1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
3.5ed2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Arena, an Isolated Island3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
Any number, but the more the merrier. I have slots for about 12 contestants.4. What's the gaming medium
These forums, with moves delivered via PM5. What is the characters' starting status
Sixth Level6. How much gold or other starting funds will the characters begin with?
Zip. Zero Nada. Or items, for that matter 7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
Keep it tier three. Homebrew is okay, so long as I can look at it first. 8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species?
Any, homebrew will be checked9. By what method should Players generate their attributes/ability scores and Hit Points?
18 16 16 14 12 10, with maxed HP per hitdie 10. Does your game use alignment? What are your restrictions, if so?
Any alignment, screw alignment restrictions. Pick what best fits your concept11. Do you allow multi-classing, or have any particular rules in regards to it?
Screw multiclassing penalties12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
I will perform the majority of the die rolls13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Lots, see below14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
A vague character concept is enough, but if you want to keep a journal or dialog, go right ahead15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Arena game, roleplaying should be consistent with the character you create. That said, lots of fighting involved16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Go right ahead and use what you want, but TO and stuff that bumps you up higher than third tier will likely be denied The backstory and such:
You are all heroes. Or villains. Or paragon's of neutrality. At any rate, you have accumulated a small amount of fame, and money. And this was to be your undoing. You see, when a Wizard knows he has ultimate cosmic power, he likes to flaunt it. Do strange things that make no sense to anyone but himself, and that sort of thing. Well, this Wizard is an avvowed social darwinist. He likes to watch things struggle, murder, and die, to try to divine the nature of true power (beyond himself, of course). And who better to pit against each other than fledgling adventures, without their precious "gear" and "Party members"? You have all been captured, stripped of your belongings, and imprisoned on a remote island. The nature of this island will be determined randomly( Climate, terrain, etc). It has been made very clear to you that the last man/woman/robot standing will be the only one to leave this place alive. The "game" ends when all other players are dead, by any means neccesary. Killed by the enviroment, a trap, another player, none of that matters, dead is dead.
Mechanics of note:
-Tier three/four characters only, I mean it. He wants a good fight, not a rockettag curbstomp. Full casters and manifesters Lower than tier 2 is fine. Like Shadowcaster, Beguiler, etc
-This game is a solo game, so all moves and such are delivered Via PM. Important things, like deaths and "Fun enhancers" are announed to all players at Dusk of a given day. This information is broadcast directly into your skull via a forced mind link. it will not be used to attack the players, directly or indirectly. Players may ally at their option (and risk), as all you know about the other characters is thier physical description and any details they share. Knowledge skills may reveal more about them.
-Skills have been altered.
•Anyone who would normally have 2 + Int skills instead has 4 + Int skills. Those that already have 4 or more skill points per level remain unchanged.
•The following skills have been combined: Balance and Tumble = Acrobatics (Dex). Handle Animal and Ride = Animal Affinity (Wis). Climb, Jump, and Swim = Athletics (Str). Listen and Spot = Notice (Wis). Bluff, Diplomacy, and Intimidate = Persuasion (Cha). Hide and Move Silently = Stealth (Dex). Disable Device, Open Lock, and Sleight of Hand = Thievery (Dex). Decipher Script and Forgery = Wordsmithing (Int). In addition Use Rope is now a function of Escape Artist and Survival is a function of Knowledge (nature).
•Untrained Knowledge skills can reveal information with a DC higher than 10. Of course you're still untrained, so don't expect miracles here.
•When using the Craft skill to create a non magical item, determine the time it will take to complete the item using the formula for magic items (1,000 gold/day) instead of the existing formula. If this would result in a time of less than 1 day instead use the following formula: Less than 50 gold = 1 hour, 51-250 gold = 2 hours, every 125 gold or fraction thereof = +1 hour. Yes, this does mean you can make most mundane gear rather quickly. Good for you.
•Permanent increases to Intelligence provide retroactive skill points. Temporary increases to Intelligence do not grant additional skills.
Skills are important here, particularly when you exist at the whim of a powerful and evil wizard who enjoys Anti-Magic. Anyone may search for traps, and the DC is halved.
