Sigil Chargen Notes: 45 point standard pointbuy using 3.5 standard ruling except where noted below. Gestalt class system, ECL 20. Use fractional advancement bonuses. The game will be going into EPIC levels, so please plan accordingly. Base races allowed: General note: All characters must be nonevil. Characters who profess goodness will get some sort of reward for putting their money where their mouth is. Humans Elves Moon Elves ('standard' elves) Half-Elves Avariel Sun Elves Wild Elves Wood Elves Grey Elves Dwarves Shield Dwarves ('standard' dwarves) Gold Dwarves Half-Orcs Gnomes Halflings Goliaths (LA+1) Raptoran Changeling(LA0) Warforged (Living Construct)(LA0) Monstrous races allowed: Bugbears (3 racial hitdice, +1LA) Catfolk, lesser (+1la) Catfolk, greater (+4la) Centaurs (4 racial hitdice, +1la) Kobold ( Better-than-standard version ) (LA0) Half-Ogre (+2la) Minotaur (6 racial hitdice, +1la) Wemic (Cat-Centaur) (5 racial hd, +1LA) Desmodu(LA+1) Sand Giant (15racial hd, +2la) Goatfolk (+1 LA) Kenku (LA0) Poison Dusk Lizardfolk(+1LA) Phoelarch(LA3) Eidolon (Living Construct)(LA3+) Dragon (LA and racial hitdice vary wildly) Gnoll (+1LA)@ Templates allowed: Aasimar (normally human only; speak with GM on applying this template to other base races)*(LA+1) Tiefling*#(LA+1) Half-Celestial (May allow speciffic celestial parentage)*(LA2+) Half-Fiend (May allow speciffic fiendish parentage)*(LA2+) Genasi*(LA1) Half-Dragon(LA2-3) Lycanthrope (Natural preferred)(LAvaries by type of lycanthrope) Woodling(LA+1) * = Characters with planar heritage should be unaware of it, or else so uninterested in it that it's never really come up in conversation, much less lead them to study the planes. # = Tieflings may roll on the Tiefling Tables on page 80 of the Planewalker's Handbook. This has the chance of giving them unusual game-affecting abilities and defects, such as armored forearms, DR x/silver, recieving a free bonus language, taking damage from holy water, or being unable to enter consecrated areas. Players may also recieve one or more purely cosmetic benefits from the tables - some of these are available by choice, if the player has a particular image they want for the character. Cosmetic changes include goat legs, red eyes, catlike eyes, extra finger, having small horns, having small fangs, having longer legs than normal, or having a tiny nose. @ = In the starting world, good- and neutral-aligned gnolls have fur in shades of orange, yellow, and white, and often keep this fur in better shape. Item changes: Keen and Improved Critical stack. No other keen effects stack unless otherwise noted. Knockback is a quality for both melee and ranged weapons. Clouting is not a valid weapon ability. All instances of clouting are instead replaced with knockback. Planar materials are not available. Boots of Temporal Acceleration are not available. Nobody except those starting in Sigil may take any classes, races, feats, items or skills that pertain exclusively to the inner or outer planes. Transitive planes (Shadow, Ethereal, and Astral) are on a case-by-case basis. Spells and items that specifically combat outsiders are okay, as are items that interact with such creatures. Creatures who have a planar backstory (Half-fiends, half-celestials, and so on) dannot have any knowledge about their planar past beyond common knowledge and perhaps a couple names. Characters not from Sigil may not have first-hand experience with the planes. Astral plane effects a character's statistics accordingly: INT -> STR, WIS -> DEX, and CHAx5'=Movement. Spell/Power Changes: Invisibility lasts for 10 minutes/level, not 1 minute/level. Wraithstrike is not a valid spell. Psionic Lion's Charge is a level 6 Psychic Warrior power. It operates exactly as before except it's higher base PP cost and manifester requirement. New magic items: Magic Tatoos: Only available to those starting in Sigil, these tatoos are just as potent as magic items. Each character has three tatoo slots which can be associated with various body parts. A tatoo must make sense for its location on the body and have its nature betrayed by the design of the tatoo. Tatoos cost 1.5x the standard price of a magic item of its type, normally.