Hell Pays Bonuses For Heroes
- Players must make their characters with either the stat array or point buy methods from the PHB. You receive either the items from your background/class OR roll for your gold using your class’ listed amount, not both.
- Recommended character sheet can be found @ http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1180
- Allowed Materials: PHB, DMG (Oathbreaker Paladin and Death Domain), Elemental Evil Player’s Companion, Sword Coast Adventurer’s Guide.
- Since there are no good gods on this plane, currently, all Paladins are actually the Oathbreaker option from the DMG. Also, domains are restricted to those that have a deity supporting them. IE: No Life, etc.
- You can have whatever alignment you wish, but “moralizers” such as the traditional LG Paladin are a thing of the barely remembered past as far as your characters can be good. Like any person, a PC can be good or evil regardless of what they think they believe religiously. I see alignment as a point on which a character pivots, instead of the spot they are nailed down. For example, a good person might stop a merchant from beating a small child, even if the child is a thief, simply because they are made to feel something about it. An evil assassin can have a personal moral code, and friends and family he wouldn’t harm. Rather than alignment being the hill your character has to die on, it’s the horizon point your PC is striving for, and will sometimes fail to reach.
- Allowed Races: Dwarf (All), Elf (Eladrin, High, Wood), Genasi (Fire), Gnome (All), Half-elf, Halfling (All), Half-Orc, Human (including variant), Tiefling.
- You can have any background and backstory you want, within the guidelines of the setting and listed in the allowed campaign materials, but you are where character creation puts you out: first level, with basic starting gear and money. If you were born a noble, you lost it all somehow or were disinherited or whatever. Your backgrounds may give you things to roleplay later on, and certainly inform the way your character should act.
- I use the Lingering Injuries option from the DMG so when a PC fails a death saving throw twice before being restored they must roll on the Lingering Injuries table (max 1 failure per “death”)
- It’s a sandbox game. I won’t railroad you (much!) but the world is dark and dangerous, and just because you run into a monster doesn’t mean it’s level appropriate. Fleeing is a perfectly IC action, and discretion is the better part of valor.
- Once a character has reached 5th level, that character’s player can designate a Protege for which that character is a Mentor. This Protege would have some kind of relationship, either familial, religious, or work-based. The Mentor can funnel up to 20% of xp awarded to that Protege per session. The Protege can never be the same level as their Mentor because they would have nothing to learn from them. In the event of a permanent death for the Mentor, his or her Protege can step in to their place. If that Protege is 5th level or greater they can become a Mentor and take a Protege of their own. In the event a character dies and cannot be resurrected, and they do not have a Protege, they will have to start at level 1.
|Back to the Main Page|