Starting Level at the beginning of the campaign for all players is lvl 2 with 2500 experience point. Players coming in to the campaign at any point afterwards will start at the average level of the entire party. Starting gold, however is 1st level gold as per the Player’s Handbook pg 111.
1. Ability Score Generation. Point buy system at a given 32 points (no taking negatives) – OR – roll 4d6 seven times, dropping the lowest die roll each time and then dropping the lowest total roll. Arrange scores as desired. You may reroll the entire set once but must take the new rolls no matter what the new rolls are.
2. Players are free to select races, classes, prestige classes, skills, feats, substitutions, and variants presented in the following source-books: Player’s Handbook I and II, Dungeon Master’s Guide I and II, Races series of supplements (except Races of the Dragon), Sandstorm, Frostburn and Stormwreak. Since Salus is a unique Steampunk world consideration for classes, skills, and feats listed in Sorcery & Steam, Steam & Steel, certain Monster Races and Templates are also allowed. In addition some classes may be chosen from the “Complete” series of books, however the player should be aware that some class types are simply not compatible within the world of Salus and therefor will not be permitted. Please check with the DM before beginning character creation.
3. Alignment throughout this campaign will not be an idle status. It will be a combination of Ethics and Morality scores that will be adjusted as the DM sees necessary to do so. The actions your characters make throughout the world will have resounding effects on how not only others perceive them but may end in alignment changing results. Good people turning evil, evil people achieving redemption, or even the Lawful abandoning their ways for a more neutral approach. When creating your character, choose a starting alignment and refer to Alignment Scale wiki page for more information on your starting Ethics and Morality Scores.
4. Spell casters are restricted to lists presented in the Player’s Handbook I and II, or similar lists necessary for their class or prestige class. Spellbooks such as Spell Compendium, Book of Exalted Deeds and Book of Vile Darkness are considered rare material and will require the player to either discover them during their adventures or spend sufficient time researching as per creating new spells rules. Spells which use teleport, use extra dimensional spaces, or spells that have similar effects are banned. The dimensional make up of Salus does not allow for these types of spells and are disruptive to the flow of the game. Additionally the spell Detect Magic is also banned. Only those with the innate ability will be permitted to Detect Magic. There is also no such thing in this campaign as Detect Alignment.
5. Adventuring gear may be purchased from the following sources: Player’s Handbook I and II, Arms and Equipment Guide and depending on the item (usually none magical) you may purchase from Sandstorm, Frostburn, and Stormwreak as well. The Magic Item Compendium is NOT an acceptable source to look for adventuring gear. Unique gear, specifically of a steampunk nature, can also be purchased from the Steampunk Gear list.
6. Characters are restricted to a maximum of three total classes, not counting prestige classes or favored classes. This rule prevents abusive class dipping while also providing a class framework similar to the multiclass characters in previous editions of Dungeons & Dragons. It is also is requested that any class the player takes up has an appropriate back story to accompany the decision.
7. Newly acquired classes (with the exception of prestige classes) require a certain amount of training before they can be obtained. Training in a new class requires at least one week of training time with a willing trainer. If a willing trainer can not be found the training takes at least two weeks and requires around 1000 gp per week of training. The gold will be used for fees, consultants, material components, experiments and other miscellaneous expenditures.
8. Similar to the Variant: General Downtime when ever a a character gains a new level they must spend at least one day in downtime to acquire the advantage of this new level and/or spells. During this time the character is busy training, focusing, or simply resting. During this time the character is not permitted to cast spells (except of course to practice their new spells), go on adventures, and so on.
9. Players may only play one character at a time. Familiars and creatures of a similar nature are okay to bring along but leave your cohorts and followers at home. Too many characters in a situation make gaming sluggish, dungeons crowded and has adverse effects on the encounter levels and challenge ratings. The character should be the center of attention and performing most of their actions, not their minions.