-Feats have been altered
•Some feats have been rendered unnecessary or less useful. See other sections for details.
•The Weapon Focus line automatically scales with HD. At 4 you are considered to have Weapon Specialization for all purposes, at 8 Greater Weapon Focus, and at 12 Greater Weapon Specialization. Note that it does not matter what class those levels are in. And yes, that does include monsters. All of these extra feats apply to the same weapon type as the original, which must be acquired normally. In addition this line of feats applies to a category of weapons rather than a single type chosen from the following list: Bludgeoning, Piercing, or Slashing. You can still take Weapon Focus more than once, but it must apply to a different category each time.
•The Toughness feat grants 3 + HD HP, and cannot be taken more than once.
•Improved Toughness grants 3 + HD HP, requires Toughness and a base Fortitude save of +2, and can still only be taken once.
•Improved Two Weapon Fighting and Greater Two Weapon Fighting no longer exist.
•Two Weapon Fighting grants you a number of offhand attacks equal to the number of main hand attacks you are entitled to, and does not impose additional to hit penalties for a one handed weapon in the off hand. It also no longer has any prerequisites. Happy birthday.
•Two Weapon Defense provides an Insight bonus to AC equal to the number of mainhand attacks you can make derived from BAB.
•All three of the feats that give +2 to a save still do, except that if your base save bonus of that type is at least +6 you also no longer auto fail saves of that type on a natural 1. You must still actually roll high enough to save normally. If your base save bonus of that type is at least +12 you gain the following additional effect: Fortitude/Will: Mettle. Reflex: Evasion. If you already have these abilities for any reason you instead get a 1/day reroll on a failed save of that type. You must choose to use it after you know you failed the save, but before knowing what the result of doing so is. If the reroll is worse than the original roll, well too bad.
•Improved Trip no longer requires Combat Expertise.
•If you have at least 1 BAB, you can Power Attack with any weapon you are proficient in and are treated as if you have the Power Attack feat without actually taking it. Yes, this does include ranged weapons. Call it a Headshot.
•If you have at least 1 BAB, you can Point Blank Shot with any ranged weapon you are proficient in and are treated as if you have the Point Blank Shot feat without actually taking it.
•If you have at least 4 BAB, you can Precise Shot with any ranged weapon you are proficient in and are treated as if you have the Point Blank Shot feat without actually taking it.
•Improved Critical and Keen stack. Happy birthday. In addition Improved Critical applies to a category of weapons rather than a single type chosen from the following list: Bludgeoning, Piercing, or Slashing.
•Improved Sunder, and anything else relating to breaking magic items no longer exists. You can still tunnel through dungeons with your adamantine greatsword if you want, but the gods will smite you if you think about breaking that shiny magic sword.
-Items have been altered
•The Bane weapon enchantment also bypasses all damage reduction by creatures of that type, even if you could not normally bypass that type of damage reduction with that type of attack and even if that type of damage reduction normally cannot be bypassed at all
•Any weapon labeled as 'finesseable' will allow you to use your Dexterity for attack and damage instead of your Strength if you so choose.
•Full attacks are a Standard action. You still need Pounce in order to benefit from charge based effects on a full attack.
•You can become proficient with any weapon by training with it for (7 days - your BAB, minimum 1 day) and making an Int check. The DC is 5 for Simple weapons, 10 for Martial weapons, 15 for Exotic weapons. You cannot take 10 on this check. If this check fails you can try again from the beginning, but if it fails by 5 or more you cannot reattempt to learn that weapon until your BAB permanently improves.
•You can become proficient with any armor by training with it for (14 days - your BAB + the armor bonus of the armor, minimum 1 day) and making an Int check. The DC is 7 + the armor bonus of the armor. You cannot take 10 on this check. If this check fails you can try again from the beginning, but if it fails by 5 or more you cannot reattempt to learn that armor until your BAB permanently improves. If the armor has other negative effects such as arcane spell failure or violates Druidic oath you still suffer those drawbacks.
•Heavy crossbows (including their repeating forms) have their base damage die increased by one step. As this is a modification to the base item, it stacks with any other effects of that type.
