| Goth Guru |
Kingdom of Dorkoff(A scathing parody)
This continent is drifting at the far edge of Limbo, surrounded by the foamy sea.
Rules: All spells are cast with skills. The verbal component is Knowledge Arcana. The DC is 10+Spell level. The Somatic component is Spellcraft. The DC is 10+Spell level. Any fumble causes wild magic. Any GM or player can add a maximum of 5 modifiers to any die roll. Character levels 1-10 can cast 0-5th level spells. Character levels 11-20 can cast 5th to 9th level spells. Epic level, 20-up can cast Epic level spells.
Getting There: There are cursed games that suck characters into there. If the box is opened, all characters within 50 feet must Dex. save DC20 or be sucked in. Beings born there are known as free spirits. They have opposite elements such as cat/dogs, elf/orcs, anthropomorphic(Animals with almost all the traits of people) and a human with golem parts. They are each born at a separate save point. When they die or are destroyed they return to their save point healed but without their gear, including clothing.
Classes: For natives. Creatures drawn in will use their own classes.
Smarty Pants. All intelligence based class abilities.
Wise Acre: Can draw clerical magic from ideas and concepts. Has Wisdom based class abilities.
Dexterous crook. Like a rogue but all class abilities are Dex based.
Muscle Head: Has all strength based class skills. Gets a feat and a plus to attack every level.
Health Nut: All Constitution based class abilities + Rage.
Stuck Up Joik: All charisma based Class Skills including lay on hands and bard song.
Signature
Warning, my spelling is very bad.
Leave no pun behind.