NPCs with the group:
Level x 100 XP per session that you attend on time and stay in character throughout
Each challenge that you overcome will generate XP, evenly split between all characters present (10% bonus if done through non-combat)
50xp/page transcribed from book to digital form
Unspecified XP earnable through projects relating to the game. Keeping an IC journal, providing minis, finding and printing out graphics/handouts to enhance the game, etc
In order to receive XP, the character must have a full day and night of rest to Rest & Reflect. No standing guard, no combat, no practice sparring, no crafting items, no nothing except 8 hours of unbroken slumber/rest followed by 16 hours of reflective meditation.
If something is not listed in the texts and is not listed on this page, it does not apply to this game. Make sure to check the 'Revoked' house rules section for house rules from other campaigns that I am *NOT* using in *this* campaign!
Equipment
Classes
Skills
Feats
Items
Spells
Magic Items
Crafting Magic Items
Many tweaks coming, those creating magic items should be planning to work with the GM closely.
Old, Revoked, House Rules
Nothing on this is list is true. Pretend these bulleted statements were never said or written in any universe or timestream.
| Amn | Calim | Fury | Lake | Neth | Tethyr | Ruquerin | |
| Dwarf | No | No | Yes | No | No | Yes | Yes |
| Elf | No | No | Yes | No | No | Yes | Yes |
| Gnome | No | No | Yes | No | No | no | Yes |
| Goblin | No | No | No | No | Yes | No | Yes |
| Half Elf | No | Yes | Yes | No | No | Yes | Yes |
| Halfling | Yes | Yes | Yes | Yes | No | Yes | Yes |
| Half Orc | Yes | Yes | Yes | No | No | No | Yes |
| Hobgoblin | No | No | No | No | Yes | No | Yes |
| Human | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
| Kobold | No | No | No | No | Yes | No | Yes |
| Orc | No | No | No | No | Yes | No | Yes |
| Aasimar & Genasi | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
| Gnoll, Lizardfolk, Bugbears | No | No | No | No | Yes | No | Yes |
ECL Stat Adjusts Dwarf 0 Per FRCS: Gold dwarves Elf 0 Per FRCS: Wood elves(Tethyr), Moon Elves(Furyondy) Gnome 0 Per FRCS: Rock gnomes Goblin 0 Str -2, Dex +2, Cha -2, Darkvision 60', Languages Common, Goblin, Social Stigma Half-elf 0 Per FRCS Halfling 0 Per FRCS: Lightfoot Halflings Half-orc 0 Per FRCS Hobgoblin 0 Dex +2, Con +2, Darkvision 60', languages Common & Goblin, Social Stigma Human 0 Per FRCS Kobold 0 Size small, Str -4, Dex +2, Darkvision 60', Light Sensitivity, +1 natural AC, Racial +2 bonus to Craft(Trapmaking), Profession(Mining) and Search, social stigma Orc 0 Str +4, Int -2, Wis -2, Cha -2, Darkvision 60', Light Sensitivity, Languages Common, and (Giant or Goblin), Social Stigma Aasimar +1 Per FRCS Air Genasi +1 Per FRCS Earth Genasi +1 Per FRCS Fire Genasi +1 Per FRCS Water Genasi +1 Per FRCS Gnoll +2 2HD, Str+4, Con+2, Int-2, Cha-2, +1 Nat AC, Languages Common, Gnoll and (Goblin/orc), Social Stigma Lizardfolk +2 2HD, Str +2, Con +2, Int -2, +5 Natural AC, +4 racial bonus to Jump, Swim, and Balance, Languages Common and Draconic Bugbear +3 3HD, Str+4, Dex+2, Con+2, Cha-2, +3 Natural AC, Darkvision 60', racial +4 bonus to Move Silently, Languages Common and Goblin, Social Stigma
Amn Calim Fury Lake Neth Tethyr Barbarian X X X X F X Bard F X X X X F Druid X X X X X X Fighter F F F F F X Monk F F X F X F Holy Warrior X X F X X F Ranger X X F F X X Rogue F F F F X X Sorcerer X F X F X F Wizard X F X F X FReligion
Clerics by region.
Amn: Selune, Sune, Waukeen
Calimshan: Tyr, Azuth, Ilmater, Sharess
Furyondy: Azuth, Torm, Lathandar, Red Knight, Helm, Hoar, Waukeen
Lake of Steam: Any Good/Neutral
Nelanther Isle: Tempus
Ruquerin: Helm, Ilmater, Lathander, Lliira, Milil, Mystra, Tempus
Tethyr: Helm, Ilmater, Siamorphe, Torm, Tyr
Additionally, anyone from anywhere may be a cleric of their racial pantheon, or of Akadi, Grumbar, Istishia, Kelemvor, Kossuth, Lathander, Mystra, Oghma, Shaundakul, Sune, Tempus, or Tyr (All the non-evil Greater deities of the Realms)
You can be a member of a class not favored for that region, but you will not receive the regional starting equipment, nor can you take any of that region's feats until you obtain two ranks of Knowledge(Local:RegionName). Clerics must choose a deity favored in their region to obtain starting equipment and pick feats for their region. Druids and rangers who worship a deity favored for the region qualify for regional feats even if their classes are not favored for that region.
Last Updated: 2/5/2004