In 5 different parts of the City of Kings Port, five very similar notes are delivered...
Dear Sir/Madam,
It has come to the attention of House Galstaff that you may be looking for work.
If such is the case, please come to Galstaff Manor in the noble quarter by 11am this morning. Your efforts are sure to be amply rewarded.
Simon Rutledge
Seneschal, Galstaff Manor.
Looking up to the clock tower in the centre of town after finishing the note, you can see that it is just after 10.
The following rules will be used for character creation:
32 Point Buy stats.
Core Books (PHB 3.5, DMG) - no monstrous races
Spell Compedium, Players Handbook 2 and all 7 Complete Books are also available for use.
House rule: Open Lock is considered a subset of Disable Device. Spellcraft is considered a subset of Knowledge(Arcana) for arcane magic and Knowledge(Religion) for divine magic, attempts to identify across magic types, ie. Kn(Arcana) attempting to identify a divine spell, suffer a -5 penalty.
For those of you who wish to have a taste of the savage worlds system, your character may choose 1 Major Hinderance or 2 Minor Hinderances to gain access to a single bonus chosen from the list below.
Minor Hinderances
Spoiler:
Anemic - -4 on all saves versus Poisons, Disease and Envornmental Effects (such as extreme cold)
Big Mouth - -5 on all Bluff and Diplomacy checks
Code of Honor - Paladin-like code of ethics (not available to any classes capable of casting divine spells)
Habit(Minor) - Annoying habit gives -2 to all CHA based checks
Impatient - May never delay or ready an action.
Obese - Character is severely overweight +1 Natural Armor, -10' move
speed. May not gain Brawny.
Pacifist(minor) - Will only fight in self defence.
Phobia(minor) - -2 on all attacks, saves and checks when in the presence of your phobia chosen from the following list: (Blood, Darkness, Death, Enclosed Spaces, Heights, Insects, Magic, Rats, Reptiles or Water)
Major Hinerances
Spoiler:
Bad Eyes - -4 on all Attacks and visual skill checks concerning a creature or object more than 5' away.
Bad Luck - Automatically fail on all rolls of 2 as well as 1
Elderly - Start 1 age bracket higher(-1 STR DEX and CON, +1 INT WIS and CHA)
Habit(Major) - Heavily addicted, fatigued if deprived of habit for more than 24 hours, Fortitude save every 24 hours thereafter to avoid exhaustion.
Heroic - Cannot say no to a call for help.
Pacifist(Major) - Will not fight any living creature under any circumstance.
Phobia(Major) - -4 on all attacks, saves and checks when in the presence of your phobia chosen from the following list: (Blood, Darkness, Death, Enclosed Spaces, Heights, Insects, Magic, Rats, Reptiles or Water)
Young - -6 Points with which to purchase ability points on creation, count as 1 size category smaller whenever beneficial.
Bonus Abilities
Spoiler:
-- Requiremants listed in brackets if needed () --
Arcane Resistance - +2 to armor class and on saves vs magical effects.
Attractive (CHA 15) - +4 on all CHA based checks.
Beastmaster (Animal Companion or Familiar) - Add 2 to your effective level when determining advancement of your animal companion or familiar.
Brawny (STR 13, CON 13) - +4 to STR when determining carrying capacity, +1 Natural Armor.
Common Bond - All assist checks give a +3 bonus instead of a +2.
Danger Sense - +4 bonus on spot and listen checks to detect an ambush/danger.
Dead Shot (DEX 15) - +1 to all ranged attack critical multipliers.
Giant Killer - +4 on attack and damage rolls against larger opponents.
McGyver - +5 on Craft checks to improvise temporary items, +2 on Disable device.
Quick (DEX 13) - Reroll initiative check when rolling 7 or less on a d20(unmodified)
Rapid Recharge - Halve the amount of sleep required each day for the purposes of spell preparation.
Rich - Triple starting funds.
Scholar (INT 15) - Choose 2 Knowledge skills to be class skills and gain +2 on all checks with either.
Tough as Nails (CON 15) - 20% chance to stabilize each round when dying. Gain an additional hit point when healed while dying.
The Nation of Valusia was a bright and shining jewel. The great race wars were long over, the people were free, and true evil had been scattered to the dark bowels of the world.
The King of Valusia sat upon his throne and ruled his peaceful kingdom and its honest citizens with a firm yet fair grip.
This is a game converted from another system (namely Savage Worlds) into D&D 3.5e. Depending on how many signups I get I will run either 1 or 2 groups.