•Crossbows can be made to utilize the user's Strength bonus by mechanisms that provide more resistance, and recoil when fired that requires a stronger user in order to utilize properly. This otherwise works just like composite bows, including the +75 (light) or +100 (heavy) gold per + of strength bonus on the 'pull'.
•Crossbows, but not bows can ignore a number of points of armor or natural armor bonus equal to the strength bonus of the crossbow or the strength bonus of the wielder, whichever is the lower. Crossbows do not bypass AC that is not armor or natural armor, and if the target has less armor or natural armor than you have penetrating power the remainder has no effect. Yes, this does effectively give you Str and Dex to hit with a crossbow against armored foes.
•Composite bows and crossbows can have their pull increased, but not decreased by a skilled bowyer. This requires materials of a total cost of the price difference between the current and the new item + 50 gold, 1 hour of time, and a successful Craft (bowyer) check made at the end of this process. The DC on this skill check is 10 + the new composite bonus of the bow + 2 if the bow or crossbow is an exotic weapon. Failing this check requires the bowyer to restart the hour long process from the beginning but their materials remain intact. Failing by 5 or more ruins the materials but does not harm the bow or crossbow.
You spawn with a ten gold or less outfit of your choice. Creative outfit choice, as well as a creative use of that outfit is encouraged.
Improvised weapon non proficency penalties have been removed, and an improvised version of any weapon can be crafted if you have the materials at hand, and the time to make it. Same goes for armor. Inferior materials can be substituted, but it weakens the weapon.
Acting like Macgyver is highly encouraged. The favour of the wizard is precious indeed.
The Wizard looks favourably upon direct action and creativity. There is a base chance that any given character recives a "gift" each day, modified by how you act. Agression and creativity dispose him well towards you, while passivity and waiting angers him. "Gifts" are teleported to your postion, and make a noise that can be detected with a DC 20 listen check by anything nearby. It will contain valuable, personalized loot.
The Island is trapped. It is stocked with monsters, as well as heavily rigged with clever mechanical traps. Do with them as you wish.
-Classes have been altered
•Barbarians gain DR x/- equal to their Con modifier or their Barbarian class level, whichever is lower. This is in addition to the DR x/- gained at level 7, 10, 13, 16, and 19 and any DR x/- the Barbarian has from items.
•Monks get full BAB.
•Paladin Smite Evil can be used x times per encounter instead of per day and applies to any attacks made for one round, including AoOs. It is now simply smite, and applies to anything. Paladins also have no alignment restrictions.
•Paladins have good Will saves, and every six levels they can take a bonus feat from the following list: Great Fortitude, Lightning Reflexes, Iron Will. Before you laugh, keep in mind what those feats do now.
•Rangers need not choose between ranged and melee. They get both the ranged line and the TWF line. If you're using some alternate Ranger progression it replaces one of these (your choice).
•As ITWF and GTWF no longer exist, Rangers get Two Weapon Defense and Two Weapon Parry at levels 6 and 11 instead. They still get Two Weapon Fighting at level 2.
•Paladins and Rangers have full caster level. Their actual access to spells remains unchanged.
•Paladin casting is now Charisma based. Happy birthday.
Char-op is highly recomended. The island is big, and finding someone who runs could be difficult. Therefore kill them before they can run.
Start of Match: All of the players are standing on solid stone podiums arranged in a circle. Each podium is 40 feet away from each other, forming a large circle around the center. Each is nine feet tall. Once the match starts, the wall of force surrounding each podium persists for one minute, then drops, as an Anti-Magic field is deployed. This is to give you time to see each other contestant, and to prevent a massive crossfire. This Anti-Magic field covers this central area thereafter. In the middle, 40 feet from each podium, is a giant pile of phat lewt, the combined WBL of all contestants in the game. It is not trapped. Other loot may be found on the island, but this is the greatest concentration of it. Players may act as they wish: You are under no compulsions whatsoever. The island itself is large, and there is much space to hide in, should you choose to do so. Keep in mind the wizard enjoys action, so he may "spice things up" if you act too passively for him. Consider him the Valve AI director: He enjoys watching you squirm. This game is designed to be fast pased, so updates should occur every two days at the latest.