IK:Rules: Difference between revisions
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== Rules Not Used == | == Rules Not Used == | ||
* '''Creature Lore skill''' mn1. The Creature Lore skill does not exist. Relevant knowledge skills are used. | * '''Creature Lore skill''' mn1. The Creature Lore skill does not exist. Relevant knowledge skills are used. |
Revision as of 06:20, 2 September 2005
Rules Not Used
- Creature Lore skill mn1. The Creature Lore skill does not exist. Relevant knowledge skills are used.
- Healing pain.
- Incompatible alignments ik276. Actual alignment does not affect healing.
- Regional traits ik31. Region skills, ability adjustments, social flaws, etc, are not used. Languages are.
- Modified classes ik80. I will allow the by-the-PHB versions of most classes instead of the IK-modified one if you choose.
Rules Used (IK and house)
- Healing pain. Applies only to magical healing.
- Maximal healing per day ik276. Casters and recipients each can heal and be healed to a certain limit each day. This limit is equal to the massive damage threshold for the character. Exceeding this limit requires a will save or concentration check against the spell's save DC on the part of both the caster and the recipient. This also applies to healing from magical items, which use a will save modifier equivalent to the minimum wisdom necessary to cast that spell.
- Incompatible relgions ik278. Healing of incompatible faiths will require both the caster and the recipient to pass will save or concentration check against the save DC of the spell plus the listed modifier. The overall healing (Vigor, Heal) or healing-per-die (Cure) is reduced by this modifier even in the event of success. Magic items are not subject to this.
- Restricted raising of dead ik279. Pretty much as-written.
- Massive damage threshold phb145. A creature's massive damage threshold is the sum of its constitution, wisdom and hit dice. A creature with a constitution or wisdom score of "-" substitute charisma. Yes, undead, constructs, et cetera are subject to this. To offset this greatly lowered number, the saving throw is your best save against DC one-third the damage done.
Relgion
Religion is VERY important to the people of the Iron Kingdoms. Familiarize yourself with the deities ik205. ALL characters must have a patron deity, whether or not you follow it strongly. Most followers of Merrow or Thamar will also favor a particular Ascendant or Scion ik213. Some deity information is in Lock & Load as well. Notice that if you are devout (and roleplay it), you will gain the bonuses listed for patronage benefits. Chances are you can't be devout enough as an adventurer to get the more-extreme devout boon, though. If you are a cleric, you choose one domain from your deity and one from your ascendant ik214. If you'd like a domain not listed -- ask me, I'll see if it fits anywhere. A favored soul may chose either a deity or an ascendant or scion as his patron at creation. This affects the weapon focus feat.
Classes
Noone likes by-the-book fighters or sorcerers.
- Fighters:
- gain an extra skill point per level that must go to a craft skill.
- may choose (at character creation) to have a strong reflex save instead of fortitude.
- Sorcerers:
- obtain their familiar for free and have +5 to any skill checks to keep it secret (hide, disguise, sligh of hand, whatever's used in the attempt).
- may either:
- specialize as a wizard, with the same benefits and penalties, or
- Select any one (relevant to your religion) clerical domain and recieve its bonus one spell per spell level per day only (not the granted power, nor may these spells be cast with a sorcerer's normal slots per day).