Game Rules, Mike's Game

Game rules for my game. Remember, I can't think of everything right off the bat and I don't know most feats outside the core books. If it's "special", please ask.
Mike's Game Rules
<!--[if !supportLists]-->· <!--[endif]-->Characters to be created at 10th level.
<!--[if !supportLists]-->· <!--[endif]-->32 point buy for stats
<!--[if !supportLists]-->· <!--[endif]-->Full Hit Points
<!--[if !supportLists]-->· <!--[endif]-->Greyhawk campaign setting for rules, deities, and races. If you want something special, just ask.
<!--[if !supportLists]-->· <!--[endif]-->Assume Complete Mage and Complete Scoundrel are out. If you want something from
these books ask for it specifically.
<!--[if !supportLists]-->· <!--[endif]-->Character Wealth is determined by 10th level characters: 49,000
Individual item limit: 12,000
<!--[if !supportLists]-->· <!--[endif]-->If it’s not in a core book, assume I do not know about it. Ask first, or you might have a concept ripped to shreds. I don’t have most books, so sending a brief description along helps tremendously.
<!--[if !supportLists]-->· <!--[endif]-->If you are not going with a standard race, please run it by me first.
<!--[if !supportLists]-->· <!--[endif]-->Please have your characters done and to me before the first game. Preferably have them generated in PCGen.
<!--[if !supportLists]-->· <!--[endif]-->You can ignore material components with a cost less than 10gp as long as you have a spell component pouch. But, if you think it’s a real oddball component, ask. Otherwise, no component, no spell.
Templates available: Celestial, Half - Celestial, Fiend, Half-Fiend, Elemental,
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For all:
The Halves: Level Adj +5
The Fulls: +3
The reason the level adjustments are one higher is as follows:
This world (Solaria) is alignment based, and the creatures of the planes play
a major role in the prime material. A PC of Outsider type will hold much prestige, fame,
respect and so forth from the general public.
You will receive:
+4 Gather Info, +4 Diplomacy OR Intimidate(Good/Evil)
Access to Authorities not normally accessible under normal circumstances
Celebrity like attributes(for good and ill): ie from presents to lack of a personal life
Half-Elemental Template
Size and Type: Type changes to outsider AND elemental.
Speed: A Half-Elemental gains a speed that is very unique, depending on type.
Earth: Burrowing speed of 10'
Air: Fly speed, perfect, base land speed
Water: Swim speed of base land speed, can also walk on water normally
Fire: Can jump from one flame to another, granted they are no more than 60' apart.
This is a spell-like, standard action usable at will.
Armor Class: Natural AC improves by 1
Special Attacks: Natural Slam attack. Damage dealt depends on size. Average: 1d8
Spell-Like Abilities:
HD 1-2 3/day Endure Elements
HD 3-4 Fire: Flaming Sphere Earth: Soften Earth and Stone Air: Gust of Wind Water:
Chill Metal
HD 5-6 Fire: Quench Earth: Meld into Stone Air: Wind Wall Water: Water Breathing
HD 7-8 Fire: Flame Strike Earth: Spike Stones Air: Air Walk Water: Control Water
HD 9-10 Fire: Wall of Fire Earth: Transmute Mud to Rock Air: Control Winds Water: Call
Lightning Storm
HD 11-12 Fire: Fire Seeds Earth: Move Earth Air: Mass Cat's Grace Water: Mass Owl's
Wisdom
HD 13-14 Control Weather
HD 15-16 Fire: Sunburst Earth: Earthquake Air: Whirlwind Water: Repel Metal or Stone
HD 17-18 Summon Nature's Ally IX (Elementals of same type only)
HD 19-20 Reincarnate
Saves and casting ability based on Charisma
Special Qualities
Darkvision out to 60'
Immunity to Paralysis
Resistance of 30 to chosen element
DR of 2/Adamantine if HD 11 or less 5/Adamantine HD 12
SR 10+HD to a max of 35
Abilities
Str +4
Dex +4
Con +2
Wis +2
Int +2
Alignment: Always Neutral(CN, TN, LN)
Appearance:
Half elementals can be confused for their full blooded cousins, but never confused for a normal specimen. Something will always show, whether it be fiery skin, hands of stone, wind always blowing back the blue hair, etc.
