Rules and Characters

In general, this section covers setting specific rules variations and general house rules. Specifically, the alternate rules for death and resurrection, retraining, and the specific scheme that covers unique treasure rewards given to the players during their adventures. It also covers rules regarding character creation, feats, and so forth.

Characters will begin at 8th level, and should be created using the standard set of rules books and supplements for 4th edition Dungeons & Dragons. Additionally, players may select options from the following sections where appropriate – any special considerations are outlined below.

Each character should also have at least a simple back story. The characters are in a real sense the villains of this story. They aren’t evil – unaligned is the flavor of choice, unless there’s a really good reason otherwise – but they’re definitely in it for themselves, and not afraid to make a copper off the other guy if they get the chance.

Death & Resurrection

Death is cheep. Life is expensive. But not nearly as expensive as it is in other games. Given 4th Edition’s economic design, paying to resurrect fallen party members can easily cripple the party’s advancement. With that in mind, the costs to revive the fallen have been reduced:

Rituals of the Dead
Ritual Normal Cost Theundal Cost Availability
Gentle Repose 25gp 10gp Available at virtually any temple
Speak With Dead 50gp 25gp Available at any Theundal temple and some others
Raise Dead (Heroic) 340gp 150gp Available at any Theundal temple and most others
Raise Dead (Paragon) 3,400gp 1,500gp Available at major Theundal temples and few others
Raise Dead (Epic) 34,000gp 15,000gp Available only at centers of faith

Unique Magic Items

In rare cases the players may uncover Unique Items which are not generated from the standard treasure charts. These items will have an associated level and cost for the purposes of evaluating character’s overall wealth, but they may not be sold, traded, given away, or reduced to residuum. They may however be damaged, destroyed, lost, stolen, or consumed if warranted by the course of events. They receive no special protective qualities from these rules.

Retraining

In the standard system, players are permitted to change one power of feat choice each time their character levels up. Let’s face it though – this is the first time playing 4th Edition for many of you, and we’re starting at a high enough level that you’ll have plenty of opportunities to foul up your characters. In light of that, we’ll roll RPGA style. When you level up, you may elect to change any or all of your feat, skill, or power choices. Go to town!

Gods & Powers

Player characters may follow deities from any setting. The local gods that were born from millenia of irrelevent backstory are hanging around as well though, and players are welcome to follow if they like. A few of the more prominent are listed below:

Deities of the Modern Era
Deity Alignment Portfolio Feat
Bra'azeel Unaligned Deception, Illusion, Thieves, Lies Bra'azeel's Truth
Fraunk Good War, Heroes, Adventure Fraunk's Fury
Theundine Unaligned Death, Undeath, Lost Souls, Guidance, Travel Walk the Path
The Three Fathers Unaligned Truls, Knowledge, Wisdom, Primal Power Primal Blessing
Antus Evil Civilization, Law, Oppression Judgment of Antus
Paraxis Evil Murder, Tyranny, Oblivion Word of Death

Backgrounds

Players may select backgrounds for their characters from the following list. They may also select backgrounds from other campaign settings – many people from across the multi-verse, even those without a great deal of adventuring experience, have ended up in these parts over the years.

