Based on the Pathfinder expansion for AD&D, I am picking up as DM for my friends again. It’s been many years since I’ve been able to DM for them and so I am extremely excited to hopefully create an in depth new world to explore with a rich background and history.

DM house rules for the campaign:

There will be no multiclassing or the use of any of the prestige classes.

We will not be calculating Strength modifiers on the “to hit” dice roll for melee. (This goes for NPCs & Monsters & ETC.)

We will not be calculating the Dexterity modifiers on the “to hit” dice roll for ranged. (This goes for NPCs & Monsters & ETC.)

Wizards cast spells without needing to prepare (just like the sorcerer), However the wizard is assumed to be holding the spellbook (and holding or wearing the bonded item) while casting.

Wizards will start by having the “Wizard’s Might feat” (This will be in place of Scribe Scroll Feat) and will yield additional spell slots per intelligence modifier (in addition to the spells per day). These spells must be prepared beforehand by the wizard. This is not affected by the use of intelligence ability augmentation devices such as magical spells or enchants or magical items or special circumstances temporary or permanent. However this can be affected by the normal leveling of the character. These spells are from memory and the wizard does not need the spellbook in hand. These spells must be a spell that is already known in the wizard’s spellbook and are not affected by other feats (such as the Heighten Spell feat). Also, the level of spell able to be put in the slot will be determined by the level. For example: a level 0 spell needs 1/2 slot; a level one spell needs one slot; a level 2 needs one and 1/2 slots; a level 3 needs two slots; a level 4 spell needs two and 1/2 slots…etc.

Spell Mastery Feat will be changed to give the “Wizard’s Might Feat” an additional one spell slot each time it is chosen to be memorized for casting.

Wizards and Sorcerers may not choose the following spells: Beast Shape I, II, III, IV; Elemental Body I, II, III, IV; Plant Form I, II, III; and Form of the Dragon I, II, III.

Wizards may not choose “Transmutation” as their specialization but may choose it as their opposing school if they do specialize.

Wizards will not have the weapon proficiencies for any ranged weapon (such as bows and crossbows). This is in effect even if they have a racial qualifier for the proficiency.

Wizards will have a hit dice of d4 (instead of the d6)

Sorcerers may not choose the Draconic Bloodline.

Clerics and Druids will know all level 0 spells and must choose to know 3 1st level spells + wisdom modifier. New spells must be learned through other teachers or through finding written documents of devotions or rituals to be performed (Knowledge checks apply)

Clerics will begin the game knowing the 1st level Cure light wounds spell (or Inflict light wounds if evil alignment). With each new spell level gained up until 4th (5th level will not receive), they will automatically learn the “next up” of the Cure wounds (or Inflict Wounds) spell.

Clerics and Druids at each new level will gain two new spells of any spell level or levels that he/she can cast (based on the new level) for their spells known.

Druids will begin the game knowing the 1st level Summon Nature’s Ally I. With each new spell level gained up until 4th (5th level they will not receive) they will automatically learn the “next up” of the Summon Nature’s Ally spell.

Druids receiving Wild Shape must first kill the beast (or Elemental or plant) and commune with the soul in order for he/she to be able to shapeshift into it. They will, however, be able to choose 1 small and 1 medium creature upon reception.

Clerics and Druids when leveling up will choose 2 new spells of their spell level or lower that they will know.

Crafting magical equipment and items (such as the arms and armor feat etc.) is prohibited. However, this may still be used in accordance with the wizard for their bonded object.

The spells Astral Projection, Etherealness, Gate, Limited Wish and Wish are prohibited. This is because we will not be dealing with extra dimensions in this campaign.

Bonus awards are awarded after every session. This is to encourage the imagination and resourcefulness of each player involved in the session. The number of awards given out that night will be determined by the number of players divided by 2 rounded down. The type of award will be rolled at random by the DM. Once the award has been chosen, there will be nominations by the players and then left to a vote. However if the vote is undecided, then the DM will choose the winner. If nobody qualifies for bonus award, then nobody will receive the bonus award for that playing session.

Bonus award categories:

Noble deed award – This is good will or acts toward an NPC (not player)
Puzzler award – Solving the toughest puzzle/riddle
Jester award – Making the funniest joke or act in game
Savior award – Sacrificing or giving something of value for other players (Not an NPC)
Diplomat award – Changed the mind of an NPC or talked them into something (without the use of magical augmentation).
Brilliancy award – Did something in game that was genius or clever
Booby prize award – Worst luck of them all
Got skillz? award – Use of a skill in an imaginative or new way to solve or get around a problem
Bloodthirsty award – Most hits and kills on genuine enemy NPCs
Environmentalist award – Use of an environment or an item (that it’s not specifically designed to do) for the betterment of the player’s situation.
Good Try award – Trying to do something original and brilliant but failing

Prelude to Darkness

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