
Alright, still working on this at the moment but to start with... Character Creation Ability Score Generation: Login to the campaign in Roll20, Roll 4d6 add best 3 results together. Do this 14 times and pick your 7 best rolls. (Can use 4d6d1 in the roll chat to do so!) NEW OPTION! Roll 4d6 rerolling 1's and add the best 3. Do this 7 times and distribute among abilities (can use 4d6r1d1 for this) Reason for 7 keepers and not 6 - your character has Comeliness (See Below).
Starting Level: 1st Level (Even an adjusted race needs to start at 1st level to begin with) Races & Classes: 0 level adjustment races and all Classes published in official 3.5 books and Settings without exception (see Races ) Adjusted Races and Classes not in core books: inquire the DM please Regional Bonus Feat: In an effort to keep PCs as one of the standard races (Human, Elf, Dwarf, Halfling, Half Orc, Half Elf and Gnome) gain a free extra bonus Regional Feat based on the player region/background you take to be selected at character creation (see the Regions, Cultures & Races of The Realms section of the forum) Social Class, Money, Items, Equipment & Background: In addition to standard starting wealth, after character generation you will meet with the DM in Roll20 to randomly find out your character's social class and any inherited items you may receive to help develop your character's background. Of course any extras you would get from some of the regional feats that are available should also be added to your character.
Comeliness: Since 1st ed. my campaigns have always maintained Charisma should not count for beauty. Hitler was not a handsome man but he was charismatic. A model can be stunningly beautiful and be treated as a bimbo. Egor, an introverted hunchback, would neither be charismatic nor beautiful. We do understand, though, that charisma does influence comeliness. The charisma chart shows how charm affects comeliness. For more information continue to the next thread for details. House Rules for combat Initiative: A few rulings on this one now; Turn by Turn Initiative Rolling is in effect Multiple Attacks: The 1st attacks will all take place at the same time followed by 2nd, 3rd, then 4th. The way 3E did their initiative system I find hard to approve as someone getting all 4 attacks off before another can react is a bit harsh. Note: natural (claw/claw/bite), two weapon, or multi-weapon attacks are considered simultaneous with the melee attack they in so again 1st full set of all attacks with all arms/claws/bites followed by 2nd, 3rd, 4th etc... Criticals: On a NATURAL 20 ONLY roll a d100 on the DM's Critical Hit Table - OR Elect to take another attack with the selected weapon (change of target is acceptable) - OR If the weapon/feat allows for a multiplier on LESS THAN A 20 WITH A CONFIRMED CRITICAL then roll to confirm as per standard 3.5 rules Critical Miss: Rolling a 1 results in needing to make a Dexterity check (DC12 with another 1 always resulting in a failure) to recover and avoid the critical effects. If the Dex check is failed roll d100 and consult the Critical Fumble Tables below then another d100 for the effect. Instant Kill variant: Not used, though compound criticals continue indefinitely. Massive Damage Rule: This will not be used. "Old Magic" is considered separately from the 3.5 Rules and defaults to the descriptions used in the specific item, spell or ability used in AD&D or D&D (Basic through Immortal Sets). These items, spells and abilities can be gained only through finding them through adventuring in a converted module from those versions (using old modules updated to 3.5 stats) or through the specific rules for research used previously in the campaign to create "Old Magic" using "Old Magic" spells to craft new "Old Magic" items. For example a wand of lightning bolts found in an updated AD&D would use that items specific damage and effects (1d6 points of damage per level of the spellcaster, max per level of 10d6, to each creature within its area of effect. A successful saving throw vs. spell (Compare Reflex or Will saves to Spell, as per the Conversion Book, so in this case would allow a Reflex Save) reduces this damage to half. Area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier, such as a stone wall, the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length.) All newly crafted items or those found in adventures and modules already in 3.5 will remain as per 3.5 Rules. So a wand of lightning would not rebound or ricochet as it is a line effect spell and would follow the entry on p. 248 of the 3.5 PHB and no longer rebound. Character Advancement Experience: See Adventuring Companies for XP granted. It will be updated by your DM between sessions (usually after the last session played). Bonus XP: Awarded based on things like a cleric casting spells to further their ethos, a wizards researching a new kind of spell, rogues stealing something of value, completing a story arc, having a clever idea - perhaps one that saves the party, role-playing your character well, encouraging others to participate, or a noble fighter who refuses a substantial reward because it would not be in character will all receive Bonus XP. Note: Awards will only be given for the significant use of an ability or spell. "Significant use" is defined by a combination of several different factors; - First, there must be an obvious reason to use the ability. A thief who simply climbs every wall he sees, hoping to gain the experience award, does not meet this standard. - Second, there must be significant danger. No character should get experience for using his powers on a helpless victim. A fighter does not gain experience for clubbing a shackled orc. A mage does not gain experience for casting a house-cleaning cantrip. A thief does gain experience for opening the lock on a merchant's counting house, since it might be trapped or magical alarms might be triggered. - Third, experience points should not be awarded when a player is being abusive to others in the group or attempting to use his abilities at the expense of others. Player characters should cooperate to succeed. - OOC XP Bonus: Anything that may add to the further development of character or the campaign will also net bonus xp. Awarded at 5% of level begining at 1st these can range from creating an interesting backstory and continuing to make accounts of the adventures of the character in written form (story, poem, song etc..) to the addition of descriptions and stating out of a place or organisation (mapping a town complete with major locations of interest history, npcs etc...). These awards can be modified as to the length and complexity of the submission (and must meet with DM approval) as decided by the player and DM but are based off the 5% increase per level system (Lvl1=50xp, Lvl2=150xp, lvl3=300xp, lvl4=500xp, Lvl5=750xp, Lvl7=1050xp, Lvl8=1400xp, Lvl9=1800xp, Lvl10=2250xp, Lvl11=2750xp etc...) Leveling: Done by the book as