Character Creation

The following sections detail the rules and requirements for submitting a Player Character for this PBeM. In many ways I am rather lenient, but I can also be rather strict. There is a lot of room in the creation system for a good diversity of characters. Races should to be standard as should character classes, though I allow an occasional exception. I allow the use of most 3rd edition rules, but these need to be approved, be prepared to have a full text on the kit as well as where it came from.

If you wish to play as a different race, class, or use a spell other than what is listed under Character Kits & Classes and Selecting a Race then be sure to check with the me before you send in your character sheet. If I am not in possession of this material then you will have to send the full details for approval.

These guidelines are for creating a character sheet. Please wait until I have approved your character submission before you go ahead and create a full character sheet.

Required Materials

In order to create your character you will need a complete source of 3rd edition rules. At the very least you should have the System Reference Document, available at http://www.wizards.com/D20/article.asp?x=srd35. The Players Handbook is strongly reccomended unless you really know what you are doing. If you are new to D&D or new to role-playing games I can help you get started.

The text outline of a suitable character sheet may be found here.

Selecting your Class

Your first step is to review the various classes and kits that are available. Once you have done this then go to the next step below and review your options on Races. Also if you are choosing a magic-user, then you will need to review the section further below on Magic.

The following classes are available:

Selecting your Race

You may wish to determine your character's Race while you are selecting a class. Often various races are best suited for certain classes. The following standard races are available:

As the party is currently in an area populated by Humans it will be easier to fit Humans into the game than the other races.

Character Alignment

A character's or creature's general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, and chaotic evil.

Choose an alignment for your character, using the character's race and class as a guide. Standard characters are good or neutral but generally not evil. Evil alignments are usually reserved for villains.

Alignment is a tool for developing your character's identity. It is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two lawful good characters can be quite different from each other. In addition, few people are completely consistent. A lawful good character may have a greedy streak, occasionally tempting him to take something or hoard something he has even if that's not the lawful or good thing to do. People are also not consistent from day to day. Good characters can lose their tempers, neutral characters can be inspired to perform noble acts, and so on.

hoosing an alignment for your character means stating your intent to play that character a certain way. No matter what you select for your character's personality or alignment they must be able to work with the current group of characters or your character will not last long and may not even be accepted.

I strongly encourage all players to take the Online Alignment Test to get an idea for your character's true alignment. Take this as a guideline, you are not required to use the results as your character's alignment though it is recommended that you do so.

Experience & Level Advancement

All characters will start out at 5th level. Good role-playing, participation, and generally keeping an active and believable character all count for earning additional advancement as the game progresses. To advance in level you will need to maintain good posting habits and keep your character current with the story. Also you need to keep up active participation and not just 'go along with everyone else' kind of role-playing.

Depending on the current pace of the game, exceptional players who follow this habit will typically advance in level roughly every 3 to 5 months. After 9th level exceptional players will advance in level roughly every 6 to 12 months.

Ability Scores

Now it is time to move on to developing the mechanics of your character.

Players will have 90 points to distribute between their Ability Scores. Scores of 3-15 will be at the normal cost of one point per value. Exceptional skill will be calculated as follows:

16 - will cost 18 starting points
17 - will cost 20 starting points
18 - will cost 24 starting points

NOTE: certain classes have Ability Score adjustments which will come into effect after these points are distributed. Review your character's Race page to determine if any adjustments need to be made to your character.

No starting characters can have an ability score above 18, even after adding racial modifiers. However, at 8th level, and for every 4 levels after that, one more point can be added to any ability score. Characters may increase their ability score beyond 18 with these bonuses. The bonus point achieved at 4th level is already included in the starting points allowed for beginning 5th level players.

Starting Equipment

Your character begins with the standard equipment that is typical of your class and fits in with your character's background. All items should be within reason. A fighter may start with a suit of platemail but a rogue, druid, wizard etc would not.

Your character should be able to carry everything in a single backpack or somewhere on their person. Starting animals, including pets, mounts, familiars, and animal companions may be subject to approval. If your character is going to have an animal companion, please review the following section on animals.

Try to come up with a rough estimate on how much your equipment costs. This should not exceed 1,000 gold pieces, nor should it include any specialty items (such as elven chainmail or masterwork items) unless this has already been approved.

Assume your character owns at least one outfit of normal clothes. Pick any one of the following clothing outfits for free: artisan's outfit, entertainer's outfit, explorer's outfit, monk's outfit, peasant's outfit, scholar's outfit, or traveler's outfit. Preferably you can describe in your own way your characters dress without resorting to the generic options above.

In addition to equipment your character carries 100 silver pieces to pay for traveling expenses.

All items must be included on your character sheet. Do not assume your character would have it if it is not on your character sheet. If it is not there, then it doesn't exist.

Here you can find a list of weapons and armor, as well as general goods and services.

