Players will be allowed to maintain multiple characters in this campaign. Each character will receive experience for each session in which the player takes part. Each character that does not take part in the mission has a 20% penalty to experience for that mission. A player may only use one character per mission.
For this campaign, there is no such thing as alignment. There are no Detect [Alignment] spells. Protection from [Alignment] and similar spells work against all creatures. Damage reduction is still in effect, and anyone capable of creating an aligned weapon, such as by permanent enhancement or the Align Weapon spell may align a weapon any way they choose. Outsiders, planes, and anything else with an alignment subtype retain these features, but such creatures do not have an alignment. Dictum and other spells and effects that affect a creature based on its alignment treat everything as Neutral alignment.
Despite the lack of an actual alignment feature, creatures still tend toward a certain type of behaviour. Dwarves still like a sense of order, drow still tend to be cruel and unpredictable, etc.
For this campaign, there will be no paladins or blackguards.
Classes that have an alignment prerequisite no longer have that requirement. However, a pattern of behaviour in line with the spirit of the class must be established. To that end, no prestige class may be taken without Dungeon Master permission, and class abilities may be taken away for gross or persistent breaking of the spirit of a class.
Characters use a modified point-buy system. Each character is given 72 points with which to buy ability scores. The cost for each value is listed in the chart below.
| Ability Score | Point Cost |
|---|---|
| 3 | 0 |
| 4 | 2 |
| 5 | 4 |
| 6 | 5 |
| 7 | 6 |
| 8 | 7 |
| 9 | 8 |
| 10 | 9 |
| 11 | 10 |
| 12 | 11 |
| 13 | 12 |
| 14 | 13 |
| 15 | 15 |
| 16 | 17 |
| 17 | 20 |
| 18 | 23 |
Any points not spent in this process will become action points for first level. Keep in mind, however, that ability scores are permanent, and action points not spent during a level are lost when you gain the next level.
The standard skill system for first level will not be used. Instead, skills for 1st level characters will represent their common history of running errands and doing odd jobs for Khyber's Maw.
As every rule must have an exception, rogues may purchase skills normally if they so choose.
This race was requested by one of the players. It is available to all players.
The avariel are elves, and have all the qualities associated with their earth-bound cousins listed in the Players' Handbook, with the exception of their ranged weapon proficiencies. Their wings interfere with the use of bows, and so are instead proficient with the bola and lasso. They are considerably more powerful than their cousins, and so must spend their first three levels expanding their familiarity with their own capabilities. They have no racial hit dice, and so gain their skill points one level at a time instead of the normal 4 × (class skill points) at first level. They also gain no feats until they reach their first PC class level. The avariel will have (6 + Con modifier) hit points until he reaches 1st character level, at which point he will instead have normal hit points for his class (which may represent a loss or increase in hit points, depending on class).
| Racial Class Level | Base Attack Bonus | Fortitude | Reflex | Will | Special |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +0 | +2 Int, fly 10' (clumsy), +2 racial bonus to all Jump checks |
| 2nd | +0 | +0 | +0 | +0 | +2 Wis, fly 30' (poor), additional +2 racial bonus to all Spot checks |
| 3rd | +0 | +0 | +0 | +0 | Additional +2 Dex, fly 50' (average)*, additional +2 racial bonus to all Jump checks |
* An avariel may take the run action while flying. He may also make a dive attack, which is a charge action, during which he must descend at least 30' and use a piercing weapon in order to do double damage.