****OverView****

No miniatures. (So no movement wierdness or measuring. This'll harken back older editions of D&D. Bring your imagination or go home.)


Special movement based actions are at my descretion. (So the better you are at describing what your doing the better.)


Build a Character Tree. (You can have as many characters as a backup in-case you die. Whenever your main character levels up you can increase the level of one other character in the tree.)


Don't bring in any funky feats/classes/races/spells/psionics
(I won't accept them. On the other hand I will work with you to create new items/spells/psionics that are game and character specific. The more specific the less the cost to the character.)


Leveling will be slow. (In fact. I calculate exp then divide by 2+ BEFORE distributing)


****NPC's****

THE HERO [Fighter/Sorcerer] (referred to only as THE HERO) destroyed the Sword of Aeons.
His Sister [Sorcerer/Psionicist] is still alive but his mother is not.

Jack of Blades is alive. (He escaped to the Wastelands)

Thunder is the new ruler of Bowerstone. Lady Grey was Murdered.

Briar Rose and Whisper are dead. Killed by Jack of Blades.


****Class Changes*****

Monks:
must have a max concentration at all levels.


Paladins:
must have max Knowledge (religion) at all levels.
may be any lawful. But Neutral Paladins must pick a leaning (favoring good or evil) for power purposes.


Cleric:
must have max Knowledge (religion) at all levels.


Druid:
Loses Wild Shape
Gains Potion creation (Brew potions at half exp cost)
Druids must pick a region that they hail from
Must have max knowledge (nature) at all levels.


Ranger:
May choose classes as favored enemies.


Sorceror:
Must Have [Old Kingdom Blood] feat to take levels in Sorcerer.
loses familiar ability


Wizard:
Must have [Skill Focus: Spellcraft] to take levels in Wizard.
Must roll against spellcraft in order to transcribe new spells into spellbook.
loses familiar ability
Gains Bluff as a class skill

Those caught within 10 feet of a Wizard casting a spell suffer -1 to all rolls for the round.


Exterminating Raze [Special]
Your Magic techniques are particularly damaging to plant
creatures.
Prerequisites: Wizard
Benefit: Plant creatures caught within 20 feet of you suffer 2
points of damage per spell level.
Normal: Plant creatures caught in your radius suffer
no damage.


Agonizing Radius [General]
Your Magic techniques are particularly painful.
Prerequisites: Wizard
Benefit: Penalties for being caught within your radius
increase by one (i.e. from -1 to -2).


Due to the "Newness" of wizard magic. Specialization in a school is forbidden. Wizards must also find ways to hide thier spellbooks and somatic and verbal components (which are noticebly different from any other class) or suffer the consequences.



Spellcasters may attempt to conceal the fact that they are attempting to cast a spell. This is an especially important pursuit for wizards, who are alltoo-frequently the unfortunate target of impromptu lynch mobs. When casting a spell, a spellcaster may attempt to conceal verbal and somatic
components by making a Bluff check as a move equivalent action, to distract any witnesses. Onlookers may oppose the roll with a Sense Motive or
Spellcraft check.

Bluff Check Modifiers
Situation Modifier
The spellcaster is defiling -20

Spellcraft or Sense Motive Modifiers
Situation Modifier
Target is closely observing spellcaster +5
Target knows the character is a spellcaster +5

Casting spells in cities with witnesses can be very dangerous. Lynch mobs, Guards and even other wizards generally flock to the scene when someone cries Wizard!