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World Erata

All characters start off with being Zero (0) level. This means that they automaticaly start with 4 hit points (adjusted by Con, max of +2), one non-weapon skill, & one weapon skill (dagger, knife, or staff recomended).

This world is run on a silver standard, take all costs in the Player's Handbook and Dungeon Masters Guide and reduce them one level (electrum is not used as coinage). The cost of magic items vary from region to region and do not always subscribe to this rule.

Initiative is determined by a d10 ( a round is broken into 10 6 second segments), a 1 is the first segment, a 10 the last. The characters actions start at this point in the round. Thus a mage casting a 4 segement spell with a roll of 3, starts to cast his spell in segment 3 and finishes in segment 7, any damage he takes in those segments may cause his spell to fail, unless he saves against Breath Weapon.

A new skill is available to Wizards & Rogues, Advanced Combat Survival (ACS). This skill reflects some of the advanced training granted to Priests & Warriors. This skill grants 1 extra hit die (d4 for Wizards, d6 for Rogues), with applicable constitution bonus included. This skill can be bought by characters of 1st level and above, but can only be aquired once per level.

Mortals are not able to Tri-Class, this is only an option allowed to Demi-Gods. Player characters are able to Dual Class, so long as their race is able to be that class (it is very, very rare to have a dwarven mage, and a dwarven illusionist is unheard of). In balance of this there is no racial limitation as regards to class level.

Character kits from the Kit Books are open to discussion, and will most likely be allowed provided the kit in mind has a place in the world. Rarely will a Dual Class Character be allowed a kit, never 2 kits.

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There are places of High, Low, Wild, and Non magic in this world. These areas have not recieved any real research to date and what research has been done is not common knowledge. What the indiviual character may know will be determined by his class and alliances, among other factors.

Mages and their Specialist Bretheren are able to cast any of the spells they have in their spell book, and they do not need to study their spells each day. However each day they do not study a particualar spell increases the chance of a mis-cast. Priests also do not specify which spells they are praying for on a specific day, they just do their daily prayers and are granted access to their spells, provided they are in good standing with their Diety.

In times of emergency a Mage may cast a spell when he is otherwise drained of spell points. To do this the mage specifies what spell is being cast, rolls a saving throw vs spells and if succesful the spell will go off. The power for this spell is taken from the Mages own hit points, roll 1d4 for each level of spell and this is the amount of damage the Mage takes to cast the spell.

Mages are allowed to wear padded, leather & Elven chain mail armors at no penelties to spell casting.

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Priests are those called to serve a specific diety. A Cleric is one that serves one of the great Philosophies: Good, Law, Evil, or Chaos. A Cleric can call on aid from any temple or priest that partakes of that Philosophy (ie a cleric of good can ask for help from any temple or priest that serves a _G diety. All priests are specialy priests and gain special abilities from serving a specific god. A cleric gains special abilities against its opposing Philosophy.

Priests & clerics serve one of three forces: Gods, Forces (the 5 Elementals), or the 4 Philosophies.

Unless specified by the priesthood description, a priest need not be of the same alignment as the diety. The priest may differ in one of the Philosophies (NG diety, LG or CG priests are alowed). Unless the description specifies the priest as a druid, their servants may be of an aligned Philosophy (NG, NE, LN, CN).

At any and all times the DM reserves the right to do things not easily explanable in game terms, these events are for the enjoyment of all and will not be unbeatable death traps.

Sent any questions or suggestions to: [email protected]
(Please send all flames to the water bucket)

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