notice much at all, dispite being considered Neutral Good occaisionally instead of Lawful Good. This is mainly of interest to those characters (clerics, monks, paladins, barbarians, druids, rangers), that might suffer a loss of abilities to their class under these circumstances.
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KnightErrantJR
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Posted - 21 Apr 2006 :  03:40:40  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
Section Five: Alignments and Divine Casters in Faerun



All divine casters must have a patron god in order to receive their spells in Faerun. Some divine casters may not realize who their true divine patron is, but all must have one. That having been said, the one step rule is not always in effect in Faerun. The next section shows the alignment requirements for divine casters that are the requirements for the various gods of the Forgotten Realms.



Deity Clergy Alignment Status



Akadi NG, CG, N, CN, NE, CE Standard
Amaunator LG, LN, LE Servant of the Fallen, Heretic (Lathander) Auril NE, LE, CE, CN, LN Standard
Azuth LG, LN, N, CN, LE Standard
Bane LE, NE, CE, LN Standard
Beshaba CN, CE, NE Standard
Bhaal LE, NE, CE Servant of the (While alive, may vary now) Fallen
Chauntea LN, N, CN, LG, NG, CG Standard
Cyric LE, NE, CE, CN Standard
Deneir LG, NG, CG, LN, N, CN Standard
Eldath LG, NG, CG, LN, N, CN Standard
Gond Any Standard
Grumbar LG, NG, LN, N, LE, NE Standard
Helm LN, N, LG Standard
Ilbrandul N, CN, NE, CE Standard
Ilmater LG, NG, CG, LN Standard
Istishia NG, CG, N, CN, NE, CE Standard
Iyachtu Xvim LN, N, NE, LE, CE Servant of the Fallen
Kelemvor LG, NG, LN, N, LE, NE Standard
Kossuth LG, NG, LN, N, LE, NE Standard
Lathander LG, NG, CG, LN Standard
Leira CN, CG, LN, N, CE Servant of the Fallen
Lliira NG, CG, CN Standard
Loviatar LE, NE, CE, LN Standard
Malar LE, CE, NE, CN Standard
Mask LN, N, CN, LE, NE, CE Standard
Mielikki NG, CG, LG, N Standard
Milil LG, NG, CG, LN, N, CN Standard
Moander NE, CE Servant of the Fallen
Myrkul LE, NE, CE Servant of the Fallen
Mystra LN, CN, NG, LG, CG, LE Standard
Oghma Any Standard
Selune LG, NG, CG, LN, CN, N Standard
Shar LE, NE, CE Standard
Shaundakul NG, CG, N, CN Standard
Silvanus LN, N, CN, NG, NE Standard
Sune LG, NG, CG, LN, N, CN Standard
Talona LE, NE, CE, CN Standard
Talos CN, LE, NE, CE Standard
Tempus LG, NG, CG, LN, CN, LE, NE, CE Standard
Torm LG, NG, CG Standard
Tymora N, CN, NG, CG Standard
Tyr LG, LN, NG Standard
Umberlee N, CN, LE, NE, CE Standard
Waukeen NG, LN, N, CN, NE Standard
Finder NG, CG, N, CN Standard
Garagos N, CN, NE, CE Standard
Gaugauth LN, LE, NE Standard
Gwearon Windstorm LG, NG, CG Standard
Hoar LG, LN, LE Standard
Jergal LE, LN, LG Standard
Lurue NG, CG, CN Standard
Nobanion LG, NG, LN, N Standard
Red Knight LN, LG, LE Standard
Savras LG, LN, LE, NG, N Standard
Sharess NG, CG, N, CN Standard
Shiallia LG, NG, CG, N Standard
Siamorphe LG, LN, LE Standard
Ulutiu LG, LN, LE Standard
Uthgar, Black Lion LG, NG, CG, LN, CN, N Standard
Black Raven LG, LN, NG, LE, NE, N Standard
