Ability scores will be generated using the point buy method as detailed on p.19 of the DMG
Players will recieve 30 points with which to buy abilities
All scores start at 8, and it costs points to increase your stats
increase between 9 and 14, one point
increase between 14 and 16, two points
increase between 17 and 18, three points
initial ability scores may not exceed racial limits
Any Alignment is allowed, but it is likely that a good 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 PHB Character Class is allowed.
Prestige classes will have to meet approval by the DM.
Characters will begin the adventure at level six
Characters will recieve 13,000 GP to buy equipment, DMG p. 145
Followers of good faiths are not allowed
Followers of Cyric are not allowed
Yes, we use encumerance be sure to check the PHB p. 142
All characters must be approved by the DM before play
House Rules
Critical hits are done as per usual, however, if the critical threat roll is ALSO a hit, then you have scored a superior critical hit - 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 act committed in the name of one's evil god or to further ethos = 1 point per level of evilness
Recover a lost artifact of your evil god
For each full week of routine prayer to god = 1 point
Self-flagellation over certain period = x points per time period
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 an evil magic item to further your god's ethos
Create evil spell to further your god's ethos
Some ways to spend faith points:
Use one to add +4 to any 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.
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)
True Strike
Use three to reroll any skill check, attack roll, saving throw, initiative roll, ability check, or damage roll.
Use three to sucessfuly Rebuke undead
Use three to Bless effect for the remainder of the encounter
Use four to cast Augury
Use four to Cast Descecrate
Use four to cast Protection from good 10' radius
Use four to have Prayer effect for the remainder of the encounter
Use five to Cast Dispel Good
Use six to sucessfully cast Dominate Person on a good 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
Use ten to call outsiders (of your Gods alignment) to your aid