Magical Items

Magical items will no longer be given out to starting characters without a very good reason, in which case some other deduction will be made to balance it out. This will be handled by the DM on an individual basis. I may allow some exceptions if your character has the skill to create the item in question but don't count on it. Review the details on creating magical items if you wish to discuss starting out with some limited magical items.

Skills

It is now time for you to choose your character's skills. Skills determine your character's abilities and his chances to succeed in those abilities. Look at your character's class and race page to determine how many skill points you have to distribute on skills.

Skill checks will be determined and made by the DM. You only need to determine what skills your character has and when your character is using them. The DM will determine success and failure and inform you of the results.

For more information on what skills are available and how they are used, go to our Skills page.

Feats

A feat is a special feature that either gives your character a new capability or improves one he or she already has. For example, Lidda (a halfling rogue) chooses to start with the Improved Initiative feat at 1st level. That feat adds a +4 bonus to her initiative check results. At 3rd level, she gains a new feat and chooses Dodge. This feat allows her to avoid the attacks of an opponent she selects, improving her Armor Class against him.

Unlike a skill, a feat has no ranks. A character either has the feat or does not. Unlike skills, feats are not bought with points. You simply choose them for your character. Each character gets one feat when the character is created. At 3rd level and every three levels thereafter (6th, 9th, 12th, 15th, and 18th), he or she gains another feat. For multiclass characters, the feats come according to total character level, regardless of individual class levels.

Additionally, fighters and wizards get extra class-related feats chosen from special lists. Humans also get a bonus feat at 1st level, chosen by the player from any feat for which his or her character qualifies.

Some feats have prerequisites. You must have the listed ability score, feat, skill, or base attack bonus in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite. For example, at 3rd level, Krusk, the half-orc barbarian, could spend 1 skill point on the Ride skill (gaining his first rank in Ride) and select the Mounted Combat feat at the same time.

You can't use a feat if you've lost a prerequisite. For example, if your Strength drops below 13 because a ray of enfeeblement hits you, you can't use the Power Attack feat.

For a list of Feats and their descriptions you can go here.

Deities

Your character may or may not worship or serve a Deity. For some classes, such as Clerics or Paladins, your character's ability will revolve around his religious faith, and that means selecting a Deity to be the center of that faith. You may select a Deity from those available, use one from another campaign world, or invent one on your own. If I do not already have information on your character's deity then I will need you to submit it to me for review.

Selecting Languages

Everyone understands at least one language. In addition to your character's native language they may freely select one additional language for every bonus to their Intelligence modifier. You may select these from the following list of languages. Also your character may gain additional languages through the use of the Speak Language skill. With the exception of Bards, two points are required for each language to gain the Speak Language skill.

Further Basics

Hit Points (HP): Hit points represent how much damage a character can take before falling unconscious or dying. The more you have the better your character's odds of surviving an attack. For each level your character gains 1 Hit Dice (HD). This is one roll of the die to determine how many Hit Points are added to your total. Each class has a different Hit Die which is show on the class page. A Fighter with a Hit Die of 1d10 would roll a 10-sided die, where as a Wizard would only roll a 1d4, or a 4-sided die. Don't forget that a character's Constitution Modifier is also added to every Hit Die.

Mana Points: If your character is not a magic-user then this will not effect you and you can leave this off of your character sheet. If he/she is a magic-user, then you will find a more detailed explaination on Mana under the section for Magic.

Armor Class (AC): Armor Class is your character's defensive rating. Armor class starts at 10, and increases according to the amount of armor your character is wearing. Also your Dexterity modifier is added to this defense so long as your character is not weighed down by too much armor or is not taken by surprise.

Base Attack Bonus: This is a bonus given to your character's chance to hit her target in combat, and is also given in a chart on your character's class page.

Initiative: Basically this is just your character's Dexterity modifier, but other conditions may come into effect as well. Initiative determines how fast your character is to react to a situation such as to be the first to strike a blow or to cast a spell.

Speed: Your character's base speed is how far your character can move in a single round (6 seconds) at normal walking speed. Armor and size may hamper your character's speed. For humans base speed is 30 feet. A character can hussle or jog at twice this speed, and run at up to 4 times this speed.

Saving Throws: When you are subject to an unusual or magical attack, you generally get a saving throw to negate or reduce its effect. There are three types of defenses that work against these various attacks.

Fortification: This is your physical ability to endure, which is supplimented by your Constitution.
Reflex: Being fast or agile enough to move out of harms away. This ability is supplimented by your Dexterity.
Will: Your will power to block a magical attack based on the strength of your mind. This ability is supplimented by your Wisdom.      

Magic

Whatever your class or profession you will likely come in contact with it. For wizards, sorcerers, and even bards, Magic is the life-blood of their existance. Priests and clerics too depend upon its power though they may frown upon the term 'Magic' prefering instead to think of their divine power as something altogether different.

Mana cost of spells per level

levelcost
02
15
28
313
420
529
640
753
868
985