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Old 09-09-2009, 03:13 AM
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petersohn petersohn is offline
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The rules

Houserules:
Multiclassing: If you take on a new class (that you have no levels before), you must announce it one level before. For example, you are a 2nd level fighter, and you decide to multiclass to wizard. When you level up, you take a level of fighter (the only class you have levels in, so you are a 3rd level fighter), but say that you decided to start learning wizardry. Next level, you gain a level of wizard, so you are a fighter 3/wizard 1.
This rule is basically because I want to know what kind of characters there will be in the party even if you chose a 2 HD race.

Flaws: You may (but it's not necessary) chose one flaw from this list, in exchange for a bonus feat. This simulates wounds you got from torture. If you chose a flaw, you must include in the description how you got that. For example, you got so many scars that you get wounded more easily (Frail, -1 HP each level).

LA buyoff enabled.

Race adjustments:
Every race has the stats described in the "<race> as characters" section in the MM. Exceptions:
Goblins: Drop the -2 CHA penalty, and add +4 to Climb checks.
Kobolds: Drop the -2 CON penalty, and add +4 to Hide checks.
If you have light sensitivity, you can drop it if you replace darkvision with low light vision (since it will mostly be an outdoor campaign).
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Last edited by petersohn; 09-09-2009 at 04:33 AM.
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Old 09-09-2009, 03:14 AM
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Starting equipment: Since you just escaped from a prison, you start with the only equipment you could salvage from the battlefield, plus some gold.
Starting gold: 2600 gp.
Starting weapons: Roll a d100.
01--50: Nothing
51--70: 1 longsword
71--90: 1 longspear
91--100: 1 light crossbow + 1 Brassmoon City quiver*
Starting armor: Roll a d100.
01--60: Nothing
61--100: 1 breastplate

Note: these equipment are medium-sized. You will be able to get other equipment soon enough.
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Last edited by petersohn; 09-09-2009 at 03:16 AM.
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Old 09-09-2009, 03:21 AM
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Brassmoon City quiver:
Minor magic item.
Holds 10 bolts of the following stats: -1 damage, 1.5x range increment.
Automatically regenerates bolts in 1 hour.
The bolts are so fragile that they easily shatter if you store them anywhere but their original quiver (so no spawning ).
Base price: 100 gp. Individual bolts have no value.
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