Fordane Realm

The Road to Padonis

Character Creation

Please consult the Players Handbook for general creation rules. Use the races and classes within. Any non-evil alignment. For stats, please roll 4d6, rerolling all ones, and take the highest three. Maximum hitpoints at first level. Starting gold will be rolled, per the PHB, you may reroll all ones. Skills will be class-dependent.

When creating your characters, you may collaborate, keeping in mind that all of your characters know eachother, and grew up around eachother. PCs may be relatives of eachother, if so desired.

After third level, you may multiclass, but must let the DM know what you intend to multiclass as, as there will be some preperation required, depending on what your second class will be. Mages will need a way to study or develop their talents before taking a class level as a caster, for a fighter, some look into fighting is necessary, perhaps practice with your swordplay. A bard would need to figure out how to perform. If a character has access to those needs, it will be very easy. Becoming a wizard, in the middle of the woods, if there are no other casters in the party, may need more work than another class. Some prestige classes are continuations of other class's features, and need little or no preperation.

Rule adaptations

There are a few changes or alterations to the rules. The first major adjustment is to the feat Eschew Materials, the effect of this feat is maximized, allowing all spells to be cast without material components, given you take this feat. Sleep is not mandatory for all characters, but is necessary for HP recovery. The recovery for HP will be your constitution bonus per night +1HD (rolled) per every three levels. Ex: 1st level, +CON... 3rd level, 1HD+CON... 6th level, 2HD+CON...and so on. Any PC wishing to regain HP will need to sleep/meditate. Any non-elf character missing more than a one nights sleep will recieve an addition penalty on a deduction of one point from their base CON score for every night of sleep missed after a 48hr period of not sleeping. This CON damage is temporary and can be shed after 8 hours of sleep. Elves require little sleep, and can forgo the CON damage. They will however, need to sleep a few hours every few days, or risk fatigue.

Campaign features

There are some unique features to the realm. Most regard magic. There are three new feats, Spell Actualization (Divine), Spell Actualization (Arcane), and Greater Spell Actualization (Arcane). Magic in this realm is not exactly common place, and many commoners would be impressed by its display. However, elves still guard their ways of magic closely, sharing little with outsiders.

Spell Actualization (Arcane)/(Divine)- The use of Quicken Spell, Silent Spell, and Still Spell are actualized with this feat. This meaning that you may use the other feats with out the penalty of adjusting the level of the spell, and can use a spell slot of that spells original level. There is one feat for arcane magic, and one for the divine. When you declare the use of the other feats, this feat activates automatically. Prerequsite: Quicken Spell, or Silent Spell, or Still Spell. CL1

Greater Spell Actualization (Arcane)- Like Spell Actualization (Arcane), except always active. Prerequsites: CL5, Spell Actualization (Arcane).

Another feature of this campaign is the usage of supplemental materials. This is mostly a feature of knowledge gained through out the campaigns. At third level, the complete core set, and their subsequent parts (PHB2, DMG2, MM2) become available for use. At fourth level, Complete Arcane, Complete Divine, Complete Warrior, Complete Scoundrel, and Complete Adventurer will be made available. Other materials will be allowed into usage at fifth and sixth levels, but may require an action in-game on the part of the PCs. Compendiums and Tomes will only be accessable by the PCs through great action, and may result as a reward for certain quests and campaigns.