
3.5 edition, Greyhawk setting (with various small house rules, see the House Rules handout in-game).
Core+1: you can use the 3 core books plus one other book of your choice, which can be chosen at any point during the campaign but can't change once you choose it. The 3 core books are the Player's Handbook I, the Monster Manual I, and the Dungeon Master's Guide I. Your +1 book can be anything printed for 3.5, including third party books. If a book was printed for 3.0 but not updated for 3.5, it can be chosen but small adjustments might need to be made to bring it into line with 3.5's rule changes (at DM discretion). You can also use a webpage for your +1 book, such as the homebrew mechanics on D&D Wiki , but generally in this case only one individual page will count as your +1 book (confirm with the DM before choosing the page). Some +1 Books may have special restrictions, especially if from a different campaign setting or era; for example, mechs in the Dragonmech setting can't be used by PCs. Also, certain options from some books only add power to a character without reducing anything (there are lots of these in Unearthed Arcana, like Action Points and Gestalts, for example). These are a partial exception to the "+1 Book" rule, since they're intended to be applied to the entire campaign rather than just one PC. If you wish to use one of these from your +1 Book, it must be discussed with the DM first to find a way to make it balanced.
Roll scores (must be done in roll20, so the chatlog will save them. You can use /roll 4d6d1 for each one), 25 point buy, or the elite array (15, 14, 13, 12, 10, 8)
Evil and chaotic characters are allowed, as long as they don't disrupt the party dynamics (ex: a paladin can't normally adventure with an openly evil character, good and evil clerics wouldn't work together, etc. please let me know before you start if you're playing an evil character so we can work them in, and be ready to accept the possible negative consequences).
Sorcerers and Favored Souls get Eschew Materials as a lv1 bonus feat.
Sorcerers get 2/3 BaB progression, d8 hit die, and Light Armor Training (Ex) which give them proficiency with light armor and light shields, and lets them ignore the arcane spell failure chance for light armor and light shields. Barbarians get Improvised Weapon Proficiency as a lv1 bonus feat. Druids add moose (Large, CR1), elk (Large, CR1), and deer (Medium, CR 1/4) to their list of basic animal companion options.
Divine casters get small rewards for doing things in line with their deity/force's goals, which may be more potent if they serve a less popular deity or even a demideity like an archdevil/archangel/etc. You can find a partial list of deities and demideities on my campaign blog here , and more on Wikipedia (just make sure they're for Greyhawk and 3.5). If you want to worship one of these lesser forces, PM me for more info. Divine casters may not choose to worship Ilmater or Deep Sashelas, as They were both killed by Tenebrous on Patchwall 17th, CY 1423. Soulbinders (Tome of Magic) may not bind Amon, as He was redeemed and then killed by Tenebrous on Patchwall 23rd, CY 1423.
Knowledge (psionics), Psicraft, and Autohypnosis (from the Psionics Handbook) are core skills.
Psicraft is a class skill for Wizards, Autohypnosis is a class skill for Monks and Fighters. Knowledge (psionics) is included as a class skill for any class that gets Knowledge (any).
PCs may start in the Terolus Human Military, regardless of what ECL they start at. See below for more details.
