Dungeons & Dragons
Bloodline RestrictionsThe only changes to bloodline rules are as follows: Bloodlines that originate in the Outer Planes can only be Minor due to the fact that there has been no contact with those planes for thousands of years. Bloodlines do thin out over the years with each generation and that is the reason for this rule. All other bloodlines require a reasonable storyline to explain the existance of the bloodline. Last Updated (Monday, 31 August 2009 01:33) |
World DescriptionGeneral DescriptionThe world called Benzoam is a planet roughly the size of the planet Jupiter in our own solar system. The climate is similar to Earth, but with larger temperate and arctic zones. All races from D&D 3.5 are represented on this world and each race has their own creation story. Humans are a minority among humanoids and monsters are highly prevalent on the Material Plane. The Ethereal Plane has a much weaker barrier to cross than in other worlds, which makes it far more common for spirits, ghosts and other incorporeal creatures to appear. This barrier has been weakening slowly since the Gods' presence stopped being felt by the denizens of Benzoam. Last Updated (Sunday, 30 August 2009 21:42) |
Dice RollerWizards of the Coast has an online dice roller that would be great if I can get it integrated into a chat system so that we can actually play in a chat room. This is one of the projects that we're going to be working on, I hope... there are a lot of extensions out there for Joomla, but not many that are very helpful for something like this. Maybe we can turn this into a full-blown module or component that we can submit for other people to use. :)
Last Updated (Monday, 24 August 2009 00:43) Class DifferencesThe only classes listed here are those that do not follow the guidelines in Benzoam. Cleric - Turning* effectiveness x 50%. No divine spells while the Dieties sleep. Favored Soul - Not allowed. Paladin - Turning* effectiveness x 50%. No divine spells while the Dieties sleep. Lay on hands ability effectiveness x 50%. Shaman - All abilities. Effectiveness increased x 150%. Sorceror - All abilities and arcane spells. Effectiveness increased x 150%. 10% chance of wild magic effect. Wizard - Time to learn & memorize spells increases x 2. 15% chance of finding a practicing mentor to learn class. All Dragon-related base classes have a 15% chance of actually finding a willing and capable teacher/mentor. *Turning only works for as long as the cleric or paladin have strong faith in their diety. Last Updated (Sunday, 30 August 2009 21:25) |
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