Current Character Sheets (blank format) - Kojiro (CG male elf
Rog4/Ftr2/Kat2) Treyth
(LE male human Fav12) Cyril (CG male elf
Ftr6/Clr4/Arc20) [epic] Athena
(NG female elf Clr7) Kerov (LG male half-celestial
Ftr6/Pal20) [epic] Gebba (NE female halfling
Rog6/Psi4/Sdn2)
Deities
of Gaia
Deity Name
Known as...
Alignment
Portfolios
Domains
Favored Weapon
Novak
god of balance/law
Lawful neutral
bastard sword
Ceran
god of magic/knowledge
Neutral
quarterstaff
Glider
god of skies/weather
Neutral
rapier
Tanga
god of mischief/trickery
Chaotic neutral
dagger
Squintz
god of justice/valor
Lawful good
longsword
Quilan
god of woodlands/nature
Neutral good
longbow
Dar
god of fighting/strength
Chaotic good
greatsword
Ruben
god of retribution/tyranny
Lawful evil
heavy mace
Lancing
god of pain/death
Neutral evil
scythe
Medina
god of secrets/darkness
Chaotic evil
katar
Magical
Items of Gaia Night Sword
(Major Artifact) Description: Whispers speak of
a dark cloaked figure armed with a jet-black blade, slinking through
the streets and alleys of the underworld. One life after another in his
path meets a grisly end, their faces cowled with skeletal features in
death and their skin dry and withered to the touch. How such an
untimely demise came to these souls, concrete evidence has never been
produced; but speculation and rumors abound place the blame squarely on
the shadowy man and his weapon. Often these rumors are nothing more
than glorified whims... but at times, they can be surprisingly accurate.
The Night Sword is a masterfully crafted weapon, its blade so black it
resembles a large slab of solid obsidian and its hilt carved from
glimmering jet. One flawless ruby, the size of a child's palm, lies
engraved in the center of the hilt and glows with a malicious crimson
aura whenever the blade tastes life. Its origin are unknown to most,
but legend speaks that it appeared upon the first lunar eclipse of the
world, and has passed from one cruel hand to another since, those with
enough malice to feed the sword's hunger.
When first wielded by a living creature (anyone who possesses a
Constitution score), a spiritual link is forged henceforth between the
wielder and the blade. An unwilling target may attempt a Will save (DC
34) to resist this effect, though a successful save inhibits the use of
any of the sword's powers, and the creature must re-try every time he
attempts to wield the Night Sword. Nonliving users, such as undead or
constructs, find the sword only to function normally as a +4
adamantite bastard sword.
A possessor of the Night Sword with the aforementioned link gains a
superior form of darkvision (up to 120 ft.) which penetrates even
magical darkness and sees through any spell or illusion which utilizes
the Shadow descriptor (such as the shadow conjuration spells).
At will, the sword can exert (or dispel) a deeper darkness
spell centered upon itself as a free action.
Any target struck by the Night Sword is subject to a vampiric touch
spell (as cast by a 20th level wizard). Rather than being gained as
temporary hit points, however, the wielder may choose to instead
channel the drained energies into the blade. The embedded ruby can
store up to 150 hit points of damage in this fashion; any excess damage
afterwards is automatically transferred as normal temporary hit points.
Upon a successful hit, the wielder can discharge all of the stored
energy, creating the effects of a harm spell (but using the
amount stored to determine damage).
As one would imagine, wielding such dark powers has its price, and the
Night Sword demands a very dangerous payment in return for its
frightening abilities. At midnight of every day, if the ruby does not
hold the maximum 150 hit points drainable, the current possessor of the
sword immediately suffers from one negative level per 10 points missing
(round up to determine total negative levels gained). The DC to prevent
permanent level drain twenty-four hours afterwards is 34. The remaining
energies within the ruby is then emptied, forcing the wielder to
acquire at least 150 hit points of life energy on a daily basis or
suffer the dire consequences.
