Hello there. I'm the DM Kaelik spoke off. I'll be running City of the Spider Queen
Now to the character building rules:
Level: 10
House Rules (read carefully, a mix of tome rules and other stuff)
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Equipment
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-Basic item creation rules all gone.
-Because of the above, there's no artificers in existence.
-All characters have a number of spirit points equal to the original Wealth By Level.
-Characters may attune equipment up to their capacity of spirit points, attuning an item being a free action, but releasing attunement being a full day. You can attune something that someone else is attuned to, but it takes a full day to break the other person's attunement.
Any attuned equipment can be used, regardless of who attuned the item.
-Expendable items costs spirit points equal to the value of the charges used.
Lost spirit points(i.e. via expended items or destroyed equipment) recover at the rate of 1% of the character's WBL per day, up to a maximum of his WBL.
-A character can turn any equipment he has used regularly for at least a week into any standard magic item of the same type by expending it's new value in spirit points. He can convert a lesser magic item into an enhanced version of itself this way. Major Artifacts cannot be altered in this manner unless specifically stated otherwise. Lesser Artifacts can be so modified if the character is capable of creating artifacts and is at least as powerful as the original creator.
-Equipment can be attuned for less than their maximum value, if they have a lesser version. If a character invests the value of a +2 Belt of Strength into a +6 Belt of Strength, he gains only the benefit of a +2 Belt of Strength.
-You cannot cast spells from scrolls, they just exist to teach wizards and archivists.
-Wands/staffs/other items with charges must be always fully charged when you make them.
-Expensive spell components must be supplied by this method as well.
-No candles of invocation
So basically you're always assured to have the equipment suitable for your level. You cannot use extra equipment you find, and if you lose something you can pick up any left mundane item and turn it into magic stuff by yourself.
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-Diplomacy won't turn people into your slaves (neither will bluff).
-Monsters with Wish SLA are all unique creatures and thus cannot be called by normal spells. Because 9th level spell spam is silly.
-You get exp for completing objectives, not necessarily killing stuff.
-Everybody with 13+ Str gets power attack for free.
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Books allowed: everything printed by Wotc for 3e, including 3.0 stuff like Arms and Equipment guide and Oriental Adventures. Dragon magazine allowed in a case by case basis.
Homebrew:I'm open to homebrew, as long as I get to review it before. I may tweak stuff and I don't like. Tome classes and feats should be ok as Kaelik intends to use them. Rest of the Tome rules however will not be used however. My homebrew rules should take care of most gear problems.
Power Level: As pointed above the power level is pretty high, but even I have limits. Codzilla, Abrupt jaunt wizard are ok (if you're still in range and line of effect of the attack after you jaunt you're still hit mind you), Incantrix/Cheater of Mystra/Spell to Power Erudite/Planar Sheperd are not.
Stats: 32 Point buy
HP: Max at first level, then either roll or take average.
Flaws and traits: Two flaws and one trait per character.
Setting notes:City of the spider queen will take you trough the underdark. Due to it's nature, teleport effects have a considerable chance of going wonky. Short range teleports should be fine. Trying to move more than one mile by teleport will certainly result in something nasty. Trying to make your own tunnels is certain to atract the atention of things you do not want to atract. I'll also be pimping out the original ecounters to suit the new power level. As a final note, you're not the only ones moving. Stop to regain spells after every battle and your enemies will just get stronger.
Now that should be everything. Ask away any doubts.