Rules of Scalgard

From RPGnet
Jump to: navigation, search

The rules for running tales in the Phantom World of Scalgard are simple: Use the basic/core d20 v3.5 rules, as found here or here. Then use Ryan Stoughton's very simple E6 (Epic 6) modification to those rules. How simple is E6? This simple:

  • Character Level progression stops at Level 6.
  • For every 5,000 xp a character accumulates after Level 6, he gets one Feat.
  • Use Feats from most WotC "Complete" books (Adventurer, Arcane, Champion, Divine, Mage, Scoundrel and Warrior), as well as the Player's Handbook II, to provide players with breadth of options they'll need with as many Feat-slots as they'll have available.


Character Creation[edit]

  • Characters may be from any of the four races listed on the Races of Scalgard page. Other typical PC races, such as halfings and gnomes, do not exist in the Phantom World.
  • Players can choose many of the core classes, as presented in the PHB, PHB II and various "Complete" books, for their characters. Classes are available to PCs based on the country they come from and are listed on the relevant page. Additionally, each race has a class always available to it, no matter where the character is from. Core classes not listed in the nations section of the site (such as the ninja or hexblade) are not available to PCs.
  • Ability scores are generated with standard 25-point point buy.


Incantations[edit]

The Phantom World expects to make some use of the variant magic rules for Incantations, from Unearthed Arcana, to achieve high-end, campaign-changing magical effects. As an addition to those rules, Bardic Knowledge and Dwarven Lore checks should be considered possible (and frequently used) skill checks for Incantations to require.



E6: Legends of the Phantom World