Blue Bear NE, CE Elk NG, CG, N, CN, NE, CE Standard
Grey Wolf NG, CG, N, CN, NE, CE Standard Great Worm LG, NG, CG
Griffon LG, NG, CG, LN, N, CN Standard
Red Tiger NG, CG, N, CN Standard
Sky Pony LG, NG, CG, LN, N, CN Standard
Tree Ghost LN, CN, N Standard
Thunderbeast LG, NG, CG, LN, N, CN Standard
Valkur LG, NG, CG, LN, N, CN Standard
Velsharoon LE, NE, CE, CN, LN Standard
Eshowdow CN, LE, NE, CE Standard
Sseth CN, CE, NE Standard
Ubtao Any Standard
Anhur LG, NG, CG, CN Standard
Geb NG, LN, N, CN Standard
Gilgeam LN, LE, NE, CE Servant of the Fallen
Hathor LG, NG, CG, LN, N, CN Standard
Horus-Re LG, LN, NG, CG Standard
Isis LN, N, CN, LG, NG, CG Standard
Nephthys LN, N, CN, LG, NG, CG Standard
Osiris LN, LG, NG, CG Standard
Sebek NE, CN, LN Standard
Set LE, NE, CE, LN Standard
Thoth LG, NG, CG, LN, CN, N, LE Standard
Tiamat LN, N, LE, CE, NE Standard
Elistraee LG, NG, CG, CN Standard
Ghaunadaur CN, LE, NE, CE Standard
Kiaraunsalee CE, CN, NE Standard
Lolth CN, LE, NE, CE Standard
Selvetarm NE, CE, CN Standard
Vhearaun NE, CE, CN Standard
Abbathor LE, NE, CE, CN Standard
Berronar Truesilver LG, LN, NG Standard
Clangeddin Silverbeard LG, LN, NG Standard
Deep Duerra LN, LE, LE Standard
Dugmaren Brightmantle NG, CG, N, CN Standard
Dumathoin LG, LN, NG, N Standard
Gorm Gulthyn LG, NG, LN Standard
Haela Brightaxe NG, CG, N, CN Standard
Ladaguer LN, LE, NE Standard
Marthamor Duin LG, NG, CG, LN, N, CN Standard
Moradin LG, LN Standard
Sharindlar LG, NG, CG Standard
Thard Harr NG, CG, N, CN Standard
Vergadain N, CN, NE, NG, LN Standard
Aerdrie Faenya CG, CN, NG Standard
Angharradgh NG, CG, N, CN Standard
Corellon Larethian NG, CG, LG, CN Standard
Deep Sashelas NG, CG, N, CN Standard
Erevan Ilserve CG, CN Standard
Fenmarel Mestarine CN, CE, CG Standard
Hanali Celanil NG, CG, CN Standard
Labelas Enoreth LG, NG, CG, LN, N, CN Standard
Rillifane Rallathil NG, CG, N, CN Standard
Sehinine Moonbow NG, CG, N, CN Standard
Shevarash CN, CG, CE Standard
Solonor Thelandira NG, CG, CN Standard
Bearvan Wildwanderer LG, NG, CG Standard
Baravar Cloakshadow NG, CG, N Standard
Callarduran Smoothhands NG, N, CN, NE, LN Standard
Flandal Steelskin LG, NG, CG Standard
Gaerdal Ironhand LG, NG, LN Standard
Garl Glittergold LG, NG Standard
Segojan Earthcaller LG, NG, CG Standard
Urdlen LE, NE, CE Standard
Arvoreen LG, NG, LN Standard
Brandobaris NG, N, CN, LN Standard
Cyrollalee LG, NG, CG, LN Standard
Sheela Peryroyal LG, NG, CG, N, CN Standard
Urogalan LG, NG, LN, N Standard
Yondalla LG, NG, CG, LN Standard
Bahgtru CE, CN, NE Standard
Gruumsh CE, CN, NE Standard
Ilneval CN, LN, NE Standard
Luthic CN, LN, NE Standard
Shargaas CE, CN, NE Standard
Yurtrus CN, LN, NE Standard




Standard indicates that the god in question can be utilized as a patron without any specific feats or qualifications, other than the normal alignment listed in the clergy alignment column.

Any god that has Lawful Good followers in their clergy alignment may also have paladins.

Servant of the Fallen is a feat found in Lost Empires of Faerun that allows a divine caster to receive powers from a god generally considered to be deceased.

