Ravenloft Campaign: Difference between revisions

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===Advancement===
===Advancement===
Players should expect to raise about two levels throughout the course of the campaign.  All Player Characters advance in level at certain plot points determined by the GM.  When a character advances in level, they set their "current XP" to a sum determined by their new level.  When using spells or abilities that require the character to spend XP, the XP comes out of this pool.  Characters may not reduce their pool of XP below 0 in this way, nor does unused XP carry between levels.  The amount of XP a character gets to use in this way at each level is detailed below:
'''Level XP'''
1 500
2 1000
3 1500
4 2000
5 2500
6 3000
7 3500
8 4000
9 4500
10 5000
11 5500
12 6000
13 6500
14 7000
15 7500
16 8000
17 8500
18 9000
19 9500
20 10000


==House Rules==
==House Rules==

Revision as of 05:06, 8 October 2007

Campaign Synopsis, Themes, Etc.

About Ravenloft

Real-Life History

Demiplane of Dread

The Dark Powers

Effects on Magic

The Mists

Domains

Barovia

http://www.tabcreations.com/rpwiki/barovia_village.jpg

The Surrounding Lands

http://www.tabcreations.com/rpwiki/barovia.jpg

Castle Ravenloft

About Strahd

Culture

Eastern European, Other Races, Vistani

Religion

The Vistani

Views on Magic

Availability of magic items and magical services

Non-Human Races

The Campaign

The Hook

Campaign Journals

The Rest of the Party

Ability Score Generation

Ability scores are to be generated using the Point Buy system also presented in the DMG (page 169) using the standard 25 point method. It can also be found here.

Ability Score & Age

Your character may be of whatever age you wish. However, the aging ability score adjustments given in the PHB are not in use.

Available Races

The following is a comprehensive list of races available to player characters. Races not appearing on this list are not allowed for play in the campaign.

Dwarves

Hill Dwarf (PHB 14), Deep Dwarf (MM 92)

Elves

High Elf(PHB 15), Gray Elf (MM 104), Wild Elf (MM 104), Wood Elf (MM 104)

Half-Races

Half-Elf (PHB 18), Half-Orc (PHB 18)

Halflings

Lightfoot Halfling (PHB 19), Tallfellow Halfling (MM 149), Deep Halfling (MM 150)

Other Races

Humans* (PHB 13), Rock Gnome (PHB 16), Caliban (R 37, PHB 18), Maenad (XPH 14), Xeph (XPH 15)

* Since part of the benefit from playing a human comes from having any favored class, this benefit has been replaced
  with the following benefit: At character creation a human may select one skill (for skills that are divided into
  sub-skills, pick one sub-skill). This skill is now always considered a class skill for that character.

Staring Taint

Characters may begin with however much Taint the player thinks fits her character concept, so long as it is not enough taint to cause the character to become a crazy NPC. Starting characters with 0 Taint is recommended both as it represents more "good" characters and is more mechanically beneficial.

Generic Classes

The generic classes variant from Unearthed Arcana (page 76) is in use. It is also available here. However, the following changes are in effect for the Spellcaster class:

  • Spell Choice: Only Spellcaster (Divine) may choose spells from the Cleric and Druid lists. Similarly, only Spellcaster (Arcana) may select spells from the Sorcerer/Wizard list. Arcana casters experience spell failure from armor.
  • Spellcaster (Psionic): Another option for the Spellcaster class is available: Spellcaster (Psionic). It is identical to the Spellcaster class in all ways except characters that take this class pick psionic powers from the Psion/Wilder list (but not discipline lists) and have the following Power Progression:
Level	PP	Known	Max Power
1	3	3	1st
2	5	5	1st
3	8	7	1st
4	14	9	2nd
5	19	11	2nd
6	29	13	3rd
7	37	15	3rd
8	51	17	4th
9	63	19	4th
10	81	21	5th
11	97	22	5th
12	115	24	6th
13	131	25	6th
14	149	27	7th
15	165	28	7th
16	183	30	8th
17	199	31	8th
18	217	33	9th
19	233	34	9th
20	249	36	9th

Multi-Class Saves

Normally when multi-classing saving throws can get kind of screwy. Because of this, when multi-classing you can only ever get the +2 bonus from a good saving throw once. If multi-classing into a class that has a good saving throw you already have the +2 bonus from, you continue to get the good saving throw progression, just not the +2 bonus.

Example: Bob is a 2nd level fighter who is now multi-classing to take a level of Barbarian. The Fighter has a good Fortitude save, which started at +2 (the +2 bonus) and is now at +3. The Barbarian also has a good Fortitude save, which also normally starts at +2. When Bob takes his level of Barbarian he doesn't gain the +2 to Fortitude again, since he already has it from fighter. But he does continue the good Fortitude progression as level 3 on that progression. At third level of that progression, his Fort bonus is still +3.