per DMG 197-198. Once you are able to level up you must spend the appropriate time and money in suitable training to gain that level. Your XP may continue to grow before this occurs but until you do the required training your character does not advance a level. If you continue to adventure and do not train to increase your level you will only receive the maximum XP total for the next level. Any and all XP beyond this will be lost and once you train you will need to find a way to gather another point of experience before continuing your training for the next higher level. The only exception to this is your Hit Points which you may roll for in Roll20 (OR take the average) and add to your maximum (not current) Hit Point total (plus any skill ranks in existing skills but no new skills without existing ranks, class abilities or feats). All other aspects take effect once training is completed. It takes 1 week per 2 lvls and 1000gp/week if studying under a teacher. If self taught the amount of time it takes to Level is doubled. So for a 1st level fighter gaining 2nd level he is considered 1st level for training and so would take 3.5 days and 500gp to train under a mentor (a fighter of at least 2nd level). If training by himself it will take him 7 days and 1000gp (to account for supplies and the necessary manuals used or research done etc.). Alternatively there is a house rule for training beyond the 8 hours a day standard in the DMG under the post Training Variant: Training (see below). - Note on gaining levels without gold and time expenditure: By using the encounter based experience awards, sometimes a character does something so heroic compared to their peers that they should be awarded above and beyond just the standard xp given. In these rare occasions the player can elect to have the character experience a "Moment of Epiphany" by expending double the required xp to level in order to instantly gain another level. This allows for a reward when a character caps out (if using the variant XP system in Unearthed Arcana) as well as a default award for those characters that take on and defeat encounters so far above their station that the 3.5 encounter based xp awards rules do not include xp awards for the effort but leave it up to the DM to decide. For example a 1st level character that helps a group of 8th level characters defeat a ECL 13 encounter would instantly gain a level as he/she/it gains fundamental shifts of insight through the encounter that allows them to bring their current training into even sharper focus. That same 1st level character can also individually take on a CR 7 encounter and since it provides 3600xp (more than double the required xp to gain a level and actually capping out at 2999xp) can opt instead to instantly gain 2nd level. In either case when this occurs the character begins at the minimum for the next level, in the 1st level characters situation above he/she/it would mark 1000xp on their character sheet - the remaining xp going towards empowering the instant leveling of the "Moment of Epiphany". Skills: Like leveling the rule for skills training in the DMG are used, but modified slightly for ease of play, requiring that only initial ranks not chosen at 1st level be trained in (the 1st rank only). Once you have received formal training in the 1st rank of any skill the character is assumed to have the knowledge to develop these skills on their own (New Trained skills beyond 1st level: 1 week + 50 gp, double if it's a cross class skill) Feats: feats are considered to have developed on their own and require no additional training other than that of Training for your Level. Prestige Classes: All official ones are available but must be announced at least 1 level prior to gaining the new class. This allows your DM opportunity to add the required elements behind your character's impetus with the new class and it's effect in the campaign world. 4x training time (2 weeks for 1st level or 4 weeks self taught) and 1000gp/week for the necessary supplies and resources. Test-Based Prerequisites: Another reason for the announcement of taking prestige classes are due to the specific prerequisites of the class you want your character to gain: skill ranks, specific feats, and other game statistics. But the master of the assassins’ guild doesn’t really know whether you have 4 ranks in the Disguise skill. He’d be at least as impressed with your ability to disguise yourself if you had a sky-high Charisma, Skill Focus (Disguise) and 5 ranks in Bluff, a hat of disguise, or the supernatural ability to change shape (possessed by the doppelganger and the rakshasa, among others). Similarly, no one in the game world can tell whether a potential dwarven defender has the Toughness feat or not. Prerequisites that rely on game statistics rather than visible “realities” of the game world can break the verisimilitude of the world in your imagination. So to set up these tests (if any are required depending on the PrC chosen) a little work on the DM's part and role playing time on the player's part is required. Multi-classing: As Prestige Classes but if taken after 1st (announced at creation) then training time is a fast track version at 2x training time (1 week for 1st level or 2 weeks self taught) and 1000gp/week for the necessary supplies and resources. Spellcasters: Gaining spells is only automatic for Cleric-like classes as their gods do most of the work for them in that department. Wizard-like casters require a mentor or guide to gain additional spells per level automatically (from what their mentor has available) otherwise they need to find their spells on their own. Also those who wish to multi-class into a Wizard-like class after 1st level do not start off with a spellbook or prayerbook or guide to whatever teachings they follow and must find/purchase/craft their own if self taught (otherwise initial spells depend on what their trainer has available). Wizard-like classes must also have encountered or have knowledge of the particular spell they wish to research and emulate in order to be able to choose it to cast it (never heard of the spell, no knowledge exists to attempt to cast it.) This doesn't need to be the Wizard class alone but any spellcaster of like ability require character knowledge of a particular spell to be able to attempt to learn it. Psionic-like Powers are developed by the individual and judged under the same rule as Cleric-like classes for this purpose only. If you are in doubt about what catagory of spellcaster (or any like ability such as Trunames or Invocations etc..) simply ask the DM Of course a duplicate of any spell can be made through standard spell creation rules (even if they already exist but not available to the character). Spells: All official spells are available, though some are more common and rare than others. Any non official spell must go through the spell creation process due to it not being available to the caster any other way.