The current person bonded to the sword is unable to rid himself of the
soul link, even if he discards the blade or hands it to another. The
link persists as long as the person lives; should he die, whether from
natural death or the Night Sword's deadly hunger, only then is the bond
broken and another user able to properly wield the sword. A wish
or miracle spell is able to shatter the link, but only has a
50% chance of doing so, and the link is easily re-established should
the possessor foolishly wield the sword again.
As tales of the power of the Night Sword spread, inevitably those who
create magical weapons have attempted to copy its strength. They have
only succeeded partially, creating a new magical enchantment property
imbuable in any standard magic weapon:
Draining: A draining weapon sucks the life vitality of victims
that it strikes. At a command word, the weapon begins to glow an eerie
red mist. Upon a successful hit, a draining weapon deals 1d8 points of
negative energy damage; the wielder gains this amount as temporary hit
points. By its nature, a draining weapon is ineffective against
creatures immune against negative energy effects, such as undead and
constructs. This property can only be applied to melee weapons.
Strong necromancy; CL 8th; Craft Magic Arms and Armor, vampiric
touch; Price +2 bonus.
Caster Level: 20th Prerequisites: Major artifacts
are uncraftable by mortal means. Market Price: -
gp Weight:
6 lbs
Alternate
Rules/Changes For rolling stats, characters have two options:
either the standard 4d6 (best three out of four) or using the 30-point
buy system. For the former method, the requisites for re-rolling are
more relaxed than the ones stated in the PHB. You are eligible to
re-roll if your total stat modifiers come out to +2 or less, or your
highest stat is a 14 or lower. You are allowed one reroll if your stats
meet these requirements, but you lose your first previous set of stats
if you do so.
All standard races are allowed. Additional races from
other sources, especially ones with ECL, are allowed on a case by case
basis with the DM presuming they fit with the campaign setting. The
same goes for any feats, skills, and prestige classes.
Starting levels are entirely up to the DM, but the
standard for a new campaign is 3rd level.
Some of the base starting classes are slightly altered. Sorcerers are greatly changed. The favored soul
class (a cleric who spontaneously casts spells - page 1 and page
2) from the Miniatures handbook is implemented as a standard base
class.
When rolling hit points, the first three levels of a
character always gets maximum hit dice. Afterwards, whenever you roll
for HP upon level up, you are entitled to at least half of the class's
hit die even if you roll lower. For example, a fighter gains 5 hp even
if he rolls 1-4 on his d10.
Equipment availability is slightly different in Gaia.
Mithral equipment can only be found in relative abundance within the
elven town of Lorellan; sold anywhere else, it is triple the normal
cost in the DMG. Adamantite, likewise, is a mostly exclusive trait
found in Ruby City, and sells for twice its normal cost anywhere else
in the world. Only the major cities (Terra, Dragonia Prime, Tierina,
Ruby City, Emerald City) are likely to contain a vast amount of magical
equipment available, particularly anything over a 5,000 gp market value.
For all attack rolls, skill checks, and saving throws, a
natural 1 is a -10 on the roll and a natural 20 is a +30.
Unconsciousness is handled slightly differently. From 1st
to 10th level, the normal rules of dying and death apply. From 11th
level onward, however, the maximum number of negative hit points to
stay alive (normally -10) extends to your character level (so a 16th
level character would be alive and unconscious at -16 hit points, dying
at -17.) It is also general DM policy to allow a PC one reroll per day
on any effect that would kill his character (whether it is a saving
throw, attack or damage roll, or stabilization check).
A natural 20 on the confirmed threat roll of a critical
hit inflicts a critical hit even on creatures normally immune to them.
This is because the critical hit, in that case, is actually a
devastating attack that deals more damage than normal, rather than
striking an opponent's weak point.