Average Hit Points

Instead of rolling for hit points at each level you instead get a number of hit points as per the chart below. Note that as a caveat, you still get maximum hit points at first level, and you still apply your Constitution modifier to the number of hit points you get each level.

Level	d4	d6	d8	d10	d12
Even	2	3	4	5	6
Odd	3	4	5	6	7

Allowed & Forbidden Spells

Characters may only have spells that appear in the PHB or XPH. All spells of the appropriate spell list appearing in the PHB and XPH are available to characters except as listed below. (But note the section on changed magical effects. Forbidden spell list ganked from the RPGA.)

  • Forbidden Cleric and Druid Spells: Awaken; Destruction; Miracle; Shapechange
  • Forbidden Wizard and Sorcerer Spells: Alter Self; Apopsi; Mordenkainen’s Disjunction; Permanency; Planar Binding; Planar Binding, Greater; Planar Binding, Lesser; Polymorph; Polymorph Any Object; Shapechange; Simulacrum; Wish
  • Forbidden Psion and Wilder Powers: Incarnate; Metamorphosis; Metamorphosis, Greater; Psychic Reformation; Reality Revision

Psionic Transparency

The rules for full psionic transparency are in effect. That means spell resistance is the same as power resistance, Knowledge (Arcana) is the same as Knowledge (Psionics), etc.

NPCs and Class

Despite the fact that PCs are built using generic classes, NPCs may be built using either D&D's usual class method or using generic classes. Either way, challenge rating and so on should come out the same.

Traits & Flaws

Traits and Flaws are an optional way to personalize your character.

Traits

Characters may possess up to two different traits, as per the rules for Traits in Unearthed Arcana (page 86) and here. A character does not have to have any traits. They are optional.

The Distinctive trait may not be taken, as the Unearthed Arcana rules for Reputation are not in effect.

Flaws

A character may have up to two Flaws, mostly as per the rules on Unearthed Arcana (page 91) and here. However, instead of each Flaw granting you a feat slot, each Flaw instead grants you one extra Luck point. Flaws are optional, you do not have to take any.

Available Feats

Equipment

Starting Packages

Advancement

Players should expect to raise about two levels throughout the course of the campaign. All Player Characters advance in level at certain plot points determined by the GM. When a character advances in level, they set their "current XP" to a sum determined by their new level. When using spells or abilities that require the character to spend XP, the XP comes out of this pool. Characters may not reduce their pool of XP below 0 in this way, nor does unused XP carry between levels. The amount of XP a character gets to use in this way at each level is detailed below:

Level	XP
1	500
2	1000
3	1500
4	2000
5	2500
6	3000
7	3500
8	4000
9	4500
10	5000
11	5500
12	6000
13	6500
14	7000
15	7500
16	8000
17	8500
18	9000
19	9500
20	10000

House Rules

Luck Points

Each player will get a number of Luck Points. This number is determined by the following factors: Every player gets at least 1 point. If a journal entry was made for last session, you get an extra Luck Point. You get another Luck Point for each Weakness you have. Finally, the player who was chosen as MVP from last session is granted an additional Luck Point.

Luck points are refreshed periodically, as specified by the GM. This may or may not correspond with the beginning of a session. Luck points can be spent to reroll any roll made directly affecting your character. So, for example, you may spend a Luck Point to reroll a save your character just made, or may be spent to make a character attacking you reroll her attack roll.

Taint

Instead of alignment, characters possess a Taint score. Taint functions the way it does in Unearthed Arcana (page 189) and here, with the following exceptions:

  • Taint does not apply as a penalty to Constitution and Wisdom.
  • Determining one's level of Taint is based off of Wisdom rather than Constitution.
  • Taint can be gained both from tainted places/objects and from bad deeds. There is no save against taint from deeds you willing enact.
  • Characters that are not tainted, or who have only Mild taint are treated as Good for the purposes of spells and effects. Characters that are Moderately tainted are treated as Neutral for the purposes of spells and effects. Characters that are Severely tainted are treated as Evil for the purposes of spells and effects.
  • When a character's Taint score equals or surpasses her Wisdom score she does not die. Instead she has become so evil and bestial she is no longer a player character. This cannot be escaped by "embracing taint."
  • Spells--with the exception of Atonement, Miracle and Wish--cannot remove Taint. Taint must be removed through good deeds and sacred springs.
  • Taint-absorbing objects only protect from certain sources of taint, such as from tainted locations. They do not protect against tainted acts committed by one's character, and so on.

Dream Influences

Modified Magic

Critical Hit Deck

We will be using the Paizo Critical Hit Deck as a replacement for the normal critical hit rules. Whenever a character scores a critical hit, she draws a card from the top of the deck and looks at the section corresponding to the type of damage she is dealing (bludgeoning, cutting, piercing or magic). The effects indicated in that section are applied to the target.

To handle weapons and effects normally giving a x3 or x4 critical hit, the character making the critical hit draws two or three cards, respectively, and takes her choice of which effect to apply to the target. Not all effects are equal.