All initial characters must either be survivors of the Ravenloft game, or come from Færûn, with subject to the DM's approval.
Ability scores will be generated using by dice rolls. Roll 4d6, keep the best three.
if you roll four 6's, your stat is a 19!
if you roll four 1's, your stat is a 2!
assign values in any order
you make take two points from one stat, to add one to any other
initial ability scores may not exceed racial limits
Any Alignment is allowed, but it is likely that an evil alignment will be rejected
Any Character Race is allowed, with approval by DM. Ensure that proper level equivalent is applied, see DMG p. 22
Templates are allowed, but will have to meet approval by DM
Any Standard DnD 3.5 PHB Character Class is allowed
Prestige classes will have to meet approval by the DM
Starting characters will begin the adventure at level sixteen
Starting characters will recieve 50,000 GP with which to buy equipment
Yes, we use encumbrance and weight be sure to check the PHB for weight
Spellcasters must buy all requisite spell components, be wary of costs!
All characters must be approved by the DM before play
House Rules
Use of 3rd party splat books (you know who you are), will most likely be banned!
My reasoning on this: Not everyone has access to some wierd splat book (especially me, the DM), therefore it makes it unfair that one person should have access to these rules but no-one else.
If, on the off chance I should allow a 3rd party book, the rules governing the book are as follows:
You must bring the book to every gaming session, and allow every gamer at the table access to your book
If anyone wants to use a 3rd party rule, they must show reference to it in its published form. If someone is unable to produce evidence that has been published, they will be unable to use that rule
Critical hits are done as per usual, however, if the critical threat roll is ALSO a critical threat, then you have scored a superior critical hit - and you must refer to the chart
There will be benefits for worshipping deities, the most obvious of which is faith points:
Faith Points:
Faith points will be rewarded throughout the game for sucessful achievment of your Gods' goals.
Some ways to gain faith points:
Sentient sacrifice = x points equal to rules in the BoVD (evil characters only)
1 point for every 5 successful converts to your gods religion
An act committed in the name of one's god or to further ethos = 1 point
Recover a lost artifact of your god
For each full week of routine prayer to god = 1 point
Self-flagellation = 1 point per day
Offering one's soul for x points (one time deal nets moucho points, but if character die's his soul is gone and he can not be brought back to life)
Spreading the evil word of your god = 1 point per new initiate.
Create a magic item to further your god's ethos
Create a spell to further your god's ethos
Some ways to spend faith points:
Spending faith points is equivalent to a free action
1
Use one to add +4 to any roll (skill check, attack roll, saving throw, initiative roll, or ability check) but only BEFORE you make the roll, and no more than two points may be expended per roll.
One may be used to reduce the damage of any single melee or missile attack against you by half.
2
Use two to automatically succeed in a 'stabilizing roll' to stop bleeding when between -1 damage and death.
Two may be spent to automatically score maximum damage on any single damage die. Note the term is 'single' damage die. Thus, a 6d6 fireball would require spending twelve faith points to maximize (two per die). This also applies to critical hits where multiple rolls are taken.
Use two to gain a successful Dispel Magic on a Hallowed Site
Use two to recieve a Sign of Inspiration (temporary +2 points of Wisdom for the remainder of the encounter and True Strike)
Use two to reroll any skill check, attack roll, saving throw, initiative roll, ability check, or damage roll.
3
Use three to sucessfuly Rebuke undead
Use three to Bless effect for the remainder of the encounter
3 plus level modifier to duplicate a meta-magic feat
4
Use four to cast Augury
Use four to cast Consecrate / Descecrate
Use four to cast Protection from Good / Evil 10' radius
Use four to have Prayer effect for the remainder of the encounter
5
Use five to sucessfuly cast Dispel Good / Evil
6
Use six to sucessfully cast Dominate Person on an opposite aligned creature
Use six to gain damage resistance 30 from any one source for the remainder of the encounter
Use six to cleanse someone from Dominate Person
10
Use ten to cast Greater Planar Ally (of your Gods alignment) to your aid that will serve for one week (or until task is finished)