This section gives instructions on how to create a character for my Just For Fun campaign. If you have played in previous campaigns run by me, then you will notice that character creation has been shortened a great deal. The reason is very simple: We're going to stick to the 3.5 Core Rules to start with. After everyone has settled in a bit, then we'll start throwing in some quirks.
Just remember, all of this material is subject to change - sometimes during play. It's not unusual to run across an incompatability or an inconsistency within the published rules. In general, I try to change or interpret rules in a way that makes things more fun, more interesting, or for that ever elusive thing called game balance.
Also, I will revise these character creation rules periodically to reflect what we've learned, and to try and make things go smoother for any new players. It's been a while since Guardian was a new player. He forgets things at his age.
We're going to use the following books and resources. I'm operating under the assumption that most of my players have Internet access (otherwise you probably wouldn't be reading this text). We'll add other supplements and material later. If you happen to have something that you'd like to try, loan it to me to read through and think about. Please remember to download and read the errata and FAQs from the Wizards site for each of these books.
The System Reference Document (SRD) is a strange bird - and very useful to Players and DMs! It contains the basic description of the D&D rules that anyone can make use of. It's a free download. It includes just about all the rules except for WOTC-specific creations (example: All references to the World of Greyhawk and Forgotten Realms have been removed) and rules for character advancement - which is why you need a copy of the Player's Handbook at some point.
The DM has a copy of the Player's Handbook (PHB) available for your use, so you don't even technically need to own your own copy. The PHB is available for everyone's reference during the game. Information in the PHB is considered general character knowledge with only a few exceptions. Specific spell descriptions and stats are not generally available to your typical beginner fighter or barbarian. This is one of those loose rules: If your fighter suddenly changes his actions because the player recognizes a particular spell, then you (the player) are meta-gaming (using player knowledge of the game to benefit your character). Your DM will generally not allow this unless there's a good reason (example: Your fighter was formerly a bodyguard for an archimage). The DM will loan out his copy of the PHB, but you MUST bring it back on the next game session - the DM needs it too! The Dungeon Master's Guide (DMG) is NOT available for player reference during play, except in very unusual circumstances. If you have your own copy, you're certainly welcome to bring it - but don't read it while we're playing.
First, start with an idea of what you want to play - a young, brash swordsman; a sneaky archer; a deeply religious priestess wielding the power of her god; a senile old wizard who occasionally gets his Fireball and Fly spells mixed up. Now, go read Playing In Guardian's Game again to make sure your character will work. Then talk to the DM about your character - you'll need his help building it. Yes, building your character - creating something as close as we can manage to your idea as we can manage with the game rules. Got it? Now we start looking at the rules.
Here's how we create a character:
Let's just skip a lot of annoying die rolling and give everyone an equal start to the game: Everyone has 92 points to assign among 6 ability scores - also called "stats" (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). That's enough for one 18, one 16, a couple of 12's, and your remaining stats at 10. You can assign them any way you want so long as you don't have any stats below a 3 or above an 18. Racial and template modifiers may change your final scores.
I strongly recommend that you do not reduce any of your character's ability scores below an 8. Ability scores affect die rolls in nearly every part of the game. Below 9, they give penalties to those die rolls. Above 11, they give bonuses. Intelligence is particularly important for some classes, as it restricts the maximum level of spell you can learn AND limits the number of skill points you have for purchasing ranks in various skills. Having your basic stats give you penalties has an exponential impact on the game mechanics.
Different classes get more advantages from high stats: Barbarians and Fighters primarily go for Strength (melee comabat) or Dexterity (ranged combat + AC), with Constitution (hit point bonuses) second. Bards primarily go for Charisma (bard abilities) and Dexterity (ranged combat + AC) or Intelligence (spell casting + skill points) second. Clerics primarily go for Wisdom (spellcasting + bonus spells) and Constitution (hit point bonuses) second. Paladins primarily go for Strength (melee combat) and Wisdom (spell casting + bonus spells) with Constitution (bonus hit points) and Dexterity (ranged combat + AC) second. Rogues primarily go for Dexterity (thief skills + ranged combat + AC) and Intelligence (bonus skill points), with Strength or Constitution secondary. Wizards primarily go for Intelligence (spell casting + bonus spells + bonus skill points), with Dexterity or Constitution secondary. Sorcerers primarily go for Charisma (spell casting + bonus spells), with Intelligence, Dexterity, or Constitution secondary. These ARE NOT restrictions: Your rogue is perfectly fine taking her highest scores in Strength and Charisma to create a charming thug!
