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). Magic items are rare, must have DM approval for each one purchased at creation. 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). Evil and chaotic characters are allowed (and actually encouraged, given the nature of this campaign), as long as they don't disrupt the party dynamics. 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 proficieny 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. 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). The Fire domain is available to clerics of Wee Jas. Must start at ECL 3 (currently). Starting wealth is 2700 gp. Get DM approval for any magic items you want to purchase at character creation. If you take a feat that modifies starting gold (see below): roll starting gold, choose the average starting gold for your class, or choose a starting package from the PHB and roll remaining coins (these rolls must also be done in roll20, so the chatlog will save them). The resulting coin value is X. Subtract X from 2700 gp (the result is N), then apply the feat's modifier to X, and add the result to N for your total starting coin value. 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. =[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, spellbooks are made to be sturdy enough to handle rough weather and immersion in water due to the importance and cost of their contents. ===================================== 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.