
GM Black Knives |

Lemme say a bit about myself I've been playing d&d in all of its forms since 1978. I've been both a dm and a player in at least 20 tabletop games. 2-3 of which lasted over a year and one of those took 4+ish years. I've played every class, I've moaned and groaned about rules I didn't like. I've played every campaign setting tsr has thrown out of its doors and then some. While I haven't dmed in 11 years or so. Mostly cause of rules I dislike immensely and I've listed those below under house rules. When I finally found a campaign world I like, I couldn't find any players I come on these forums and see people clamoring for eberron and go hmm might be time to try out dming again but that's beside the point. (I play in at least 2 other campaigns at this time along with starting this up.)
The Flame has gone out of its way as of late to make every one of its neighbors anxious and weary. Clandestine raids into neutral nations and against dragonborne houses hasn't won them any love on these fronts either.
Someone has even gone as far as to say the Flame is just a front for a power hungry religious zealots, and a dragon has been working behind the scenes trying to expose these individuals.
Do you have what it takes to raid against one of the most powerful groups in the world. If so a mysterious figure in skarn politics is looking to recruit you. The emerald claw is more active these days as well operating with impunity near church areas.
Basic Premises
1. As the majority of the flame is honest and good. Making attacks against their assets requires a certain bit of hostility and well frankly evilness therefore no one may serve the flame. If you wish to be a paladin you must choose a different Lawful Good Deity or just the ideals of paladin hood! And you best be willing to bend some of the rules of being paladins. In other words Lawful Good is discouraged! I will overlook minor offenses against your alignment/religion i.e. slaying of flame church members who are zealots and I determine zealot status!(this is a last resort entirely!)
1a. No player may be ce but I will allow le and with a good back-story ne!
2. This is a 60/40 campaign meaning 60% of your actions will involve little to no combat and the remaining will involve heavy combat
3. Some heavy rule modifications are present
4. Since I’m looking for 6-8 players’ combats are at least cr8 to begin!
5. You must be willing to work for a hidden factor! Which depending on how long the game continues may NEVER come to light!
Players may begin at 4th if they choose this option I’ll allow up to 3 racial challenge rating
Players may begin at 5th if they choose this option I’ll allow 1 or 2 racial challenge rating
Players may begin at 6th if they choose this option for standard races
Stats
5d6 drop 2 lowest dice
Assign as wanted
Then raise any stats below 12 to 12.
You may not drop a stat below 10 with racial penalty or raise it above 24 with bonuses
2 talents with option of 3rd with disadvantage
Plus Every character receives the following talent free.
Talent
Strong Power Reserve
Effect: 5% bonus to SPP
Max Hp to begin (yes that means all levels you start with
Not racial hd these are limited to 2 being maxed)
Beyond this your hps will raise according to this chart
d6 4.5
d8 5.5
d10 7.5
d12 8.5
All other racial bonuses are included
Not Playable Classes: Hellenic Sorceress, Deathmage, Dragon Rider, Malefactor, wilder
All other classes and all feats are possible
All equipment is acceptable
Players may only spend 2500gp or less on a single item
Rules on Classes
Paladins are frowned upon! not because of the class but because of the starting alignment of LG!
Any class that requires LG alignment must be played carefully! NO CE classes sorry I don't like this alignment as they are allowed to do as they please without
Repercussions (IE I don't allow murdering of non zealot flame members!) If you wish to play a CE
Class you must set your alignment to NE and I will allow this!
Psionic are allowed for 1 player in the group must be a psionic race
Clerics receive both spells for their 2 domains IE if your healing/sun then you receive the healing and the sun domain spells
#1 Massive damage is a moronic rule it doesn't exist Period! No Player Can Die from a 50+ damage attack till their HP drop below -Con.
#2 Undead Characters are extremely rare if you want such a thing you are to use the elf rule stating you are healed by positive energy!!!!! No Exemptions!!!!!
OK I understand this is a controversial change to the rules as its very rarely if ever used but i as a player and a dm consider it to be a paramount importance. If you can't accept this I am sorry but the change isn't negotiable.
#3 Magic is different in my campaign or at least the cast per day rules are!
D20srd website with original spell point vrs spell slots
For the list on spell point gained per level for each caster type A,B,C,D,E
spreadsheet for spell points
Spell Point Rules vs. Spell slot and extra sub rules
Spell Casters are divided up into 5 categories based upon spell slots
A. Ranger, Paladin, Anti-Paladin, Vanguard
B. Bard, Alchemist, Inquisitor, Magus, Summoner, Schooled Bard, Archon
C. Wizard, Cleric, Druid, Witch, Hedge Witch, Shaman
D. Specialist Wizard, Priest
E. Sorcerer, Oracle, White Necromancer, Magister, Eldritch Godling
Feat
Extra Power Potential
Effect: +2 Concentration and 5% bonus to SP
Universalist wizard
Upon Reaching 5th Level receives a 5% boost to SP
Upon Reaching 15th Level receives a 10% boost to SP
Yes Specialist wizards don't receive this as they already get 20-30% more pp than a universalist does!
All B Class Casters receive 5% Boost to SP at 10th Level
All A Class Casters receive 2% Boost to SP at 6th level and the fortitude feat automatically so plan for it.
Divine/Natural Favor
All Divine spell casters receive 3% Boost to SP at 4th Level
Further this boost goes to 5% at 12th level
Because of the strength of magic in eberron all casters receive 5% bonus setting to sp
No spells like mnemonic enhancer- There is no way to increase your sp per day thru use of magic short of Limited Wish/Miracle/Wish or magic items. If you can design a feat/what have you that allows for said ability and give it to me I may allow 1d4's once to thrice per day.
Magic Item Rule differences.
Pearls of power give 1,2,4,6,9,12,16,20,25 SP depending on level instead of spell slots.
Rings of wizardry/divine might reduce sp cost of spells
1 will provide 5 per day
2 will provide 4 per day
3 will provide 3 per day
4 will provide 2 per day
5 will provide 1 per day
1-3 will provide 10 points per day useable in 1-3 units
Wands/Staffs/Rods have exactly the number of SP to use said spell the number of times equal to the number of charges remaining (a no BRAINER!!!)
PP Regen Rate is 1/4 spent PP every 2 hours of rest.
Active PP Regen rate is 1% of your PP per hour.
This rule being the one rule that is hard to understand is listed last but applies to all spellcasters
every die of damage above normal(ie fireball 5d6) costs 1 spellpoint extra (this evens out the potential for misusing spells that cost half but do the same damage!)
say a 9th level Generalist Wizard wants to cast said fireball and he wants to cast it doing all 9 dice, we take the base of a 3rd level spell cost and apply which is 4 you add 4 dice of damage which is 4 so 4+4 is 8 you must spend 8 powerpoints to cast said spell where as if you had cast a 5th level 9d6 ice storm you would spend 9. So you see that the difference in cost isn't that great 8 vrs 9.
Meta-Magic Feats Increase the spell cost in proportion to the increase in level its cast at thus a fireball w/quickened would be cast as a 4th level spell and cost 6 before the above rule would apply to increase damage dice.