Heretic is a feat found in Power of Faerun that allows for alignments that vary from those listed in the clergy alignment column, as well as granting the cleric another domain associated with that heresy.

Initiate feats that are specific to a single god can only be taken by characters that are both within one alignment step of their god, and are within the allowed alignment in the chart above.

Prestige classes that require a divine patron, such as arcane devotee, divine champion, etc., require that the character taking the class must be both within one step of the alignment of their patron deity, and within the acceptable clergy alignment listed above, in order to take the class and receive benefits of it.

True Believer is a feat in Dragon Magazine 333, and in order to take this feat you must be both within one step of your deities alignment and within the clergy alignment listed for your deity.
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Alaundo
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Posted - 21 Apr 2006 :  07:42:54  Show Profile  Visit Alaundo's Homepage Send Alaundo a Private Message  Reply with Quote
Well met

Very nice, KnightErrantJR. Never before have I seen such a great and extensive collection of House Rules and such Good work.

Alaundo
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Mace Hammerhand
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Germany
2296 Posts

Posted - 21 Apr 2006 :  08:21:05  Show Profile  Visit Mace Hammerhand's Homepage Send Mace Hammerhand a Private Message  Reply with Quote
I agree with Alaundo, plus I will also read this document more intensively and will with almost 100% certainty write/design a similar thingy for my current and forthcoming campaign.

Great work.

Oh, what is SDR?

Mace's not so gentle gamer's journal My rants were harmless compared to this, beware!
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KnightErrantJR
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Posted - 21 Apr 2006 :  11:03:32  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
The SRD (Source Reference Document) is the section of d20 rules that WOTC has put into free usage. Its pretty handy to reference, and there is a great site that has collected all of the "public domain" SRD rules here:

http://www.d20srd.org/
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Arivia
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Posted - 21 Apr 2006 :  19:42:25  Show Profile  Reply with Quote
I've done a pair of these myself: Impiltur and Undermountain. The Impiltur one is more focused on the Realms as a setting, while the Undermountain one focuses on rules and character creation. There are small errors in at least the Undermountain one I need to fix(such as finding a multicolumn, multipage table package).
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Berwick
Acolyte

USA
15 Posts

Posted - 22 Apr 2006 :  07:47:46  Show Profile Send Berwick a Private Message  Reply with Quote
Hello there,

I must open with....awesome stuff here KE.JR! Awesome!

I really like the alignment tracker system, but I have one question.

How much is an evil act "worth", or a neutral act? Does everything have the same "weight" (i.e. something akin to one point per act), or is there some sort of weighted system?

Sorry for pestering you, but inquiring minds want to know!
Berwick
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KnightErrantJR
Great Reader

USA
5402 Posts

Posted - 22 Apr 2006 :  11:12:22  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
No problem. No, I wouldn't weigh everything the same in my campaign, and in fact, I am working this out with a player that wants to play a neutral cleric of Velsharoon. Its hard to make blanket statements with alignment, so I'll give some examples.

A character that casts a spell with the evil descriptor in order to do something essentially good, such as defending an innocent person or a friend, would get one point. Someone that casts it without much consideration one way or the other, just like any other spell on their list, would likely get two points. Someone that intentionally casts it BECAUSE it is an evil spell, or against a good opponent, would likely get three points.

Also, as far as neutral acts are concerned. If the character does something that puts themselves in danger to save a friend, for example, I would give them 2 points toward good, but if they were not good to begin with, I would not move the tracker past 12. If they did the same thing for a character that they didn't even know, say a beggar child in the streets, then the act could move them toward good and past 12.

Similarly, doing something nasty like torturing a foe that has proven dagerous to you and your foes might get you 2 points toward evil, but if the character tortured is clearly dangerous to the group and has acted against you and your friends, I would likely keep the points from going higher than 12 on the evil axis.

