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Blue Tavern Inn Campaign House Rules

Campaign Background: You will all be starting in a town called "Nexus" on the world "Naztuil" (if you've read the Lord of the Rings trilogy, you'll know what that's a modification of). It doesn't matter how you got there, why you're there or anything like that, but you're there. If your background IS important (like if you're a Drow raised in the Orient, or it is important to your proficiencies), e-mail that to the GM.

Speaking of Drow, note that there are two types of Drow. Under Drow, the supposed "Evil" Drow and Surface Drow, the "Good" Drow. Surface Drow do not lose their powers when above ground for a certain length of time, unlike Under Drow, who do. The Surface Drow are direct desendants of Sephiroth, and the Under Drow are direct decendents of SeR-Rath. The Weapon Masters of Surface Drow generally use Katanas, to honor Sephiroth, but there are ALWAYS exceptions.

Creating a Character

Starting Ability Scores: Now, I KNOW all of you will be honest, but I can't be totally sure about it (I'm sorry, but this is the ONLY way to be completely sure) so you have 80 points to distribute among your stats. Yes, 18 to 19 is ONE point, I know some DM's might not do it this way, but I think that should be good, considering MOST races can't go to 19.

Player Races: ALL races are allowed, including ones mentioned ONLY in the Complete Handbooks. If other PCs have things against a chosen race, then it is up to the players to work conflicts out. However, No Draconians! Please! That would be a massecre for the monsters...*lol*

Classes: All classes are allowed.

Multi-classed Characters: To advance a level if you're a split-class, you add the two EXP for both classes and that is the EXP number needed for next level. Also, level limits for non-human characters are not used. When a multi-classed character goes up a level, the best hit die is rolled, not the average of all dice.

Kits: You can use kits, but ok them with me FIRST!

Alignment: I would like EVERYONE to post, telling what kind of a campaign you would like (alignment wise) and we will all base around that align. N and below are ok for either Evil or Good.

Character Age: I don't use age, it's just useless to keep track. You pick the age you start at, and unless you go through some sort of door of aging (yes, I've encountered those before...) or get hit with a staff of withering (don't use them on Dragons!!)

Proficiencies: We will be using the standard Player's Handbook proficiencies. Nothing from the Skills and Powers book is used except for some of the weapon specialization rules.

Sole fighters can buy weapon skills like this: 1 slot for profiency. two for specialization, 3 for mastery, 4 for high mastery, and 5 for grand mastery. For rangers, paladins, and multi-classed fighters the above costs are one higher for specialization and masteries.

The number of starting proficiencies a player gets has increased:

  • Warrior: Weapon-8, Non-Weapon-6
  • Wizard: Weapon-3, Non-Weapon-8
  • Priest: Weapon-4, Non-Weapon-8
  • Rogue: Weapon-4, Non-Weapon-6

Language Proficiency Slots: All your languages CAN be used as proficiencies, that is 2 for an extra weapon, one for non-weapon. Proficiencies don't disappear at level up (I always did hate that).

Starting Funds: You start out with max gold for your character. You start out with needed things, i.e. weapon, clothes, armor (up to chain), food enough for a month, etc ... my reasoning?? You're going adventuring, you'll probably be preparing for this for a LONG time.

Encumbrance: You may all start out with a 100lb bag of holding, and after that, yes, encumbrance does matter. I don't want someone walking around with their own little armory on their back.

Gods: All Player Characters must worship a Major God. A PC can also worship a Minor God if desired. However, some Minor Gods require a particular Major God as well. Specifically:

  • If you want to worship Minor Gods Valkire, SeR-Rath, or Kal-Klash, you also have to worship Major God Sephiroth.
  • If you want to worship the Minor God Raven Silvermane, you also have to worship Major God Knight of Death.
  • If you want to worship Minor Gods Tirth or Falcistor, you also have to worship Major God Inalkil.
  • All other Major God / Minor God combinations are allowed.

Rule Changes

Critical Hits: I work critical hits a bit strangely. What you do is if you roll a crit hit, you roll again; if you hit, then the multiplier is one. Hit again, its *2. The tricky thing is, each time you hit, you THAC0 goes up one each time you roll. For example, a 4th level fighter has a THAC0 of 16. He rolls a 20. rolls again, the creature has an AC of 10, which means he now needs an 11 to hit, he rolls a 15, multiply the damage by 1 now. This time he needs a 12 to hit the thing, and he hits. Now he needs a 13, he misses, which means the total multiplier is two. My father works his crit. system this way. I've gotten as much as a *20 before, at which point he said "Damnit! the things dead already!" *LOL* Last thing on the Crit subject, a 1 means you are disarmed, and your weapon clinks harmlessly to the ground.

Saving Throws: These are normal, except for with a 20, you negate the damage(or take none, for those of you who don't understand such big words!).

Constitution Hit Point Bonuses: You always get the fighter bonus for con (whether you are a fighter or not).

Hit Points at Lower Levels: Player characters get max hit points at first through fourth levels.

copyright © 1999 by Sephiroth's Blade (all rights reserved)


Home | This page last modified: July 23, 2000 | Wemic Info Central