Alex Mack |

Okay I'm interested in everything Eberron and share a strong dislike for the Silver Flame. However you're gonna have to clarify a few things.
- As to the allowed resources I'm a bit confused. Are we talking Pathfinder here or 3.5 or both?
-That Excel sheet makes 0 sense to me and I tried and my day job is interpreting statistics...My main quip being my inability to understand what the combination of Caster level and SPP is supposed to mean.
-What is the difference between SP (Spell Points) and SPP (SpellPowerPoints?) and wouldn't it be far simpler to just use the basic rules on spell points?

GM Black Knives |

1. if 3.5 put before me as i dont all the books
2. what class find letter with class name A,B,C,D,E
OOPS missing a part sorry
A casters who max at 4th lvl spells
B casters who max at 6th lvl spells
C casters who max at 9th lvl spells
D specialist casters " " " 9th " "
E Intuitive spell casters " " " 9th " "
find level look
4th
0
5
9
10
12
SPP
5th
1
8
11
18
20
SPP
6th
1
10
17
24
28
SPP
ok can see how that's confusing caster level is class level in the spell casting class, as sp don't stack between arcane and divine sources
3. sorry my mistake spp should be spb for spell point base to get final sp take spb(spp) add bonus for stat then multiply by total % percentage bonus (between 5% and 20%) or in my campaign 10-25%
reason i did this is spell while powerful can and should be more prevalent in a casters plans (gives leeway and flexibility)!
and the basic is exactly the same as the psion power point cost list
at 4/4/4/4/4/4/4/4/4 which is 344 in base a wizard universalist difference between the 2 is mines 46 more or 380 (not much)

GM Black Knives |

Possibly interested, but I'm also confused, is it 3.5 rule set, or Pathfinder Rule Set?
Ok I have many 3.5 books and some of 3.0 so I'll allow just about any race and almost all psion classes if I can get the information on it.
Pathfinder is though the primary source of information I'll be using, and conversion from one to the other is fairly easy.

