Basic Campaign Rules - Isle of Mist

Character Creation

  • Standard D&D 3.5 classes
    • May allow some other expansion classes - if you've your heart set on something specific, let me know, and I'll look into it
  • Humans only
  • All PCs grew up together-ish (no more than 3-4 years between oldest and youngest)
  • D&D 3.5 point buy system with 40 points, or roll if you prefer. Update: I've been thinking about this more, and I think I want to make sure everyone gets equal footing. I'm going to start off with rough guidelines of 40-point attribute buy system per D&D 3.5, and then we'll tweak from there.
  • Talk to me about starting gold; we'll figure it out somewhat based on your backstory, where you live, etc. It won't be far from what you normally get, probably, but I'd like to go over it with people to make sure I get everyone set up fairly.
  • I don't like the Toughness feat as it stands in PHB - it doesn't scale well. I use a variant rule where Toughness gives you only +1 HP at lv 1, but it gives you +1 HP at every level thereafter as well.

Update: I just realized that, while I talked about this, I never wrote it down as explicitly as I needed to:

It will be critically important that the PCs have pre-existing relationships. A lot of this storyline depends on the PCs knowing one another fairly well (and thus the players need to understand everyone's motivations and personalities). Keep that in mind when developing your character concepts. I want to give everyone as much freedom as possible during character creation, but if we don't have relationships between the PCs, the storyline for the campaign won't work. For the initial ideas you have, please don't compromise your character concept, but understand that we'll need to tweak things to make sure that the PCs are a team of… we'll say friends, though it would also work if some of you don't really always get along. Maybe I should say that the PCs need to know each other well enough that they care about each others' lives, families, etc. I plan to try to reinforce this by running flashbacks, etc. where everyone can really get to work out their inter-character relationships.

Here's also a random name generator in case you're as bad at naming as I am. I was using this configuration as a generator for Islander names, though I threw out any that were particularly exotic (arbitrarily, honestly).

Levelling

  • Pathfinder feat progressions - feat gained at 1st level and every even level thereafter.
  • "Kind Average" HP per level after 1st - so fighter gains 6 HP/lv, barbarian 7, wizard 3, rogue 4, cleric 5, etc.
  • +2 to attribute of choice at 4th, 8th, etc.

Learning

I've never held with the "8 uninterrupted hours of study" rule for learning things. I feel like if you can devote 90 minutes to learning, that's just as good, but it'll take 6 or 7 90-minute sessions to give you your generic "full day of learning". Thus, you can devote 90 minutes to study regularly, you can still study new skills, spells, etc. while travelling or whatever. Remember, however, that a normal "day's travel" is really only 10-ish hours of actual travel interspersed with rest breaks, morning prep/breaking camp, evening camp setup, etc.

Crafting

Option 1: The Long Way

The first way you can craft (either a non-magical or magical item) is by spending the time to do it properly. You spend half the base cost of the item in gold (or equivalent materials) and spend a day per 100 gp of base cost doing the work, making the appropriate daily craft checks. This saves you money but takes longer. If it's a magical item (or a normal item with a magical-equivalent feature), you also have to spend 1/25 the base cost in XP.

If you're crafting a magical item from scratch, you do this is two steps. The first step is crafting the item itself, e.g., a sword. For that, you make a masterwork sword and spend half the base cost doing it. The second step is enchanting. For that, you spend the time enchanting the now-made sword and spend half the base enchantment cost and 1/25 the base enchantment cost in XP (e.g., 1,000 gp is the base enchantment cost for a sword +1, so you'd spend 500 gp and 40 XP to make a sword +1).

Option 2: Craft Points

You can also work around the "spending the time" by burning craft points. The cost is the same as the long way - half the base cost of the item and 1/25 the base cost in XP. This time, though, you spend 1/10 the base cost of the item in craft points, and you get it the morning of the next day. This just abstracts away all the time you spent working on it assuming that you've been working on it in all your spare time while traveling and whatnot.

Option 3: Mo' Money, No Problems

For mundane items, if you pay three-quarters the cost of the item instead of half the cost, you only have to spend 1 day per 1,000 gp of base cost. You also get a +5 on your craft check. The assumption is that you're spending more money to work with higher-quality materials, and you're going to have a better shot at making what you set out to make.

For magical items, the same thing applies, but you have to pay the full cost; you also don't have to pay the XP cost.

When you spend the extra money, you can also still spend 1/10 the base cost of the item in craft points to have it done the morning of the next day. Doing that, you still get your +5 on the craft check.

Re-enchantment

If you have a magical item and you want to add powers to it, that's simple; just straight-up pay the difference (e.g., sword +1 -> sword +2 is just a difference of 7,000 gp) using any of the methods above.

If you have a magical item and you want to reconfigure its powers, you still have to only pay the difference. However, the base crafting time is based on the full base cost of the item instead of the incremental change (e.g., sword +2 -> sword +1 with a +1-equivalent power means crafting time is based on 8,000 gp instead of 7,000 gp). This is because you have to unravel the magic already in the item, and you have to do it carefully so that power doesn't bleed away; then, once you've done that, you have to tie those powers back to the item in a different configuration.

Specific Magical Items

Cost information for certain magical item powers:

  • Creating an item that grants a single use of mythic power (either a charged item or a single-use item) costs about 1,500 gp per mythic power granted. If the item is consumed completely and takes a full-round action, the price is slightly lower (maybe 1,200 gp); if the item is command-word or similar activation, the price might be slightly higher (1,800 gp).

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