Sea Of Dust Rules Additions

Here are posted the rules, classes, races, and other fun stuff that has been approved for use in our Fourth Edition Sea of Dust campaign. As a player in this game, you may feel free to use anything you find here. Please note that anything that you wish to have posted here must first be approved for campaign use, and that if an item disappears from this page, it has been determined that this item no longer serves the best interests of the game or the group.

Approved Sources

Source books approved for character creation and item purchases for this campaign are: Player's Handbook, Player's Handbook II, Adventurer's Vault, Martial Power, Arcane Power.

Character Creation

Sea of Dust:
Stats are generated using Method I or Method II, described in the Player’s Handbook. Starting gold will be determined by level.

Classes

Any class listed in one of the above source books is playable. Others, including homebrew, will appear here.

Monk

The Monk class is now available, but may change after the release of the Player's Handbook III. Get the pdf file HERE.

Races

Any race listed in one of the above source books is playable. Others appear below.

Check the bottom of each page for the printable version link of the race

Drow

Long time Greyhawk race, now added to the Sea of Dust for PC use.

Genasi

With portals opening up to unknown places in the Sea of Dust, an elemental race has been introduced into the region.

Minotaur

The return of these proud warriors to Saruun Khel offers the chance of playing one to the players.

Shadar-Kai: Ryan's use only until further notice.

The first of the Sea of Dust Homebrew Races, conceptualized by Ryan during the 3.5 edition playtest. A few tweaks and some input from the Core Books gave us just what we needed to make these guys work.

Feats

New feats for use in the Seo of Dust Campaign

Weapon Mastery: Bola

How to use a Bola in the Sea of Dust

Weapon Mastery: Whip

How to use a Whip in the Sea of Dust

Experimental Ideas

Immediate Move:
Here is an idea for giving chase to enemies or racing them to reach an item or place without having to "Wait your turn" in the initiative. Check out the idea HERE
Miscast:
Here is an idea for critical failures when spellcasting. This is not being implemented, just tossed out there for critique.

Miscasts

Magic is anything but predictable; one slurred word in your incantations or one lapse in control- however momentary- can bring disastrous consequences upon the caster, or (if they are in luck) their foes.

When you use an attack spell make the attack roll as normal. If the spell targets a single target or makes a primary attack against a single target and you roll a natural 1 on the attack roll, you have miscast. Roll 2d6 and consult the table below. If the spell targets multiple targets or has a primary attack against multiple targets and you roll a natural 1 on the first attack roll that you roll, you have miscast (as above). If the attack was against multiple targets and/or the attack has a secondary attack, only the first attack roll you make can achieve a miscast results; other rolls of natural 1 result in just an automatic miss.

Miscast Table
2d6 Result
2 Disaster strikes as you lose control of the immense powers your magic. A blast of uncontrolled magic explodes from your outstretched hand. Your hit points are instantly reduced to 0, and all creatures within 2 squares of you take 2d10+ your Charisma modifier damage. The spell fails completely and is not cast.
3-4 You lose control and loose the magical energies unshaped and unchecked. The spell fails completely and is not cast. You take 2d10+ your Charisma modifier damage, and all creatures within 1 square of you take 1d10+ your Charisma modifier damage.
5-6 You lose focus and fail to cast the spell, and one of your foes uses the time to cast a spell of his own. The spell fails completely and is not cast. In addition, one of your enemies can, as an immediate interrupt, cast one of his spells, so long as it usually uses the same type of action as your spell did (alternatively, he may cast a spell that usually uses a free action as an immediate interrupt, as above).
7 The attack simply misses as normal, with no additional effects.
8-9 You accidentally loose more energy than you normally would. The attack roll is counted as a natural 20 rather than a natural 1.
10-11 The spell is uncontrolled, but luckily you manage to direct it towards your foes before it becomes dangerous to you. The attack roll is counted as a natural 20 rather than a natural 1, and the target of the first attack roll takes 2d10+ your Charisma modifier damage, and all creatures within 1 squares of him take 1d10+ your Charisma modifier damage.
12 The spell is filled with a raging storm of arcane power that you never meant to use. You take 2d10+ your Charisma modifier necrotic damage, and the attack roll, as well as all of the attack rolls the spell requires you to make, automatically count as having rolled a natural 20.
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