Campaign of the Month: January 2014
Greyhawk 937 CY: The Age of Steam
- Roll 4d6 and drop the lowest die six times to generate ability scores.
- Gain two additional bonus feats at creation. These should be used to purchase feats that relate to your character’s background, personality, fighting style or anything that helps build character.
- Maximum hit points for first level. Roll for every level after.
- All classes get a minimum of 4 skill points per level. Barbarians and Monks get 5 per level.
- Bonus skill points may be awarded by the DM based on character backstory requirements.
- You can earn 2 skill points for extended downtime study with a successful intelligence check.
- Character can spend 5 unused skill points to buy a new feat on DM’s approval.
- Each ‘primary’ spellcaster (clerics, wizards, druids, sorcerers) gets 2 x their primary ability bonus x their level in spell points each day. Primary ability bonus is Wisdom for clerics, Intelligence for wizards, and so on. So a 5th level wizard with a 17 Intelligence has 30 spell points per day.
- Each ‘secondary’ spellcaster (rangers, bards, paladins, etc) gets 2 x their primary ability bonus x (level-4) spell points each day. So a 7th level ranger with a 16 Wisdom has 18 spell points per day.
- Most spells cost 2x their level in spell points to cast them. A fireball costs 6 spell points (or mana, if you like). Exceptions to this are teleportation spells, (mind-affecting) Enchantment spells, Summoning spells, and specific powerful magic such as Wish, Resurrection, and so forth.
- Instead of raising the casting level of the spell, metamagic feats add a casting cost of 2 extra spell points per level it would have raised the spell. If you stack on metamagic feats to the point where the casting cost of the spell is doubled, the caster must make a Constitution check to add any more.
- The Remove Spell Component metamagic feat only works on spells of up to 5th level, or spells with material components costing less than 1000gp.
- Spell points can be stored in specially prepared magical items, like batteries. For every 2 points you squirrel away, you can get 1 point out.
- Experience earned for creating your own spells goes like this: 200 exp for each level of the spell (as in, a 3rd level spell = 600 yummy exp), + 100 xp for each point you exceed the DC by. So if Nalia needs a Spellcraft check DC 20 to create her new 3rd level spell, and she rolls a 14, adds her +12 Spellcraft to the roll, she’s got a 26. She then gets 600 extra experience on top of the 600 for creating the spell. This reflects the extra insight and effort that represents, and also makes up for the fact that it’s a lot easier for a fighter to earn experience than for a mage, on average. It might seem extreme at lower levels, but it actually balances out nicely, since lower level spellcasters make lower-level spells, and don’t have as many points in their Spellcraft skill to begin with.
- Critical hits do not need to be confirmed.