Ravenloft Campaign: Difference between revisions

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===Available Races===
===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===
===Staring Taint===

Revision as of 02:35, 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.

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

Generic Classes

Multi-Class Saves

Average Hit Points

Forbidden Spells

Psionic Transparency

NPCs and Class

Traits & Flaws

Available Feats

Equipment

Starting Packages

Advancement

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.