GM Black Knives |

I might be missing it, but what is the starting level for this campaign?
Players may begin at 4th if they choose this option I’ll allow up to 3 racial challenge rating
Players may begin at 5th if they choose this option I’ll allow 1 or 2 racial challenge ratingPlayers may begin at 6th if they choose this option for standard races
basically CR 6-7 each individual
Players with standard races may receive some additional bonus of some kind.

Captain Fremont |

As for races, do you want us to go ahead and draw from races that already have rules for creating player characters,
Such as a Werewolf is CR 2 and a Drow Noble is CR 3.
or will we be using some sort of rules to play more monstrous and/or unstated creatures,
Such as an Imp is CR 2 and a Air Mephit is CR 3.

GM Black Knives |

I could see you being one of the last of the were creatures but your gonna have to keep it from anyone outside the group from finding out. The flame supposedly wiped out all weres in Eberron. I can see revenge being your prime response to doing what your doing.
Unstated or Monsterous races are perfectly acceptable.

mdt |

I believe he's using the 'Monsters as PCs' rules from the PF Bestiary, given the way he stated it.
So, would an Atomie (CR 1) be acceptable as a player character? CG fey sprite. I could see one wanting to stop the raids into her forest territory. Either a knife adept rogue, or possibly a Druid/Sorcerer/Mystic Theurge (given the recent ruling on spell like abilities counting).

Void Dragon |

Just to make sure I'm not over stepping before I start, but would you mind if I made an Occultist?

GM Black Knives |

Just to make sure I'm not over stepping before I start, but would you mind if I made an Occultist?
Have no problem ive been thru all the classes on the pfsrd20 web page and put only a few classes into no can do for one reason or another.
Just to reiterate and ill give reason behind each one
Not Playable Classes:
Hellenic Sorceress Frankly your getting the same as another class
Deathmage again same as another choice
Dragon Rider Dragons are pets in eberron so cant have this
Malefactor The penalty hurts the party the same as the enemy
Wilder only psion class that's unacceptable why cause its just a watered down psion that's why LOL.

Captain Fremont |

I believe he's using the 'Monsters as PCs' rules from the PF Bestiary, given the way he stated it.
So, would an Atomie (CR 1) be acceptable as a player character? CG fey sprite. I could see one wanting to stop the raids into her forest territory. Either a knife adept rogue, or possibly a Druid/Sorcerer/Mystic Theurge (given the recent ruling on spell like abilities counting).
My question is how you would determine what bonuses they get to their stat rolls.

GM Black Knives |

Stat rolls are 5d6 Drop 2 lowest and raise any stat below 12 to 12
If the race has a stat bonus you get it. If it doesn't you get the standard 2Physical/2Mental/-2Mental or +2 in one stat of choice! Be reasonable pick a combo that fits. Most cr 3 or lower monsters have a stat array you should pick +2 in the highest physical +2 in the highest mental and place the -2 in the lowest mental.

GM Black Knives |

I'll have to wait until I get home to put up more information on what I wish to make considering that is where my books are. Will be allowed to use Dragonmarks?
Perhaps a character sent by his house to help make sure that the raids stop.
Yes but you cant be a heir till you meet the prereq's.

mdt |

For racial stat bonuses, it's the same as it was in 3.5.
If it has racial hit dice, you subtract 10 or 11 from the score (10 for even scores, 11 for odd scores), and the remainder is the racial bonuses.
For races that don't have racial hit dice, there will be text in the entry telling you what it is.

mdt |

Stat: 5d6 ⇒ (3, 3, 3, 2, 4) = 15 -> 10
Stat: 5d6 ⇒ (1, 4, 3, 4, 1) = 13 -> 11
Stat: 5d6 ⇒ (6, 3, 1, 2, 5) = 17 -> 14
Stat: 5d6 ⇒ (1, 6, 5, 6, 6) = 24 -> 18
Stat: 5d6 ⇒ (6, 2, 6, 3, 1) = 18 -> 15
Stat: 5d6 ⇒ (1, 2, 3, 6, 4) = 16 -> 13
Not awesome, but not bad either.
Atomie Modifications (As best I can figure from Bestiary entry)
CR Adjust : -1
Size : Diminutive
Stats : STR -4, DEX +6, CON +2, WIS +4, CHA +8
Speed 20 ft., fly 50 ft. (good)
Weapon Proficiency : Rapier
Skills : +4 Acrobatics for Jumping
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 6th; concentration +10)
Constant—speak with animals
At will—dancing lights, reduce person (DC 15)
3/day—invisibility (self only)
1/day—shrink item

Void Dragon |

5d6 ⇒ (1, 6, 6, 4, 1) = 18 16
5d6 ⇒ (4, 2, 3, 2, 1) = 12 9 raised to 12
5d6 ⇒ (2, 4, 5, 2, 6) = 19 15
5d6 ⇒ (2, 4, 6, 5, 3) = 20 15
5d6 ⇒ (1, 4, 3, 6, 5) = 19 15
5d6 ⇒ (5, 6, 4, 6, 2) = 23 17
One question on the racial challenge rating. Would that also apply to templates such as half-celestial, half-fiend, or half-dragon?

