Crucible:Flickergame

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(Created page with 'It is just after the dawn of time. Enough of it has passed that six great mortal races have made their claims on the land they were brought into, erecting the shaky foundations o…')
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* System: D&D 3.5, Modified E6 (see below)
* System: D&D 3.5, Modified E6 (see below)
* Starting level: 6
* Starting level: 6
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* Variant Rules: Gestalt, no LA buyoff (but see Modified E6 below), no flaws (but see barely-feats below), traits allowed
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* Variant Rules: Gestalt, no LA buyoff (but see Modified E6 below), no flaws (but see barely-feats below), traits allowed, incantations
* WBL: Standard
* WBL: Standard
* Ability Score Generation: 32 Point Buy (but see Modified E6 below)
* Ability Score Generation: 32 Point Buy (but see Modified E6 below)
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* SDAs: You gain one SDA per divine rank (DR 0 is not a divine rank). You may only gain SDAs relevant to your portfolio (and remember, all the cool ones are already taken by greedy bastards you need to off first). I will be nerfing most SDAs to put them inline with the game's level, as well as reducing their prerequisites. No, you may not have Alter Reality.
* SDAs: You gain one SDA per divine rank (DR 0 is not a divine rank). You may only gain SDAs relevant to your portfolio (and remember, all the cool ones are already taken by greedy bastards you need to off first). I will be nerfing most SDAs to put them inline with the game's level, as well as reducing their prerequisites. No, you may not have Alter Reality.
* Domain Powers: You may use domain powers from domains that you grant, plus a total extra number of times per day equal to your divine rank.
* Domain Powers: You may use domain powers from domains that you grant, plus a total extra number of times per day equal to your divine rank.
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* Divine Realms: All planes are coterminous, so find a spot and start realming it (provided it's not already taken) if you're of divine rank 1 or higher. While you can still bar teleportation into the plane as normal, nothing is stopping people from just walking in unless you put up a fence or something.
* SLAs: Deities or higher may use one spell from their domain lists per spell level per day, and even then may only use the spells if their divine rank meets or exceeds the spell's level on that domain list.
* SLAs: Deities or higher may use one spell from their domain lists per spell level per day, and even then may only use the spells if their divine rank meets or exceeds the spell's level on that domain list.
* Immortality: No deities are immortal. A slain deity can lose a portfolio to the challenger even if he is returned to life.
* Immortality: No deities are immortal. A slain deity can lose a portfolio to the challenger even if he is returned to life.
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* Travel: Only intermediate deities or higher gain this benefit.
* Travel: Only intermediate deities or higher gain this benefit.
* Familiar: You may only designate a creature with HD equal to or less than your divine rank as your divine familiar.
* Familiar: You may only designate a creature with HD equal to or less than your divine rank as your divine familiar.
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===Divine Spellcasters===
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Paladins gain their spells from being righteous pricks, and do not have to worship a god. Rangers, Druids, and other nature-based spellcasters gain their power from the ebb and flow of energies between order and chaos, and do not have to worship a god. Clerics can still be clerics of a cause, but must receive domains from relevant mortal gods (they may receive domains from different deities if they work to further the causes of both, but this is a terrible plan for obvious reasons) or else try and truck with primordials and hope that they don't notice their powers being sapped.
==Allowed Sources==
==Allowed Sources==
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* In order to gain a benefit that requires a cost, you must pay that cost; if you mitigate all of the cost away, you're not paying the cost and the benefit does not happen. I'm looking at you, Hellfire Warlock and Body Fuel abusers.
* In order to gain a benefit that requires a cost, you must pay that cost; if you mitigate all of the cost away, you're not paying the cost and the benefit does not happen. I'm looking at you, Hellfire Warlock and Body Fuel abusers.
* Leadership of any kind may not be taken before the game begins. In game, Leadership may only be used to acquire existing NPCs that the PCs are familiar with as cohorts/thralls/wild companions/what have you. The same thing applies for animal companions, improved familiars and controlled undead - if you want something, seek it out in-game.
* Leadership of any kind may not be taken before the game begins. In game, Leadership may only be used to acquire existing NPCs that the PCs are familiar with as cohorts/thralls/wild companions/what have you. The same thing applies for animal companions, improved familiars and controlled undead - if you want something, seek it out in-game.
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* You don't need to be a spellcaster to use Craft: Alchemy
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* Everything has a masterwork tool as long as you make a good case for what it is
* Combined skills (if any subskill is a class skill, the combined skill is as well; synergy from a subskill cannot affect any other skill in the combined skill; bonuses specific to one subskill do not apply to all uses of the combined skill):
* Combined skills (if any subskill is a class skill, the combined skill is as well; synergy from a subskill cannot affect any other skill in the combined skill; bonuses specific to one subskill do not apply to all uses of the combined skill):
** Stealth (Dex) - Hide, Move Silently
** Stealth (Dex) - Hide, Move Silently
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* Weapon Specialization
* Weapon Specialization
* Whirlwind Attack
* Whirlwind Attack
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==Skills and Suchlike==
 
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===Craft and Profession===
 
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You don't need to be a spellcaster to take Craft: Alchemy
 
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===Masterwork Tools===
 
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Everything has a masterwork tool if you can make a convincing case for what it actually IS.
 

Revision as of 20:50, 20 December 2012

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