Must start at ECL 12 (currently). Starting wealth is 88000 gp. Get DM approval for any magic items you want to purchase at character creation, such things are rare in this world. If you take a feat that modifies starting gold (see below): roll starting gold or choose the average starting gold for your class, (these rolls must also be done in roll20, so the chatlog will save them). The resulting coin value is X. Subtract X from 88000 gp (the result is N), then apply the feat's modifier to X, and add this result to N for your total starting coin value. Any portion of starting wealth (of player's choice) may be converted into various bonuses by DM; once chosen, can't be undone. A wizard starting above Level 1 may treat extra spells known as something that can have been purchased like magic items in her previous adventures. Each spell costs 100gp per spell level for scribing materials, plus the price for a scroll of that spell as the source for it (note that the scroll is consumed when the spell if learned). The Fire domain is available to clerics of Wee Jas. Kobolds have a -1 Level Adjustment (so for example, a kobold with 3 levels in the fighter class is ECL2). Venerable characters with normal aging penalties have a -1 Level Adjustment. Characters with at least 2 levels in NPC classes (Aristocrat, Warrior, Commoner, or Adept) have a -1 Level Adjustment. A player can only make a new PC if all their current PCs have permanently died or were forced to leave the party for narrative reasons. Cohorts are exempt from this rule, since they're still partly NPCs. Paladins gain the following class features: "Aura of Good" is instead an "Aura of Good and Law". detect chaos can be used as an at-will spell-like ability the same way as detect evil . "Smite Evil" is instead "Smite Evil or Chaos" (before rolling, choose evil or chaos; if the target is not of chosen appropriate alignment and/or subtype, the extra effects do not apply). The following spells are added to the paladin spell list as level 1 spells: axiomatic water , axiomize weapon =[Advice for New Players]=================================================
My campaigns are varied and complex, so damage-focused "min-maxed" characters don't often shine brighter in them. This is a perfect opportunity to play a type of character you never have before, or try new things that don't often work well or get used in D&D. Perhaps a rogue who's great at forgery, an illusionist or diviner, a veteranarian ranger, a social manipulator, a secret poisoner, an herbologist, a gem expert, a trapsmith... I will happily accommodate and support all sorts of different and unusual character choices. And while everyone should be able to do at least some damage, the most effective party in my world is one that is versatile enough to meet any kind of challenge. Player characters will also be rewarded for behaving more realistically, like spending gold on comforts and using abilities/skills/spells that do something we normally take for granted (like create water for filling their waterskins or the Autohypnosis skill for memorization).
My campaign world is extremely rich in detail, and while you don't NEED to pay close attention to succeed, if noticing clues and puzzling out secrets is something you enjoy there is definitely plenty of advantage to be gleaned from it in-game. There will be lots of foreshadowing, subtle hints, and worldbuilding going in in the background throughout, and very little of it is useless fluff. If you're the type that enjoys details, I strongly suggest that you (and your character, which means having it on your character sheet with writing materials) keep a campaign journal for notes on things you encounter: symbols, sigils, monster abilities, names, dates, events, etc. You don't need to record everything, or even most things, but it's a good way to remember important information, especially when there's player turnover.
Remember that the materials your equipment is made out of are important. You should note the material of any weapons and armor you have on your character sheet, including things you buy or loot off of enemies. Steel, wood, and leather are common among humans, but in the wilds you might also run into things made of bone, stone, shell, chitin, bronze, ivory, etc. Also, keep in mind that some general gear like books, paper, scrolls, maps, etc, can easily be damaged or ruined by exposure to water. Waterproof containers are available, but you need to make sure you have delicate things inside them when you jump in a lake, or deal with the consequences. Exception: By default, Spellbook s are made to be sturdy enough to handle rough weather and immersion in water due to the importance and cost of their contents. =[Additional Options for New Characters]====================================== Terolus Human Military soldiers must follow all orders from superior officers and report to the garrison when summoned. In return for this loyalty and obedience, they are provided with basic equipment suited to their division and role (and the right to requisition replacements or supplies from the quartermaster) as well as a bunk and three square meals during downtime, and a payment for each successfully completed mission (usually 10-100gp depending on time and difficulty, plus bounties ranging from 50-1000gp for killing notable enemies of the state). There are fringe benefits too: uniformed soldiers are often given respect and aid by the common people, and can find assistance and resupply at any Terolus military base. Depending on severity, disobedience can be punished by flogging, demotion, or imprisonment (which all leave increasing durations of morale penalties); desertion is punished by death. If they do well and are promoted to an