Rise of the Stone Lord
Things I have deigned to alter from the traditional Dungeons and Dragons 3.5 ruleset. I will try to only list the essential rules that change, so we don’t have a gigantic list of miscellaneous rules that do not pertain to the game.
- Multiclassing- As a general rule, I will only assign experience penalties to classes not well suited with each other. For example a wizard/fighter will likely receive a steep multiclassing penalty, whereas a Cleric/Hierophant will not receive one. So long as the players can easily explain how they devote their time between the classes I will work with you on this.
- Masterwork Benefits-In addition to the normal benefits a masterwork weapon, or suit of armor provides there are a couple of purely ascetic additions to the item. A weapon or armor forged as a masterwork item (or any forging of similiar quality) can add a seal/emblem/design to the item. For instance a masterwork suit of Fullplate forged for the highpriest of pelor can display his sunburst symbol anywhere on the armor. This comes at no additional cost to the customer.
- Forging-In this game a weapon can be of higher quality without being masterwork or otherwise. You can simply choose to increase the weapons’ thickness, quality, hardness, or metal while forging and for an extra cost, create the item at an increased difficulty. For example, in the forging of a katana, extra time and care can be taken into crafting the blade to make its edge exceptionally hard and therefore the blade will not break easily and it will maintain an edge. In addition creativity from the players will be rewarded, nobody ever invented something new from always forging the same way.
- Maintenance-Mundane gear does not last forever and a 20th level adventurer will not have a 30-year old backpack made out of standard burlap with him that doesn’t have a few holes and patches in it. Non-magical items will wear out slowly, time itself does not break them down easily but damp or strenuous environments speed up this process. However, quality items like a masterwork weapon take twice as long to wear out. Weapons lose their edge, but can be honed again with a whetstone and very little skill. Armor tarnishes and rusts but can be repaired and polished with rags and oil as one might easily obtain.
- Magic-This world has a lot of magic that affects the terrain quite drastically on occasion. Also most arcane magic effects have quite flashy appearances, when a sorceror casts disguise self
he does not simply change his features around. A swirling vortex may obscure his features briefly or a bright flash may occur. Divine magic is slightly less flashy but occasionally deities do see that their subjects are well tended to.
- Reputation-Each player, and the party itself will gain a reputation with the people of the world as they adventure. They may leave good impressions on the kingdom whose princess they save, or a bad opinion may be formed about them when they leave the vampire to feed upon the innocent village of Bloodtown. They may try to avoid this by adopting different identities or disguising themselves, but each adventurer will leave his mark on the world. Some groups may love the adventurers whereas other groups may despise them.
- Craft Points-Sometimes you might wonder what all the characters do in their free time. Not every second is spent battling monsters or unraveling mysteries. Craftsman might whittle on a length of wood during their night watch or a wizard may slowly enchant his staff while the party travels on horse back. Each player will receive craftpoints upon gaining levels to use to “instantly” craft items.
- Traits and Flaws-Traits and Flaws may be used in this campaign. Each player may take up to two flaws which each provide a bonus feat. Also a player may select a trait that he deems worthy of his character to further the roleplaying experience and improve his character idea. These may be gathered from this website: http://www.d20srd.org/indexes/variantBuildingCharacters.htm or created and approved by me.
- Relations-This is less a rule than a personal preference. Characters may form relationships with NPC’s in the campaign, this is more a tool to increase role-playing and will not be taken beyond these bounds.
- Paladin’s Code- Paladins are not always the perfect entity of Law and Good. They can deviate from this alignment in many ways. The traditional paladin still dedicates himself to goodness and law but creates a Code by which he must live in order to retain his abilities. His code must specify not working with any creature who opposes his alignment and describe the ways he fights evil. Also a paladin may select a honest priest to protect and designate this person as his charge. He must make a contract with the priest and be blessed. He then has to abide by his own moral code and protect his charge in every way possible. If a paladin defers from his alignment, or code he is stricken with a supernatural sorrow. On the first offense he knows he must repent but does not suffer any real penalties. On his second offense he is often warned by a representation of his deity and he begins to feel the dishonor he is participating in. On his third offense he is met by a avatar of his deity and stripped of his powers until he atones. Anti-Paladins/Knights-Some knights choose to dedicate themselves to other ideals, they are no different than a paladin except for the ideals they stand for. Evil or Chaotic paladins gain powers opposite to the usual paladin abilites, including a smite good ability and the ability to lay hands of pain upon his enemies. Knights simply choose to dedicate themselves to a more neutral alignment and do not vehemently combat either alignment but instead deliver punishing blows to both extremes. However they do not gain healing powers or such that a paladin would gain.
- Spells Per Day- Mages who receive bonus spells per day can roll back those bonus spells from higher levels that they are unable to cast yet. If a sorceror receives a bonus 1st and 2nd level spell from his high charisma score he may get two bonus 1st level spells until he reaches 3rd level and can cast 2nd level spells.