純美蘋果園
站务管理 => 跑團歷史區 => 歷史區 => Living Forgotten Realm! => 主题作者是: chaoz 于 2009-07-31, 周五 12:43:34
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When shadows descend upon the lands, our divine lords will walk alongside us as equals. The Lord of Murder shall perish, but in his doom he shall spawn a score of mortal progeny. Chaos will be sown from their passage.
--So says the Wise Alaundo
And you are one of the Bhaalspawns, a very powerful one. Bearing the divine blood from Bhaal, you have always persued a rightful life following your true nature, and kept yourself away from all this killing between halfbrothers.
But now one of them has taken the Throne of Bhaal and become the new Lord of Murder. The first targets? You, and each and every Bhaalspawn alive.
Please make an ECL 25 character with 310K XP according to the following rules.
Allowed Books
Category 1. You can use freely all of the books Player's Handbook (PHB), Dungeon Master's Handbook (DMG), Monster Manual (MM), Magic Item Compendium (MIC), Spell Compendium (SpC), Epic Handbook (XHB).
Category 2. You can use the books Player's Guide to Faerun (PGtF), Monster of Faerun (MoF), Dragons of Faerun (DoF), Races of Faerun (RoF) to choose race, racial feats and Prestige Classes.
Category 3. You can pick and use freely two of the books Complete Divine (CD), Complete Warrior (CW), Complete Arcane (CArc), Complete Adventurer (CAdv), Complete Mage (CM), Complete Champion (CC), Complete Scoundrel (CS).
Category 4. Additional books can be allowed by the DM at the cost of 1LA/book.
Guide Lines to Character Creation
Alignment Good only, no evil, no neutral.
Race Category 1, 2 books are allowed.
Template You acquire the Bhaalspawn template for free. Your type is Native Outsider. You can't have any other template.
Stats 32 buy.
HP Full HP.
Basic Class Pick one from PHB. You can pick alternate class features from your choice in 3.
Prestige Classes Category 1, 2, 3 books are allowed.
Epic Prestige Classes Category 1, 2, 3 books are allowed. Customized Epic Prestige Classes are allowed after DM approval.
Feats Category 1, 2, 3 books are allowed.
Epic Feats Category 1, 2, 3 books are allowed.
Items Category 1, 3 books are allowed. Customized items are allowed after DM approval.
Spells Category 1, 3 books are allowed.
Epic Spells Category 1, 3 books are allowed. Customized epic spells are allowed after DM approval.
Make sure your background has the following (lots of bonus XP will be awarded):
Appearance
Personality
Motivation
Resume Yes you can be a king if you wish. But give the timeline of important things you did until today, which is 1370 DR.
Clan If you have the Leadership, Epic Leadership or Legendary Commander feat, you can use any of the six main ability scores to determine your leahership score. Define your organization in your character sheet. The more details, the better.
Stronghold The campaign specific feat gives you a stronghold, for example a castle, a mage tower, a thieves's guild, a Paladin temple, etc.
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Campaign terminology:
Bhaalspawn (full strength):
1. (EX) Immune to normal weapons.
2. (EX) Immune to poisons, diseases, aging spells and effects (but not the epic spells and effects).
3. (EX) Dark vision 60ft.
4. (EX) Spell resistance 10 + ECL. Damage resistance 10\- + ECL.
5. (SP) At will spell like abilities (as free action, CL 20): cure light wound, inflict light wound, invisibility, see invisibility, hold person, dispel magic, teleport (stronghold* only).
6. (SP) 3/day spell like abilities (as swift action, CL 20): true seeing, tongues.
7. (SP) 1/day spell like abilities (as swift action, CL 20): dimension door, minor divine luck*.
8. (SU) fly 60ft (good), Bhaal's avatar*, amaze*.
9. You are a quasi god and have divine rank 0.
Stronghold (and the feat with the same name): As mentioned above.
Minor Divine Luck: Once per day, you can take back the actions of a single turn, or reroll a single dice twice and take the best of all three results.
Amaze: Once per day, you can spend a number of hours to exhibit your powers and attact followers. You can use any one of the six main ability scores. The number of attacted followers is decided by the DM. The number of total followers you can keep is decided by you leadership score.
Bhaal's Avatar: Once per day as a free action, you can switch to the form of Bhaal's avatar, which is in the form of an Infernal (from XHB and SRD). You accquire the extraodinary, supernatural and spell like abilities of the Infernal and keep those of your original form. This effect can not be dispelled or ended in any way, other than your own mind. You need to pass a will save (DC 35 + number of turns you stay in this form) to end the effect. If you fail the save 5 times consecutively, you stay in this form and lose your mind. In other words, Game Over for you.
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Epic Progression (modified from the Epic Handbook)
You can advance your classes after Level 20 normally, in addition, you receive the following boni:
1. +1 epic bonus on all saving throws at every level beyond 20th.