officer rank (or join at Lv3+ as an officer), they will be issued an officer's uniform and longsword as well, given authority over a squad of 4-8 infantry soldiers (which they can bring on their missions or send on other missions or errands), and they will automatically gain Favored status. Officers of higher ranks may be given more soldiers to command, depending on their specific role (for example, those in recon or intelligence may not have as many subordinates). To be promoted to an officer rank, a soldier must return to their home base and undergo a review of their previous missions and an interview with questions on strategic choices in various scenarios. If they have served well and have no bad marks, they will usually be promoted and gain the commensurate benefits. It is generally possible to get a discharge, but not while there's a war going on. Soldiers who recieve a discharge have their tattoos removed with an erase spell (or if inaccessible, by burning it off or getting a cover-up tattoo) at the THM's expense. It's also possible to request long-term missions, or to complete missions remotely if you send a messenger or use magical communication and then recieve (and confirm reciept of) your new orders in the same way (you don't physically have to return by the return date, just confirm the mission results and recieve new orders. Of course, your pay will be saved for you on your return to your home base). PCs may join up at any garrison or Fort if they wish, and those who are already enlisted can find aid and resupply, though parties without an enlisted soldier will usually have to bargain even for shelter. Anyone who stays here is usually checked for the tattoo of an enlisted soldier, and if they have one their orders are checked to ensure they are not a deserter. Soldiers in good standing, even from other bases, can requisition the quartermaster for additional supplies, such as rations, oil, and ammunition, as well as replacement gear for their kits. On joining, recruits recieve a full set of standard issue equipment (all of distinctive and standarized design and bearing the army's sigil, a spear over a kite shield, except the rope) and are marked with a distinctive black tattoo of the army's sigil on the back of their right hand (this is how deserters are identified). Additional oil, rations, and mission-specific supplies will be provided by the quartermaster after briefing for a mission. Recruits can request a specific division, but the commander of the location where they enlist has final say over their assigned division and role (largely based on their class, combat style, skills, and personality). There are a few general exceptions: if a recruit already owns a warhorse they are much more likely to placed in the cavalry, mages are almost always placed in MARSUB, landlocked bases don't recruit into the navy, and the Skyknights can only be joined by invitation in Skyshroud. New characters may now begin as a member of the Zhongshan or Wodheim clans. Some large families or clans are known, especially in their regions, for their great natural abilities (elite array) and a powerful inborn train (supernatural ability) that only they possess. This is an option for PCs starting from ECL3+, with the inborn trait replacing 80% of their starting wealth. Each family uses the same surname, so the PC must to bear that name and be from their family's homeland. They can hide it, but anyone who sees them use their power gets a DC20 Knowledge (Nobility) check to recognize them with +2 circumstance bonus if they're from the same region. The family names, power names, and powers are below:
Zhongshan family: from the northwestern reaches of the Kingdom of Provincia, with the Yǐngxì ( 皮影戏) (pronounced JONG-shaun and YING-she, with a down-then-up tone on 'ying' and a downward tone on 'she')
Each member of this family is inscribed with several tightly intricate arcane tattoos on various body parts at birth, which slowly stretch to full size as they develop while also slowly binding the darkest parts of their soul into a cohesive form. At 15, they are taught to use the Yǐngxì, which means 'shadow play' in the language of their clan, once per week to summon an illusory black shadow dragon from their body to serve them for 10 minutes/hit die. The shadow dragon starts as a wyrmling, and increases by one age category at lv3 and every odd level thereafter (meaning it starts as "very young" for a PC at ECL3).
While the dragon is summoned, the tattoos disappear from the user and instead appear on the correlating parts of the dragon's body, turning white against its scales. This is an illusion (shadow) effect, and the dragon is made of quasi-real shadow stuff from the Plane of Shadow. As with a creature summoned by a shadow conjuration spell, it has one-fifth (20%) the hit points of a normal black dragon of its age category (regardless of whether it's recognized as an illusion). It deals normal damage and has all its normal abilities and weaknesses. Against a creature that recognizes them as an illusion, however, the dragon's damage is one-fifth (20%) normal, its AC bonuses are one-fifth (20%) as large, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Any creature that interacts with the dragon can make a Will save to recognize their true nature (DC 10+half user's HD+user's Cha modifier) the first time it does so during that summoning. A creature that succeeds on its save sees the dragon as a transparent image superimposed on a vague, shadowy form. The dragon is never treated as illusionary for its user. Undead, plants, constructs, and other creatures immune to mind-affecting effects are not immune to the dragon, as shadow illusions, like figments, fool the senses rather than the mind.
