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The Ever-growing Pile of Notes:
Character Generation
Includes percentile rolls
(chances for something unique), region of birth (grants additional feat &
skill, choice race & sub-race, detailed fleshing out of the character,
rules for rolling ability scores, selecting the class, and buying equipment.
Special Races
Includes a fairly long
list of playable races beyond those given in the Player's Handbook.
Some are more powerful than others and thus will be harder to obtain.
Some are unique; others just...different.
Special Classes
Includes a fairly long
list of playable classes (from 1st level) beyond those give in
the Player's Handbook. All these are truly "special" in that
they are designed to be more powerful than the core classes. They are
also more difficult to obtain, and the most powerful will rarely be played.
Every core class has a corresponding special class.
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House Rules
Every way we've tweaked
the core rules should be given a write-up here. Special combat rules,
tweaks on spellcasting, and a whole lot of miscellaneous stuff.
Supplemental Charts
Includes charts for
critical hits, critical misses, spell failure results (wild magic), a list
of phobias, descriptors for the various ability scores, and book titles one
might find on random shelves.
Appendices
Here you'll find the
Character Sheet template. Also, supporting documentation
for many of the unique characteristics of this campaign, including the
exhaustive Miscellaneous Percentile table, Regional Benefits table, summary
of the pantheon, a revised aging effects table, everything you'd like to
know about alchemy, and a primer on socketed magic items.
Articles
I've written a few
things about this game, but never published any of it. This is my
forum. Also includes an extremely good article by M. Joseph Young.
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