Paranor KYD: 9 Immortals
The world of Paranor is a bit different from the general D&D environment. Here are the basic differences:
Races: The following PLAYER races are allowed in Paranor:
- All Player’s Handbook 1 Races
- Half Orc
- Drow (with significant story changes)
Other races either don’t exist in Paranor, or are too savage/monstrous for player characters.
Classes All classes are allowed, though some might need some story tweaking.
Background Choose a background from the General or Scales of War settings
Ability Scores Standard point buy and racial bonuses, plus level bonuses.
Skills StandardFeats Just about anything, with the following exceptions:
- No bloodline feats
- No dragonmark feats
- Divinity feats are outlined in the Channel Divinity section of the wiki.
- I reserve the right to veto oddball feats/change flavor of some feats.
Powers Standard (No Spellscars)
Items Standard item buy. I reserve the right to veto weird stuff. No Dragonshard Augments. No Boons. Additionally, the following rule is meant to help balance some aspects of the game that I feel are mathematically unsound:
Only characters with a martial primary class (ie. not paragon path, multiclass, or hybrid) can benefit from the following weapon properties: BRUTAL
Other rules changes This area may be updated frequently
- Death is permanent in Paranor, and the intelligent undead are universally evil. (See The War of Lasting Death for more information). There are no raise dead/resurrection/etc. rituals. Dead is dead.
- Long range teleportation and planar transport are nearly impossible, thanks to the Planar Void.
- Resizing a magic item does not require a ritual – magic items resize automatically.
- For reasons of game balance, the Transfer Enchantment ritual does not exist.
- You’re welcome to purchase the Superior Implement feat, but I can’t seem to get it to work properly on Character Builder.