The dragon is effectively a part of its user, and obeys all commands completely, staying with and assisting its user by default. In the absence of commands or when commanded to specifically, it can think and act as capably as a black dragon of its age category and with a chaotic evil alignment, although it always puts it user first as they are essentially two sides of the same being. It has a two-way passive empathic link with its user, and as long as they are on the same plane the user can increase this to a full two-way sensory link while concentrating on it. The shadow dragon can be dismissed as a free action, returning into the user's body. If it is killed or reduced to 0 HP, it simply returns to the user's body, and appears at full strength the next time it is summoned. Any damage taken by the dragon is also dealt to the user, though, making the ability very powerful and versatile but very risky if used carelessly.
Each user names his shadow dragon when he learns to summon it, and each one has its own unique personality and may be male or female randomly without regard to the user's sex or gender. This family reveres dragons, and teaches all its children Draconic, so any PC starting as a Zhongshan gains Draconic as a free bonus language. Like most of the people in that part of Provincia, the Zhongshans are the descendants of immigrants from the southern continent of Rokugan, and speak a difficult tonal language called Hànyǔ that uses its own character-based alphabet. Because of its complexity, Hànyǔ requires 2 'trainings' in Speak Language to be fully mastered: 1 for the spoken language and 1 for the written language. However as natives of the area, members of the Zhongshan family get Hànyǔ as a bonus language. They are a human family, though occasionally a half-elf, half-orc, or other halfbreed child will be accepted into their tradition (that member's children, however, will not). The Zhongshans are a very ancient and powerful family that traces its lineage back to the southern continent of Rokugan. They're extremely proud people, and put high expectations on their children to achieve great things. They don't tend towards any one particular alignment, and count many great heroes, villains, lawmakers, and iconoclasts among their number. Zhongshans who gain the power to summon a familiar from their class can use their shadow dragon as a familiar, binding it to them with the same ritual normally used for summoning (use the better of each base stat between the dragon and familiar).
Wodheim clan: from the southwestern mountains of the Storm Lands, with the Freyjas (pronounced VODE-hime and FRAY-yas)
Each member of this family has the power to instantaneously create and shape a 5' cube of ice per hit die, once per day. After being shaped, it is normal nonmagical ice in every respect, except that the user is never harmed or impeded by it in any way (they don't slip on it, weapons made of it can't injure them, etc), though this is a supernatural property of the user, not the ice itself. One hand must be free to activate the ability, which the ice flows out of.
Unlike with spells such as stone shape , fine detail is possible and moving parts may work perfectly, though both are dependent on an appropriate Craft check made as part of the shaping, using the DC required to make the same item from normal materials in a normal amount of time. If the Craft check fails by less than 5, the item created looks mediocre and may not work as well (a weapon takes -2 to hit, a ladder slows Climb speed, etc) or may simply break after d4 uses. If the Craft check fails by 5 or more, the item is a useless lump of misshapen ice.
Ice has hardness 0 and 3 HP per inch of thickness (about 1/10th the HP of steel), but weapons and ammunition made of ice deal an extra d4 cold damage per hit (though ranged weapons do not bestow it on their ammunition, as it is not magical in origin). Armor made of ice is so cold that any creature hitting someone wearing it with a natural attack takes d4 cold damage in return, and anyone but the user wearing it is affected as though by a chill metal spell which stays at freezing level until the armor is removed or destroyed. Grappling while wearing ice armor deals 1d4 cold damage per round to anyone else in the grapple. For quick item HP calculations, use these rules: weapons have 1/10 the HP of a normal version, minimum 1; armor has 1/10th the HP of the normal metal version, or 3/5th the HP of the normal leather/hide version, minimum 1.
If the ice is used to encase part of an enemy's body, they're allowed a Reflex save to negate it, and if it tries to encase their entire body the save DC is reduced by 2. If the save fails, the target takes cold damage as if wearing ice armor. If used to form spikes/blades/etc to attack an enemy, the enemy also recieves a Reflex save to avoid to hit. If the save fails, they take (d6+int modifier) damage for every 5' cube worth of ice used to attack them. The damage is half cold and half physical (any combination of piercing, slashing, and bludgeoning is possible, depending on how the user chooses to shape it). Saving throws against the ice when it is shaped are DC 10+half HD+int modifier.