DoubleGold |

how many race points are in a race rating?
5d6 ⇒ (5, 3, 6, 6, 4) = 24 17
5d6 ⇒ (3, 3, 3, 6, 4) = 19 13
5d6 ⇒ (4, 3, 6, 6, 5) = 24 17
5d6 ⇒ (6, 4, 4, 2, 5) = 21 15
5d6 ⇒ (2, 6, 5, 1, 6) = 20 17
5d6 ⇒ (1, 1, 3, 5, 1) = 11 12
LoL, and I though my nightmarish campaign redux was OP, but this is off the charts. I make up for it though by being gold tight and putting in harsh combats, and so does this one. This seems a lot more gold tight than the campaign I have, considering the players will only get 2500 gold to start with.
Also
Strong Power Reserve
Effect: 5% bonus to SPP
What is SPP?

Void Dragon |

Here is the general build of the character I have right now.
Half-Dragon (Green) Human level 5 Occultist
STR: 15 (+8 half dragon)= 23 (+1 level 4 increase)= 24 (+7 modifier)
DEX: 15 (+2 Modifier)
CON: 16 (+6 half dragon)= 22 (+6 modifier)
WIS: 12 (+1 modifier)
INT: 15 (+2 half dragon)= 17 (+3 modifier)
CHA: 17 (+2 half dragon, +2 human)= 21 (+5 modifier)
Natural Armor +4
Fly 60 ft. (average)
Darkvision 60 ft., low-light vision, Immunity to sleep, paralysis, and acid energy damage
2 claws 1d4 each
1 bite 1d6
HP:70 (5d8+30) Initiative +2
BAB: +3 CMB +10 CMD 22
Fort +10, Reflex +3, Will +5,
Max Spirit level 3rd
Skills (4+3+1+1=9 per level)
1.Bluff +13
2.Diplomacy +13
3.Linguistics +11
4.K. Arcana +11
5.K. History +11
6.K. Religion +11
7.K. Planes +11
8.Perform (Comedy) +13
9.Spellcraft +11
Feats
1. Capstone Binding
Bonus (human). Flexible Pactmacking
3. Armor Proficiency Medium
Bonus (occultist). Rapid Recovery
5. Armor Proficiency Heavy

GM Black Knives |

3. sorry my mistake spp should be spb for spell point base to get final sp take spb(spp) add bonus for stat then multiply by total % percentage bonus (between 5% and 20%) or in my campaign 10-25%
reason i did this is spell while powerful can and should be more prevalent in a casters plans (gives leeway and flexibility)!
and the basic is exactly the same as the psion power point cost list
at 4/4/4/4/4/4/4/4/4 which is 344 in base a wizard universalist difference between the 2 is mines 36 more or 380 (not much) about 8.5% and my high level spells cost more

GM Black Knives |

LoL, and I though my nightmarish campaign redux was OP, but this is off the charts. I make up for it though by being gold tight and putting in harsh combats, and so does this one. This seems a lot more gold tight than the campaign I have, considering the players will only get 2500 gold to start with.Also
Strong Power Reserve
Effect: 5% bonus to SPP
What is SPP?
SPP should be spb or spell point base.
Nearest multiple of 10 determines
1+ is 10
2+ is 20
3+ is 30
2500 is most spendable on any one item
4 6,000 gp
5 10,500 gp
6 16,000 gp

DoubleGold |

If you really are using monsters as races rule, then how do you feel about magical beasts, since they don't have int of 3, but at 10 or above, so it would make sense. It doesn't say what the racial modifiers on stats would be just skills, so I would need to know what the stat modifiers are, other than just the ones for being large sized. Of course though I would be able to understand language only but not speak it. I won't be able to use weapons, but I'm sure armor can be custom made to fit the creature. It would most likely be a spellcaster of some sort using its front leg to cast.
Unicorn

GM Black Knives |

unicorns are lg creatures and are definetly smart enough for classes most are druid but any spell caster is fine, horn is there wand.
For racial stat bonuses, it's the same as it was in 3.5.
If it has racial hit dice, you subtract 10 or 11 from the score (10 for even scores, 11 for odd scores), and the remainder is the racial bonuses.
For races that don't have racial hit dice, there will be text in the entry telling you what it is. just as mdt said.
eventually will want polymorph or something like that.
your racial stat bonuses
Str 8
Dex 6
Con 6
Int 0
Wis 10
Cha 14
yes unicorns are powerful. If you want more levels take away 1hd per level and -1 to str,dex,con and -2 cha. if you want 6th level your bonuses would be 6,4,4,0.10,10.

