The Age of Worms: A Six Foot After Dark Event
Age of Worms House Rules.
The only books available to players are the PHB and Complete Adventurer, Arcane, Divine and Warrior (This includes spells, NO Spell Compendium). If you’re looking for something else not in those books you’ll need to consult with me.
Sometimes rules questions will arise in game. I will rule on them to the best of my abilities. Sometimes I am wrong, if I am, for the sake of the game just move forward and let me know at the end of the session or by email. I make these judgment calls to keep the action going.
Character Creation Rules
Alignments: Any non-evil is allowed. However, Chaotic types, I’m looking at you CN, need to make sure you have reasons to be with the party. Characters suffering from Lone Wolf Syndrome won’t last long and will get little screen time.
Ability Scores: I run things off a tiered point buy system, characters classes determine how many points they get. This is to help balance the disparities later on with the spell casters tending to dominate the scenes at later levels. Please don’t try to game the system by multiclass dipping to get more points, if you want to multiclass consult with me.
Tier 1: (24 point-buy)
Wizard, Cleric, Druid
Tier 2: (28 point-buy)
Sorcerer, Favored Soul, Spirit Shaman, Wu Jen
Tier 3: (32 point-buy)
Bard, Truenamer (my modified version), Shugenja
Tier 4: (36 point-buy)
Rogue, Barbarian, Warlock, Warmage, Scout, Ranger, Hexblade, Spellthief
Tier 5: (40 point-buy)
Fighter, Monk, Ninja, Swashbuckler, Paladin
Tier 6 (44 point-buy)
For anyone who doesn’t know how the point system works here is a list of the costs for certain stats.
8 = Free
9 = 1 point
10 = 2 points
11 = 3 points
12 = 4 points
13 = 5 points
14 = 6 points
15 = 8 points
16 = 10 points
17 = 13 points
18 = 16 points
Rogue – Open Lock and Disable Device are now one skill, just called Disable Device
Sorcerer – At 1st level, a Sorcerer may choose either the summon familiar ability, or the Eschew Materials feat
Truenamer – From Tome of Magic, I have heavily modified this class so that it can actually work. If anyone is interested in playing one let me know and I’ll send you that information
Wujen, Shujenja, Spirit Shaman, and Samurai – If you choose to be any of those classes you came from or were trained on the mysterious island of Ren. I’ll give players more information about the island if they decided to play it.
If you desire to work towards any Prestige class please discuss it with me first. No Prestige classes are automatically allowed. I will allow them on a case by case basis, each character and campaign is different. This is not to say I don’t encourage them. Please ask about any ideas as early as possible, so I may work it into the story line. In my opinion Prestige classes provide flavor and a specialized benefit at a loss of other benefits. I will enforce the role-playing aspects of them.
Bluff – This skill gives you bonuses to your role-playing, it does not replace role-playing. In addition to your bluff skill, bonuses will be given to good role-playing, if no role-playing is attempted, penalties may be incurred.
Diplomacy – This skill gives you bonuses to your role-playing, it does not replace role-playing. In addition to your diplomacy skill, bonuses will be given to good role-playing, if no role-playing is attempted, penalties may be incurred.
Metamagic feats – You cannot apply the same metamagic feat more than once to the same spell unless you have taken the feat more than once. (Ex. Empower Spell)
Persistent Spell – May be cast with any spell that has a variable duration. It increases the duration category by one step per application. (i.e. rounds/level→min/level, min/level→10min/level, etc.). Does not work on spells with hour/lvl duration. May not be extended over 24 hours. Uses up a spell slot of four levels higher.
Divine Metamagic – Prerequisite: Spellcraft 8 ranks, chosen Metamagic feat
Benefit: applies only to the chosen Metamagic feat (Nightsticks from Libris Mortis DO NOT EXIST, so don’t bother asking)
Spellbooks – Any class that requires spellbooks to cast spells cannot borrow spellbooks from others. The spellbooks must be written in their own hand.
If you cast spells, you must know what they do ahead of time. For example, your turn comes up “I cast blank” “What does that do?” “I don’t know let me look it up” is NOT acceptable, have the book out or the effects written down ahead of time, when it’s your turn its time for action not for looking up what the spell you want to cast actually does. If you don’t know what it does I’m going to assume you delay your action until you do and move on.