If used to cover the floor (or any other walking surface), each 5' cube of ice can fully cover 4 squares, or weakly cover 8 squares. A weakly covered square's ice may be shattered and rendered useless after d4 rounds of activity on it, or by a particularly hard impact like a falling body. Intact ice is difficult terrain, and the DC for Balance and Tumble checks over it increases by +5. The Freyjas can also be used in various creative ways, such as a wall to buy time, a slide down a cliff, a narrow bridge, a platform to fight on for High Ground , a low wall for cover, etc. Various members specialize in different things to use their gifts in different ways, and the strongest users are always highly creative.
The Wodheim family dwells in a massive fortress made of their own ice which protects them from the windy, frozen southwestern mountains of the Storm Lands. The subzero climate keeps it from melting, while the slick courtyards and floors, and freezing interior, make it difficult to assault. Since the climate outside is still cold year-round, many Wodheims still learn feats or spells to ward them from the cold. Many seek out adventures to hone their gift, and to Bring Back honor for the family's name and wealth for the family's treasuries. They are a human family, but very rarely their gift may pass to a half-elf, half-orc, or other halfbreed child. The following feats are also available to new characters (note: these are NOT bonus feats, just additional options): Blood of Osano-Wo [Ancestor] Prerequisite: Rokugani Crab clan champion (formerly human, now a Fortune of Fire and Thunder) Osano-Wo is your ancestor Benefit: You gain a +4 bonus to the following rolls: Fortitude saves made to avoid nonlethal damage from hot or cold environments, Fortitude saves against wind, Reflex saves against lightning (including natural lightning as well the effects of spells like call lightning and lightning bolt ), and ranged attack rolls made in precipitation or severe and higher winds. You count as one size category larger for calculating the effects of wind on your body. Your Rokugani blood also makes you vulnerable to the Taint. Special: You can only take this feat at 1st level, and it can never be retrained. You must have the named ancestor, and be a race for which that is possible. Familiarity [Bloodline]
Prerequisite: Ability to summon a familiar, powerful wizard or sorcerer ancestor
Benefit: For the purpose of calculating your familiar's abilities, treat your level in the class that grants you it as 2 levels higher. If you have levels in multiple classes that grant familiars, treat only one as 2 levels higher.
Special: You can only take this feat at 1st level, and it can never be retrained. Gravetouched [Bloodline]
Prerequisite: Undead ancestor
Benefit: Undead see you as one of their own kind. Mindless undead may not attack you, and intelligent undead start one level friendlier than normal.
Special: You can only take this feat at 1st level, and it can never be retrained.
Green Heart [Bloodline]
Prerequisite: Plant ancestor
Benefit: You gain +2 to saves vs the abilites of plant creatures and spells that use plants to attack you.
Special: You can only take this feat at 1st level, and it can never be retrained. Landless Nobility [Regional]
Prerequisite: From a branch of the large pre-revolutionary royal family of the United Republic of Oranzius
Benefit: After rolling starting gold or taking the average for your class, double it before purchasing any equipment. You gain +4 on Charisma-based checks with anyone from the United Republic of Oranzius.
Special: You can only take this feat at 1st level. If you create a character above 1st level, only the portion of your starting gold that you would have had at 1st level is affected by this feat.
Linguist [Regional]
Prerequisite: From Hamilia, Kingdom of Provincia, or Zenith of the United Republic of Oranzius
Benefit: You start with 2 additional bonus languages, Speak Language is always a class skill for you, and you gain +1 to Decipher Script and Sense Motive checks.
Special: You can only take this feat at 1st level. Stormlord Guardian [Regional]
Prerequisite: From Stormlands, magically altered in the womb to serve as a bodyguard of the stormlords
Benefit: Your Wisdom score is treated as 2 points higher for determining the effects and DCs of your monk special abilities.
Special: You can only take this feat at 1st level, and can take it even if you do not yet have any monk levels. Wealthy Parents [Regional]
Prerequisite: From a minor noble family or wealthy merchant family in Hamilia
Benefit: After rolling starting gold or taking the average for your class, increase it by 105% before purchasing any equipment (for example, 100 starting gold would become 205 starting gold).
Special: You can only take this feat at 1st level. If you create a character above 1st level, only the portion of your starting gold that you would have had at 1st level is affected by this feat.