Elemental
Extra-Planar/Outsider/Elemental
Special Attacks:
Fire: Burn 1/day (2d4 fire damage shield, Save = 13+cha, Dur: HD in rounds
Earth: Earthen Slam: slam attacks do an extra 1d6 points of damage
Air: Cyclone Grapple (cyclone of wind grapples an opponent)
Water: Drench as regular water elemental
Special Qualities:
Darkvison 60'
DR as Half-Elemental
SR HD +5
Immunity to chosen element
Immunity to Paralysis, stunning
Always Neutral
Elementals have an appearance that totally set them apart from the norm. A fire elemental
may burn hot normally, an earth may have rock like skin or diamond eyes for example.
<!--[if !supportLists]-->· <!--[endif]-->No custom made equipment bought, except for Weapons and armor. If going to have a custom weapon or armor must be run by me.
<!--[if !supportLists]-->· <!--[endif]-->If you have item creation feats you may use them. You will be Lvl9 minus the experience
used in creation. You will not have over 9k of exp to use for creation.
<!--[if !supportLists]-->· <!--[endif]-->Keep track of items bought and price. At the end of character creation, send a copy
of your character and equipment list to me.
<!--[if !supportLists]-->· <!--[endif]-->Any character that is retired for any reason causes that player to remake a character
at one level less than the rest of the party. Experience will be kept equal for all characters
regardless if the player is present or not. IE if your character dies and you remake
another one, you will be one level lower then the rest of the party. If you retire for
another reason, you will be one level lower. Being raised from the dead will invoke a one-half penalty of the norm. Instead of being the level lower and halfway to the next, you will have taken an xp hit of half that total experience lost.
<!--[if !supportLists]-->· <!--[endif]-->I am hoping to have PCGen setup for the game. If I can do this, we will be using it
for all dice rolls for all players. All characters will be loaded into PCGen.





I have also downloaded
I have also downloaded Googletalk for those of you who care.
Handle: bronz1369
Game Recap 5-26-07
Recap of the game on 5-26-07
Because less than half of the group made it and it happens to be that a LOT happened/was introduced in this game I figured I’d do a quick recap. Would probably be nice to do for each game session but I don’t think I’d keep up with it. If any who were there have any corrections, let me know.
-The party started out questioning the two captured caravan guards. Neither had much to add to the situation, and it was determined neither was a risk to run or cause any havoc. They were asked to spend the night with the party.
-The next morning, the party decided to look in on the caravan leader. He never woke up from the commanded sleep, and in the morning he was found underneath one of the wagons. Og decided to pick him up, to see if anything was wrong with him. The caravan leader exploded into ash, not causing harm but covering poor Og in body leftovers. It was determined that the most likely cause was a vampiric turn in the caravan leader.
-Og decided he needed a bath after that, and headed a few miles off the beaten trail to a stream. He noticed the forest was eerily quiet, few if any animals in sight or around. While bathing, he also noticed far too many carcasses around as well as a strange mound in the distance. Following the teachings of his good friend Tal(sp?), he ventured back to the group to explain what he found. After some debate, the party decided to investigate. The closer they came to the mound, the more the smell of death came upon them. After a very quick peak under what seemed to be a canvas and seeing many dead things underneath, it was decided to burn the lot. During the fire, Alphonse detected an undead presence underneath the pyre. As he did so, it attacked through the ground at Mazur’s(sp?) foot, creating a deathly chill in his leg but otherwise doing minor damage. After leaping into the trees and a Hide from Undead spell cast, the party decided to move on. Before they left, Mazur checked the remains of the fire and found 3 suits of armor and 4 longswords, and the armor seemed to belong to the Baron’s men.