The ridiculous system of weapon sizes implemented in 3.5e
is not employed here. The old 3.0 weapon list stays. A greatsword is a
Large weapon, two-handed for a Medium creature, one-handed for a Large,
and not wieldable by a Small. There are no 'small greatswords'.
Certain spells changed in 3.5e were reverted back to 3.0,
or changed to a compromise between the two versions. These spells are
haste, bull's strength / eagle's splendor / cat's grace / bear's
endurance / owl's wisdom, mage's disjunction, and gate. Click here for a full list.
Golems do not possess nigh ungodly magic immunity. There
is no reason why a golem cannot be struck by a fireball. They retain
their construct properties, which makes them immune to a number of
spells already, but otherwise they are perfectly vulnerable to magic as
anything else.
Other changes to be listed here as I decide them.
Heighten Spell: The sorcerer
gains Heighten Spell for free at 1st level. Additionally, when using
it, he does not suffer the usual penalty of increased casting time
associated with metamagic. Innate Arcana: At 2nd level,
and every other even level afterwards, the sorcerer learns one new
spell in any spell level that he can currently cast spells from. Metamagic Proficiency: At 3rd
level, the sorcerer gains metamagic proficiency +1. He can now cast
metamagic-enhanced spells without increased spellcasting time so
long as the spell level increase is equal to or less than proficiency.
This proficiency increases by 1 every four levels afterwards, becoming
+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th. Spell Penetration: At 9th
level, the sorcerer gains the Spell Penetration feat for free if he
does not already have it. Greater Spell Penetration: At
17th level, the sorcerer gains the Greater Spell Penetration feat for
free if he does not already have it.
In all other respects, the sorcerer is identical to the 3.5 sorcerer,
except that he cannot trade in or out spells at every even level.
Spell
Changes Haste
Identical to the 3.0 version, except that rather than gaining an
additional partial action, you gain 1 extra attack per round. Bull's Strength / Eagle's Splendor /
Cat's Grace / Bear's Endurance / Owl's Wisdom
When casting any of these, you may use either the 3.0 or 3.5 version
(1d4+1 stat boost for 1 hr/lvl or +4 stat boost for 1 min/lvl). Mage's Disjunction
This spell automatically destroys antimagic
fields, rather than having a d% equal to your caster level
chance of doing so. Gate
Gate does not entail an XP cost no matter what use you employ it for.
Prestige
Classes Katari - a specialist in the deadly arts of
wielding the ancient katar weapon, the punching dagger. Honor Guard - an elite bodyguard trained
to defend those he covers with valiance and rigor. Lancer - an armored fighter armed with a
lance, able to leap tremendous heights when attacking. Magus - a powerful arcane spellcaster who
utilizes the power of the elements. Spellshaper - a mage who learns and uses
metamagic to shape his spells to great effect.
Feats Two-Handed Quicken (General,
Fighter) Prerequisites: Dex 15+, base attack
bonus of +4 or higher, Weapon Focus in the corresponding weapon. Description: You are adept at
manipulating the momentum of a two-handed weapon, and can position your
body to allow your attacks to flow into one another, sacrificing
strength for speed. Benefit: When performing the
full-attack action with a two-handed weapon, you can get one additional
attack at your highest attack bonus, but you apply your Strength
modifier normally (rather than 1.5x, as usually done with two-handed
weapons) to your damage roll for all attacks made this round.
Hasten
Spell (Metamagic) Prerequisites: Ability to cast
spells of 3rd level or higher. Description: You are skilled
at slinging spells quickly, cutting down on normal spellcasting time. Benefit: Casting a hastened
spell is a move-equivalent action. You can perform a standard action,
such as moving, attacking or casting a spell, in the same round. A
spell whose casting time is more than 1 full round action cannot be
hastened. A hastened spell uses up a spell slot three levels higher
than the spell's actual level. You cannot cast a hastened spell on the
defensive, as all of your focus is on completing the spell quickly.
Thus, you provoke an attack of opportunity when casting a hastened
spell.