Setting Backgrounds
Background Prerequisite Benefits
Drow Defector Drow Add bluff to class skills. Will bonuses also increase Bluff.
Escaped Illithid Slave None Gain +3 and assist as if trained on checks regarding Psionics.
Old Trul Trul Add a knowledge skill to class skills and gain +2 bonus.
Trul Raider None Gain +1 to Will vs. Psionic, Charm, and Psychic attacks.
Nenorian Noble Half Elf Add Diplomacy or Insight to class skills and gain a +2 bonus.
Nenorian Squire None Gain proficiency in one military melee or ranged weapon.
Evereni Woodsman Elf Add Nature or Perception to class skills and gain a +2 bonus.
Fey Craftsman None Create master-craft items that cost 20% less Residuum to enchant.
Elemental Soldier Genasi Your weapon attacks can deal elemental or weapon damage.
Merchant of Glimring None Add Bluff or Insight to class skills and gain a +2 bonus.
Theundal Wayfinder Worship Theundine Reduced cost and casting time on certain rituals.
Reincarnated Master None Add any two skills to your class skill list.
Dwarf Industrialist Dwarf or Gnome Double prices when selling items with a skill check.
Silverheim Sailor None Gain +3 and assist as if trained on checks regarding the sea.
Draconisian Officer Dragonborn Gain +1 to Initiative. Add one from a list to your class skills.
Plecian Scholar None Exchange class skills and gain a +1 bonus with swapped skills.
Eran League Politician Human or Halfling Add Diplomacy and Insight to class skills and gain a +1 bonus.
Exonar Spy None Roll twice on Bluff, Stealth, Streetwise, or Thievery.
Mercenary of Brend Eladrin Gain +2 to Acrobatics, Athletics, and Endurance in combat only.
Brendwood Border Guard None Gain a +3 bonus on either Perception or Nature checks.
Dalethian Prince Human Roll twice on Bluff, Diplomacy, Insight, or Intimidate.
aNef'Holom Lowborn None Gain a +4 bonus on Death Saves.
Svenport Frontiersman Human or Shifter Gain +3 and assist as if trained on checks regarding wilderness.
Talian Heartlander None Use best attribute for hit points instead of Constitution.
Hellfire Channeler Tiefling Add an elemental damage type to implement powers.
League Trouble Shooter None Gain resist 1 to several damage types.
Legion Veteran Human It takes four failed death saves to kill you.
Buandar Citizen None Gain +6 for being trained in skills instead of +5.
Apprentice Litigant Human or Half Orc Gain +3 on rolls regarding the law, and assist as if trained.
Shield Coast Buccaneer None Roll twice on perception checks.
Forgemaster of Gramnal Dwarf or Goliath Create mundane equipment at half normal price.
New Silverheim Settler None Gain +3 with one of several skills.
Deva Fateshaper Deva Gain a +2 bonus to Bluff and Diplomacy.
Sun Hills Hermit None Roll twice for your first skill check each encounter.

Feats

Players may select feats for their characters from any source book for 4th Edition Dungeons and Dragons. Many characters originate on different worlds, and even those who don’t may have acquired rare talents. In addition to the standard selection of feats, the following options are available in this setting:

Bloodline Feats
Feat Prerequisites Benefits
Aberrant Heritage Living Humanoid Race Psychic Chaos as an Encounter Power, Aberrant Origin
Labyrinthine Madness 11th Level, Aberrant Heritage Feat Psychic Chaos's Daze effect becomes Save Ends
Manifest Hallucination 11th Level, Aberrant Heritage Feat Swap utility power for Manifest Hallucination
Mantra of Madness 10th Level, Aberrant Heritage Feat Swap utility power for Mantra of Madness
Mercurial Will Aberrant Heritage Feat Resist 5 Psychic, Saving throw bonuses
Psychic Backlash Aberrant Heritage Feat Damage attacker when attacked with Psychic or Charm
Psychic Invasion 21st Level, Aberrant Heritage Feat Targets hit by Psionic or Psychic grant combat advantage
Psychotic Reprisal 15th Level, Aberrant Heritage Feat Swap utility power for Psychotic Reprisal

Channel Divinity Feats
Feat Prerequisites Benefits
Bra’azeel’s Truth Channel Divinity, Worship Bra’azeel Bra'azeel's Trush as an Encounter Power
Fraunk’s Fury Channel Divinity, Worship Fraunk Fraunk’s Fury as an Encounter Power
Judgement of Antus Channel Divinity, Worship Antus Judgement of Antus as an Encounter Power
Primal Blessing Channel Divinity, Worship The Three Fathers Primal Blessing as an Encounter Power
Walk the Path Channel Divinity, Worship Theundine Walk the Path as an Encounter Power
Word of Death Channel Divinity, Worship Paraxis Word of Death as an Encounter Power

Rules and Characters

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