There are no silly gender limitations on your character's ability scores.
Now, for the first several sessions of play, you have the DM's permission to move stats around until you get the mix you want. I'd much rather you have a fun character to play at the outset before we've sunk several months of effort into your character only to discover that the direction you want to take is unplayable. Also remember these two things: 1) You gain a bonus point to add to any stat every 4 levels, and 2) Getting magic items that give an enhancement bonus (+2, +4, +6) to a stat is relatively easy.
Pick any race in the PHB. Half-orcs are the only ones who start with a race relations problem. Apply your chosen race's bonuses and penalties.
Templates are sets of attributes that can be added to any character. You can even have more than one template added, provided they are not mutually exclusive. You do NOT have to take any templates if you don't want to. Most templates must be chosen at character creation, such as half-dragon. Other templates can be acquired, such as the vampire template or werewolf template. Templates can give bonuses or penalties to ability scores and skills, bonus feats, special abilities, new attacks, and can even change your racial subtype (creating or eliminating vulnerability to, say, elf-slaying weapons). Templates almost always have a level adjustment - in other words, applying a template effectively increases your character level without adding any levels to your classes. This makes it harder to advance in levels, because your character is now counted as if he were class levels + template level adjustment.
For character creation, here is a list of some of the templates available. Just remember: Your have 7 levels to play with. Choosing a template counts against those 7 levels. Your DM will have more information about what benefits and drawbacks these various templates give you. I've specifically excluded undead templates (vampire and lich especially) as these have a high probability of getting your character killed within the first several sessions of play.
These are also called core classes. Pick any character class in the PHB. You can pick levels in multiple classes, up to a total of 7 levels (including any adjustments for templates). A fair bit of warning: Multiclassing gives you a wider variety of abilities early on, but at the cost of the more powerful class abilities at higher levels.
Prestige Classes are also available. A Prestige Class (PrC) is a special "subclass" that has certain required minimums (skill ranks, feats, base attack bonus, alignment, race, etc.) your character must meet BEFORE he or she can take a level in a PrC. PrCs give you access to extra special abilities that the core classes don't get, or don't get as quickly - but at a price. Your archery skill may very well increase dramatically, while your melee combat skills atrophy. You can take levels in a Prestige Class just like you can in a regular core class.
You can find the available Prestige Classes with the 3.5 SRD. Just remember, a level of PrC counts as a class level - including the 7 level limit for your character.
You select feats and skills as you choose levels in your classes. You have the DM's permission to adjust your feat and skill selections for the first three gaming sessions. After that, if you see a problem, talk to me. I'm flexible. If your reason for wanting to change sounds like fun, I'll probably let you do it.
For 1st level, take maximum possible hit points. You'll need them. For every level after that, keep rolling until you get greater than half on the die.
Yes, this means you'll have more hit points than the average. I look at it this way: The more damage your character can take, the more suffering I can inflict... er, the more fun we'll all have :)
You start with 23,000xp - enough to put you well into 7th level.
Now, if you have at least 4 class levels (a total of 4 levels in core classes or PrCs), add 1 to one of your ability scores. This is per the PHB (pg. 22), to account for your level advancement.
You start with 20,000gp to buy equipment INCLUDING MAGIC ITEMS. I strongly recommend that you buy a few potions of cure wounds each - they can be last-minute life savers. Your DM must approve all magic item purchases.
AC, attacks, and saving throws are all determined by a combination of ability scores, classes (including PrCs), level, feats, skills (in some cases), and equipment (especially magic items). We'll work these out when we draw up characters. I strongly suggest you have someone go over your calculations to make sure you didn't forget to add anything. It's irritating to discover that you miscalculated your hit points and that your character would have actually survived that Fireball.
Well, that's the basics of character creation for this campaign. I look forward to meeting you!