DoubleGold |

unicorns are lg creatures and are definetly smart enough for classes most are druid but any spell caster is fine, horn is there wand.
For racial stat bonuses, it's the same as it was in 3.5.
If it has racial hit dice, you subtract 10 or 11 from the score (10 for even scores, 11 for odd scores), and the remainder is the racial bonuses.
For races that don't have racial hit dice, there will be text in the entry telling you what it is. just as mdt said.
eventually will want polymorph or something like that.
your racial stat bonuses
Str 8
Dex 6
Con 6
Int 0
Wis 10
Cha 14yes unicorns are powerful. If you want more levels take away 1hd per level and -1 to str,dex,con and -2 cha. if you want 6th level your bonuses would be 6,4,4,0.10,10.
This is a cr 3, so it would have to be level 4, as by your rules.
Really, I get a plus 8 to strength, plus 6 to dex, etc...?That would put almost every single one of my stats to 24, or the maximum allowed. If that is true, I wasn't even trying to be powerful, just unique.They have 3 racial hit dice since they are CR 3?
Also, wouldn't he be level 1, since the 3 racial hit dice would treat him as level 4, or no?

DoubleGold |

Bounty hunter unicorn if that is okay. Most of my bonus feats would be fleet constantly, with a few others taken, since most feats won't do me much good since I can't use weapons or do certain things since I'm not humanoid. So by level 20 I'd be really fast.
Although I can't do a lot of things as an animal, so those huge bonuses for all those stats if you are right is not as powerful as I think. I can't climb, because that don't make sense, I can't use diplomacy, because I can't talk, sleight of hand wouldn't make sense, and I can only understand but not speak languages, so linguistics and int bonus would only affect half as much. Craft or disable device I would assume cannot be used. Disguise wouldn't make any sense, so basically it would be knowledge, acrobatics, stealth and a few other skills I would be limited to. Ride doesn't make any sense either, unless that skill would apply to people riding me.

mdt |

You have it almost right Double, they'd be 2 with 4 levels of class. And yes, high stats. However, you're a horse. You can't do a lot of things others can, you can't use a lot of equipment others can. I have a unicorn cohort in a game, and she's got a LOT of limitations (lower hit points, no ability to manipulate things, no way to climb things), so you're a powerful invalid in the wrong situation. So it balances out.
The reason it CR 2 + 4 class levels is that you get to drop a CR when you hit 3rd class level, and gain a new class level. That's because the racial bit becomes less and less useful. However, that's all you can drop from a CR 3. So, your unicorn would always be 2 class levels behind someone who was, say, a drow or hobgoblin or elf or whatever.
As to talking, unicorns have always been able to talk in the stories I've ever read. Up to the GM though. I do play an Awakened Lynx in another game, and yes, he can't talk. It's very frustrating at times.

GM Black Knives |

reason i put 1&2 together is it wont go below +1
+1 will be lvl +1 all the way to 20
+2 wLL become lvl +1 at 3
+3 will drop to lvl +2 at 3 and lvl +1 at 10
that's how it works and why i allow up to +3
unicorns are intelligent enough to speak, the idea of one bounty hunting is intriguing, probably should answer why and why your willing to associate with humanoids. This could be as simple as flame sent say agents too your woods to kill a reported were and botched the job or what have you. Revenge I find like I've said before is a good motivator!

Jubal Breakbottle |

5d6 ⇒ (6, 6, 4, 6, 4) = 26 18
5d6 ⇒ (4, 6, 5, 3, 1) = 19 15
5d6 ⇒ (1, 4, 4, 2, 1) = 12 10>12
5d6 ⇒ (2, 4, 5, 1, 6) = 18 15
5d6 ⇒ (5, 1, 4, 3, 2) = 15 12
5d6 ⇒ (2, 5, 1, 3, 4) = 15 12
Stat array 18, 15, 15, 12, 12, 12
GM, your house rules are confusing. Would you please copy them into the campaign info tab? Then, we can use the most clarified rules set.
I want to play a bard, spell points are not a stretch, but you have so many 5% bonuses I need to understand the math.
thanks