Credit where credit is due, the alignment system is based very much on a system in Green Ronin's Advanced Player's Manual, though the specific idea of points and tracking alignment in general came from DragonLance years ago. I never liked the idea that an act either changed your alignment drastically or never affected it at all, so I like the idea of a running total.
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Dargoth
Great Reader

Australia
4607 Posts

Posted - 22 Apr 2006 :  12:26:06  Show Profile  Visit Dargoth's Homepage Send Dargoth a Private Message  Reply with Quote
You could always use the Dark Side vs Lightside system in Star Wars D20

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Dhomal
Senior Scribe

USA
565 Posts

Posted - 22 Apr 2006 :  21:03:01  Show Profile Send Dhomal a Private Message  Reply with Quote
Hello-

Speaking of questions for the alignment tracking - how does True Neutral fit in? I guess it would start in the middle of the law-chaos and good-evil scale. However - it seems in this case - that as opposed to being 'ballanced' - they need to be equally 'bad' as 'good' or vise versa so as not to move the scale too far one way or the other and loose TN.

Just curious, mainly.

Dhomal

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KnightErrantJR
Great Reader

USA
5402 Posts

Posted - 23 Apr 2006 :  00:51:25  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
Yeah, essentially you would be 8-13 in both law/chaos, and good/evil. I would allow the player to set the initial score in this case.

The interesting thing about this system is that it does kind of fit in with characters that have been listed in previous editions as, for example, lawful neutral (good), since this would indicate that a charcter has, say, 13 points toward good on his good axis, not quite having a good alignment, but close.



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Kaladorm
Master of Realmslore

United Kingdom
1176 Posts

Posted - 23 Apr 2006 :  21:14:02  Show Profile  Visit Kaladorm's Homepage Send Kaladorm a Private Message  Reply with Quote
Enjoyed reading that KEJR, considering adopting a few for my campaign.

Changes I'm working on at the moment that are slightly different to yours:

Death and Dying: A system that uses Con modifier rather than score (as I don't like working with scores), and also scales with level, addressing the problem of low levels having possibly more unconscious than conscious hps, and conversely high level characters going straight from living to dead with such high damage.

Wizards: Scribing scrolls alternatives to cut down the time taken. Possibly looking into time reductions for scribing spells of the same school

Polymorph/Wild Shape: Having to make knowledge checks to turn into a creature you are not very familiar with (studied externally and internally). Those read about in books but never seen get a bonus to the check, but must still pass it
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KnightErrantJR
Great Reader

USA
5402 Posts

Posted - 24 Apr 2006 :  00:53:49  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
Yeah, I like the idea of wizards having to practice some of their abilities, especially wide open ones like summoning and changing their shapes.

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Reefy
Senior Scribe

United Kingdom
892 Posts

Posted - 26 Apr 2006 :  16:12:20  Show Profile  Visit Reefy's Homepage Send Reefy a Private Message  Reply with Quote
quote:
Originally posted by Kaladorm

Death and Dying: A system that uses Con modifier rather than score (as I don't like working with scores), and also scales with level, addressing the problem of low levels having possibly more unconscious than conscious hps, and conversely high level characters going straight from living to dead with such high damage.



I've already discussed this with you, but I don't think low level characters having more unconscious than conscious hit points is a problem. I actually think it's an advantage, as it helps keep low level characters alive. A first level wizard, for example, with no Con bonus, would only have 4 hit points. A system based on Con bonus would likely give them very few 'unconscious hit points', certainly fewer than ten they have in standard rules, and make them very susceptible to dying.
On the flip side, a level ten fighter with a +4 Con bonus, could on a scaling system probably have a stupidly large number of 'unconscious' hit points, making the chances of death almost nil.
It's just part of the abstract nature of hit points, and not one that really needs tinkering with. I'm happy to use ability scores rather than modifiers where necessary, and am adopting KEJr's idea, as it gives a small advantage and makes it that bit more realistic, without getting over-complicated within the abstract system. Finally, it's not something I'd ever feel was worth spending that much time on, when there are other rules more in need of amending, or lore to be spun.

Life is either daring adventure or nothing.
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Berwick
Acolyte

USA
15 Posts

Posted - 05 May 2006 :  20:42:00  Show Profile Send Berwick a Private Message  Reply with Quote
Thank you for more info.

Actually, I really like the whole flavor of the system, and I have started using it in my game.

My players reaction:

Especailly since one of my crafters takes advantage of the alignment cost reduction to creating psionic items.....

Heh heh heh heh...

Thanks for helping me make my players think twice about actions!

Berwick
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