-Taking the short road to Sil, the party advanced nicely. One night a battle ensued with a pack of wolves, some normal, some dire size, and one who happened to turn into a Quasit when it was near death, and escaped.
-After another day of travel, the party encountered a small camp of men. On approach, it was easily seen that at least one of them was from the Baron’s militia, as he sat facing away from the party. Two other men were laying on the ground, and were determined to be dead by Mazur. The party joined this man at camp, and he consequently told a tale of horrific evil. His tale involved what happened to his company, as they were attacked by wolves, a man wolf, and these others that looked like men but did not act like them in battle. They swept through the company, slamming men to the ground, cutting them open with their hands, and drinking the blood of the dying. The company was decimated, and if their were any other survivors he did not know.
-As the tale was told, Alphonse asked to tend to the man’s wounds. While doing so, he was some able to determine this man was afflicted with Lycanthropy. Deciding the best thing to do was rid the world of the beast, Alphonse nodded to Mazur with his intentions, told the man he would make a drink for him that would make him better, and headed into the woods. After adding powdered silver to a wineskin, Alphonse headed back to the man. He drank it, began to choke, and changed into a werewolf in rage. The party defeated him with relative ease, but not before Alphonse was bit on the arm.
-After the battle, a detect undead was cast and it was determined the two soldiers laying down were not dead after all. They were in fact a form of undead not heard of before, attached to the Shadow Plane and created by a being of tremendous power. This being could control them as long as it was on the same plane as these undead. Also, the only way to truly destroy them was to run them under running water for 30 seconds. With only precious few minutes of daylight left, the party high tailed it to a nearby stream, and held the creatures underwater. They melted away, and in the end exploded in a wave of a shadowy energy.
-After all this, travels went fairly easy for the party. They came across a traveling merchant, a lone figure leading a wagon. The wagon had few marks on it, and the party let him pass and waved to him as he went by. Wanting to make it to Sil as fast as possible, the party pushed themselves.
-Towards the end of their road, and the very end of the forest, the party encountered a HUGE wolf. It had a silver streak running from nose to tail, and had a jet black coat otherwise. The party prepped for battle just 400 feet from the beast. The party charged, and tactically got into positions. Tal got the first swing in, and before it could land the beast barked and went ethereal. Alphonse then cast True Sight, and saw the beast for what it really was, a humanoid figure with very few distinguishing features. The next round the beast appeared behind the party, and began barking. Mazur then charged the beast, but decided not to swing and motioned that he meant no harm. The others followed suit. Comprehend languages was cast by Alphonse, and a dialog ensued. Tal figured out it was an Avatar of Razorback, a neutral deity of wolves, and he originated on one of the outer planes. It was discovered the being was here to investigate what was happening to his “followers”. Alphonse, being the only one that could communicate with it, was asked to approach. A hand, or paw, was laid on him and his entire life story was known to Razorback. Another hand, and the being then quested Alphonse with the duty of figuring this out. A paw print was clearly visible on Alphonse’s forehead, which he promptly covered up after the avatar left.
-The party finally reached Sil, and saw a new wall being erected. The guards halted them, and asked to prove that they were indeed normal. Each party member then used a silver dagger to cut themselves, and were allowed entry. Some stayed to help with the fence, others followed one of the guards to the Temple of Heroneious. Another horrible story was told of kidnappings and attacks, and more than half the village is dead or missing. The party was asked to do whatever they could to help, and they agreed. Not having any silver weapons or an alchemist, the party decided that the best option was to possibly catch up with the traveling merchant from before.
-After much debate, and thoroughly pissing off Mazur, the merchant dispensed with some quicksilver, ingots, an apparatus that will melt and keep silver liquid, and ingots of silver. Now having the means to fight the creatures, the party prepares for battle.