2. +1 epic bonus on all attacks at every level beyond 20th. You can't gain more than 4 attacks derived from your BAB.
3. One feat (which may be an epic or nonepic feat at the player’s choice) at every level divisible by three.
4. Upon gaining any level divisible by four, a character increases one of his or her ability scores by 1 point.
More Epic Item Craft Feats
1. Craft Golems.
Epic Spells
0. You need the Epic Spellcasting feat to develop and cast epic spells.
1. Unlike normal spells, epic spells are custom made spells that only the inventor knows how to cast. For details see the Epic Handbook.
2. Unlike normal spells, epic spells are powered directly from spellfire, hence require a spellcraft skill check. You can choose to power your normal spells from spellfire as well, which requires a spellcraft skill check of DC 20 + spell level.
3. If you are an arcane spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (arcana) divided by 10. If you are a divine spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (religion) or Knowledge (nature) divided by 10.
Divine Progression
You stop normal class progression at ECL 40. Instead, you progress in divine ranks. You keep all the class derived abilities. Starting from divine rank 1, you obtain the following boni:
1. +1 divine bonus on all saving throws at every divine rank.
2. +1 divine bonus on all attacks at every divine rank. You can now gain more than 4 attacks derived from your BAB.
3. One Salient Divine Ability at divine rank 1 and every divine rank divisible by three. You need to meet the requirement (some of them will be HRed).
4. Upon gaining any divine rank divisible by four, a character increases one of his or her ability scores by 2 points.
In addition, you obtain the following abilities at indicated divine ranks:
Divine Rank 0:
1. Immortality;
2. Maximum hit points for each Hit Die;
3. Deflection bonus to their AC equal to their Charisma bonus (or any ability score bonus);
4. For every 20 extra ranks a deity has in a skill, the deity’s synergy bonus from the skill (if any) increases by +2;
5. Immune to polymorphing, petrification, or any other attack that alters form; you can willingly surpress this immunity to receive such effects.
6. Immune to energy drain, ability drain, or ability damage.
7. Immune to mind-affecting spells and effects from mortals.
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House Rules on game play
0. Sorry but this game only accepts experienced player.
1. DM will roll all the die. You just need to concentrate on combat and RP.
2. You can use any of the six ability scores to decide your hp, armor, attack and damage bonus. But they will never stack with each other in any ways.
3. 30 seconds rule: If a player doesn't take action during his/her turn in 30 seconds (which is 5 times the actual length of a turn), he/she will delay to the next in initiative list. If the player miss all the creatures after him/her, he/she loses this turn.
4. All actions happen at almost the same time. So each player must declare his/her action when he/she is called to initiative. The DM will excute the actions and announce the result at the end of turn.
5. DM can disallow anything if he thinks it's breaking the game.
House Rules on game rules
1. Do not try to hack the game by abusing the system defects.
2. No free Wish before divine rank 1 by any ways. All wish costs gold and XP as described in the spell.
3. No free Epic spells by any ways.
4. No infinite spells, attacks by any ways.
5. Shrink item spell doesn't change the item's weight.
6. Halfling outrider's levels count towards his/her paladin level or druid level, not both.
7. You can't summon and/or control creatures with a HD higher than your caster level.
8. Cohort: you pay half of your cohort's XP, and 1/4 of his cohort's XP, and so on. For example, if you make a cohort with 40K XP, who has a cohort of 20K XP, then you pay 20+5=25K XP from your own XP.
9. No "Save or Die" Spells. They are changed to deal a huge amount of damage instead.
Destruction: Instead of simply destroying the target on a failed save, this spell deals 20d6 points of damage plus 1d6 points of damage per caster level, with no upper limit to its damage. If this damage reduces the target to 0 or fewer hit points, the target is destroyed utterly, as described in the spell.
Disintegrate: On a failed save, this spell deals 20d6 points of damage plus 1d6 points of damage per caster level, with no upper limit to its damage. If this damage reduces the target to 0 or fewer hit points, the target is disintegrated, as described in the spell.
Finger of Death: On a failed save, this spell deals 20d6 points of damage plus 1d6 points of damage per caster level, with no upper limit to its damage. If this damage reduces the target to 0 or fewer hit points, the target is slain.
Implosion: Each target that fails its save against this spell suffers 20d6 points of damage plus 1d6 points of damage per caster level, with no upper limit to its damage. If this damage reduces the target to 0 or fewer hit points, the target is killed, as described in the spell.
Prismatic Sphere, and so on: The green (poison) layer (or ray) deals 20d6 points of damage plus 1d6 points of damage per caster level on a failed save, with no upper limit to its damage. If this damage reduces the target to 0 or fewer hit points, the target is killed, as described in the spell.
Slay Living: See finger of death.
Wail of the Banshee: See implosion.
10. Limited Harm and Heal Effects. They deal (or cure) 10 hit points per caster level, to a maximum of 150 points at 15th level.
