Vrath
Tuesday 07-15-2008, 01:09 AM
THIS GAME IS NOW FULL, NO MORE PLAYERS WILL BE ACCEPTED
Overview:
The realm is a sort of home-brew amalgamation of different game worlds. It is influenced by Dark Sun, Forgotten Realms and Eberron (quite a mix, I know)... magic is rare, little understood, and feared. Dark Sun was a 2nd ed setting known for its' harsh enviroments, slave trade, exotic weapons, gladitorial arenas and brutal power struggles.
The 9 Kings of Athas have been locked in a century long stalemate, each engaging his neighbors in minor skirmishes but unwilling to expose vulnerability by attempting all out war.
Gladiatorial arenas form the core of most cultures. Magic and psionics are feared and forbidden in many areas, so their use provides a distinct advantage, and a definite risk. The slave trade is strong, a man in manacles, delivered to the right city, can be worth a great deal of money.
The northern parts of the world enjoy temperate climates in the low lands and endure frigid tundra in the high lands / mountainous regions. Wildmen and savage beasts are comon, they raid civilized trade routes and pose a constant threat to all travelers.
The southern parts of this world are mostly desert. It is extremely hot through the day, and not much better at night. (Temperatures hover around 140F) Water is as valuable as steel, and both are rare. As many are claimed by the desert as are claimed by the arenas.
If you are pure-melee, you will have a lot of opportunities available to you in the gladiatorial arenas. In the arenas, psionics and magic are always banned and their use will get you executed. If you plan on fighting in the arena, I suggest that you eschew all magic and psionics, unless they don't hinder your melee progress.
Character Creation & Rules:
No race, class, or alignment restrictions, monstrous races included. All 3.5 WOTC source material is acceptable for character creation and 3.0 content such as Savage Species etc. must be cleared with me first. We will be using 3.5 rules with the following exceptions:
1) Stats: Players will begin at level 3 to allow for racial +LA's and prevent one hit caster kills. Only the mentaly strong and physicaly tough survive in this world so we will use a 36 pointbuy for attributes and maximum hitpoints at every level.
http://home.san.rr.com/thegraggs/dnd/Misc/pbcalc.htm
Due to the brutal climate, in addition to the normal attribute increases per 4th hit die, if you reach +3 BAB, and every +3 thereafter, your tendency toward physical combat results in a 2 point attribute bonus to be freely distributed amoung the physical attributes of your choice (str, dex or con). These are not enhancements, but a true attribute increase.
2) Equipment: Use standard gold for lvl 3 (2,700) spending no more than 1/2 of your wealth on any one item. We will use the piecemeal armor rules and Weapon Group variants to add a great deal of realism, flavor and customization to characters:
http://rapidshare.com/files/131162700/piecemeal-armor-rules.pdf.html
http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm#usingWeaponGroupsInPlaceOfCla ssWeaponProficiencies
If you take a level of any class that has Full Bab, such as fighter, barbarian, etc, you will have a new weapon group available to you: Gladiatorial Weapons. There are some really cool weapons that you will come across, but you won't be starting with them. Here is one example:
Singing sticks: (1d6/19-20 x2) Singing sticks are a carefully crafted and polished pair of clubs. They draw their name from the characteristic whistling sound they make when used. A character proficient with singing sticks may use a pair of singing sticks as if he had the Two Weapon Fighting feat. The off-hand singing stick is considered to be a light weapon. In the hands of a non-proficient character, singing sticks are nothing more than clubs. If the wielder of a pair of singing sticks scores a critical hit, the target must make a fortitude save DC (5+damage dealt) or be stunned for one round. A critical hit does not have this effect when only one singing stick is wielded.
Overview:
The realm is a sort of home-brew amalgamation of different game worlds. It is influenced by Dark Sun, Forgotten Realms and Eberron (quite a mix, I know)... magic is rare, little understood, and feared. Dark Sun was a 2nd ed setting known for its' harsh enviroments, slave trade, exotic weapons, gladitorial arenas and brutal power struggles.
The 9 Kings of Athas have been locked in a century long stalemate, each engaging his neighbors in minor skirmishes but unwilling to expose vulnerability by attempting all out war.
Gladiatorial arenas form the core of most cultures. Magic and psionics are feared and forbidden in many areas, so their use provides a distinct advantage, and a definite risk. The slave trade is strong, a man in manacles, delivered to the right city, can be worth a great deal of money.
The northern parts of the world enjoy temperate climates in the low lands and endure frigid tundra in the high lands / mountainous regions. Wildmen and savage beasts are comon, they raid civilized trade routes and pose a constant threat to all travelers.
The southern parts of this world are mostly desert. It is extremely hot through the day, and not much better at night. (Temperatures hover around 140F) Water is as valuable as steel, and both are rare. As many are claimed by the desert as are claimed by the arenas.
If you are pure-melee, you will have a lot of opportunities available to you in the gladiatorial arenas. In the arenas, psionics and magic are always banned and their use will get you executed. If you plan on fighting in the arena, I suggest that you eschew all magic and psionics, unless they don't hinder your melee progress.
Character Creation & Rules:
No race, class, or alignment restrictions, monstrous races included. All 3.5 WOTC source material is acceptable for character creation and 3.0 content such as Savage Species etc. must be cleared with me first. We will be using 3.5 rules with the following exceptions:
1) Stats: Players will begin at level 3 to allow for racial +LA's and prevent one hit caster kills. Only the mentaly strong and physicaly tough survive in this world so we will use a 36 pointbuy for attributes and maximum hitpoints at every level.
http://home.san.rr.com/thegraggs/dnd/Misc/pbcalc.htm
Due to the brutal climate, in addition to the normal attribute increases per 4th hit die, if you reach +3 BAB, and every +3 thereafter, your tendency toward physical combat results in a 2 point attribute bonus to be freely distributed amoung the physical attributes of your choice (str, dex or con). These are not enhancements, but a true attribute increase.
2) Equipment: Use standard gold for lvl 3 (2,700) spending no more than 1/2 of your wealth on any one item. We will use the piecemeal armor rules and Weapon Group variants to add a great deal of realism, flavor and customization to characters:
http://rapidshare.com/files/131162700/piecemeal-armor-rules.pdf.html
http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm#usingWeaponGroupsInPlaceOfCla ssWeaponProficiencies
If you take a level of any class that has Full Bab, such as fighter, barbarian, etc, you will have a new weapon group available to you: Gladiatorial Weapons. There are some really cool weapons that you will come across, but you won't be starting with them. Here is one example:
Singing sticks: (1d6/19-20 x2) Singing sticks are a carefully crafted and polished pair of clubs. They draw their name from the characteristic whistling sound they make when used. A character proficient with singing sticks may use a pair of singing sticks as if he had the Two Weapon Fighting feat. The off-hand singing stick is considered to be a light weapon. In the hands of a non-proficient character, singing sticks are nothing more than clubs. If the wielder of a pair of singing sticks scores a critical hit, the target must make a fortitude save DC (5+damage dealt) or be stunned for one round. A critical hit does not have this effect when only one singing stick is wielded.