11. Capped spell effects.
Augury: The base chance for receiving a meaningful reply is 70% +1% per caster level, to a maximum of 90% at 20th level or higher.
Bigby's Clenched Fist/Bigby's Grasping Hand: The attack bonus of either spell is equal to your level up to 20th, then +1 per 2 levels thereafter. (Effectively, the attack bonus is equal to the base attack bonus of a fighter of your caster level.)
Circle of Doom: This spell is listed as dealing a maximum of 1d8+20 points of damage. This limit should probably be 1d8+25, since it's a level higher than inflict critical wounds (which also has a maximum of +20).
Creeping Doom: It seems hard to believe that a spell that covers a 20-foot-diameter spread could inflict its full damage on a single target within it in any given round. After all, not all of vermin are in each square, so it's not possible for the spell to inflict all 1,000 points of damage to, say, a single human unlucky enough to be the lone creature within its area. This spell fills 12 squares, so each square would have no more than (1,000 divided by 12) roughly 80 stinging bugs. For simplicity's sake, you could round this to an even 100, meaning that creeping doom would inflict a maximum of 100 points of damage in each 5-foot square per round. Thus, a human could suffer no more than 100 points of damage per round (since he takes up only a single square), while a cloud giant (who fills a 10-foot-by-10-foot area, or four full squares) could suffer 400 points of damage per round. (Remember that since each point of damage comes from a separate source, this damage doesn't force a Fortitude save to avoid death from massive damage.)
Fire Shield: The damage dealt to attackers should top out at 1d6+20 points of damage.
Harm: See "Limited Harm and Heal Effects," above. Heal: See "Limited Harm and Heal Effects," above. Heal Mount: See "Limited Harm and Heal Effects," above.
Healing Circle: Like circle of doom, this spell should probably top out at 1d8+25 points, rather than 1d8+20.
Mass Heal: See "Limited Harm and Heal Effects," above.
Protection from Elements: This spell doesn't list a maximum amount of damage absorbed. As a 3rd-level spell, it could top out as low as 10th level (120 points), but it wouldn't be terribly unbalanced to allow it to top out at 20th level (240 points).
Regenerate: This spell should probably cure a maximum of 1d8+35 points, rather than 1d8+20.
Spell Resistance: The maximum spell resistance granted by this spell should be 37 at 25th level.
Tenser's Transformation: The caster of the spell gains 1d6 temporary hit points per level and a +1 base attack bonus per two levels, up to a maximum of 20d6 temporary hit points and a +10 base attack bonus at 20th level. After all, beyond 20th level, the fighter and wizard both increase base attack bonus at the same rate, and this spell is designed to give the wizard a fighter's base attack bonus.
Wall of Ice: Just as for wall offire, a creature passing through a wall of ice should suffer a maximum of 1d6+20 points of damage.
11. Nonstacking Metamagic. You can apply metamagic feats no more twice per feat. A character who wanted to empower a fireball twice would thus have to take the Empower Spell feat twice.
12. Polymorph subschool: We use the rules on SRD, but change the limit of HD to ECL, so you can polymorph to a monster of ECL less than or equal to your CL. You can add class levels to the monster if you desire, but they have to be the same classes as yours, since you don't know other classes. You can acquire the supernatural and spell like abilities of another race if the spell says so.
(Effectively, you make another char of same or less ECL, same classes, for the racial abilities when they are desired.)
In addition, I will HR that you can only polymorph to creatures you have studied thoroughly.
to be continued as more game breaking issues pump out.
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Timeline of Important Recent Events
1358 DR
* Time of Troubles Ao forces the gods of Toril from their divine realms to seek the stolen Tablets of Fate. Much destruction is sown and many previously all-powerful deities are killed, including the entire Untheric pantheon
1359 DR–1360 DR
* The Tuigan Horde Yamun Kahan launches a massive invasion of Shou Lung and Faerûn. He swiftly conquers Semphar and Khazari but is turned back in Kara-Tur. Turning west, the vast horde of skilled horsemen attack Thay and Rashemen before sweeping along the Golden Way. The horde seemed unstoppable until Yamun was slain in battle with Azoun IV.
* Bloodstone Wars the nations of Damara and Vaasa are freed from the oppressive rule of the Witch King Zhengyi.
1361 DR
* Discovery of the New World The continent of Maztica is discovered and colonized by faerûnian explorers. Massive amounts of exotic goods and precious materials are exported back to Faerûn.
1362 DR
* A massive demonic and monstrous army attacks the Sword Coast but is defeated by an alliance of humans, elves and dwarves.
1369 DR
* Twelfth Serôs War The seas of Faerûn erupt in chaos when Iakhovas attacks several coastal cities and destroys a large portion of the Sharksbane Wall, allowing sahuagin to swarm into the western part of the Sea of Fallen Stars
http://forgottenrealms.wikia.com/wiki/Era_of_Upheaval (http://forgottenrealms.wikia.com/wiki/Era_of_Upheaval)