Prophecy: Character Generation


Player characters have been summoned by a figure know as the
Seer. The characters are a combination of locals and people
summoned from other places by magic. Thus the characters can come
from, potentially, any d20 world. Characters will begin at first
level (1st ) and will advance (at least initially) at a fairly rapid pace.

If you want help getting started creating a character email me
with a description of what you want you character to be like (very
brief examples: He should be like Conan, but able to cast simple
magic spells and might also have some mental powers…or…He is an
academic who avoids combat like the plague; he is interested in how
things work and might develop some magic or divine spell
abilities…or…I want to recreate my former character “name” but
want to be able to <such and such> with this writeup). I’ll
write up a first draft and send it back for your perusal and then
we can fine tune it.

There are a number of good character sheets available online,
one that you may want to use one of these: pdf,
pdf form
, excel, excel version 2 (better), one more excel

Character Creation Steps

  1. Choose Character’s Homeworld.
    • Your character’s homeworld will
      determine what races and classes are available. It will also
      determine if you use a different character creation secquence than
      this one. Feel free to come from worlds other than Greyhawk, but
      check with the me before continuing if from anywhere other than
      Greyhawk (as races and classes available may be different).
  2. Choose Race and Class
    • Choose race and class at the same time, because some
      races are better suited to certain classes (note that no class is
      prohibited to any race as in pervious editions).
    • The standard races (for Greyhawk) are human, dwarf, elf, gnome,
      halfling, half-elf, and half-orc. Check with me for standard races
      for any other world.
    • The beginning classes are…
      • from Player’s Handbook (and SRD):
        • barbarian – A
          ferocious warrior who uses fury and instinct to bring down
          foes
        • bard – a performer
          whose music works magic – a wanderer, a tale-teller, and a
          jack-of-all-trades
        • cleric – a master
          of divine magic and a capable warrior as well
        • druid – one who
          draws energy from the natural world to cast divine spells and gain
          strange magical powers
        • fighter – a
          warrior with exceptional combat capability and unequaled skill with
          weapons
        • monk – a martial
          artist whose unarmed strikes hit fast and hard – a master of exotic
          powers
        • paladin – a
          champion of justice and destroyer of evil, protected and
          strengthened by an array of divine powers
        • ranger – a cunning,
          skilled warrior of the wilderness
        • rogue – a tricky,
          skillful scout and spy who wins the battle by stealth rather than
          brute force
        • sorcerer – a
          spellcaster with inborn magical ability
        • wizard – a potent
          spellcaster schooled in the arcane arts
      • from Psionics Handbook (and SRD):
        • psion – a talented
          mystic who taps the hidden magical potential of the mind and
          body
        • psychic warrior – a
          warrior who enhances his own talent with the magical powers of the
          body to perform amazing feats
      • from Oriental Adventures:
        • noble – a member of
          society’s upper class (this class is available in Greyhawk as well
          as in Rokugan).
      • from Minatures Handbook:
        • Favored Soul
          a divine caster with innate casting ability
        • Healer – a
          spellcaster specializing in healing magic, with other healing
          abilities
        • Marshal – a
          military leader who inspires the best from companions and
          battlemates
        • Warmage – a
          powerful battlefield spellcaster
      • from Savage Species:
        • various monsters – powerful (or not so powerful) monster races
          that start as immature or otherwise weakened versions who become
          fearsome creatures over time
      • from Other sources:
        • mage – a spellcaster
          who specializes in mastering the nuances of spells
        • chaos mage – a
          spellcaster who creates spells on-the-fly, hoping dearly that they
          work
    • Other standard races and beginning classes may be available
      depending on the world of origin.
  3. Assign and Adjust Ability Scores
    • Assign ability points using the
      modified point buy system
      .
    • Characters will have 36 points to use to purchase their
      abilities. {Should you wish to test your luck you are welcome to
      build a character using 32 points and then when we get together the
      first time you may use the 4d6 drop lowest arrange in any order
      method to replace your purchased abilities).

      • Players of non-standard races may have either a +0 or +1 level adjustment. If the race has a +1
        level adjustment, starting points are 32 (or 28 if you are gambling
        on 4d6s).
      • Players wishing to play even more powerful races will use the
        Savage Species rules to create a 1st level character of that race
        (with 36 points for abilities).
    • When finished, adjust abilities for race if indicated. For each
      ability score note the modifer for that ability.
  4. Review the Starting Package
    • There is at least one starting package at the end of each class
      description (in the PH or other actual source book, these are not
      part of the SRD, though there is a web
      supplement
      for the core classes). Look at the class’s starting
      package. It offers a fast way to complet the next several steps. If
      you like the listed feats, skills, and equipment, record that
      information on your character sheet; otherwise use the information
      as a guide and continue with the next steps.
  5. Record Racial and Class Features
    • Your character’s race and class provide certain features. Most
      of these are automatic, but some involve making choices (such as
      choosing a deity or spells) and thinking ahead of upcoming
      character creation steps.
  6. Select Skills
    • Your character’s class and Intelligence modifier determine how
      many skill points you have to buy skills (see page 62 in Player’s
      Handbook). Skills are measured in ranks. Each rank adds +1 to skill
      checks made using a specific skill.

      • At 1st level, you can buy as many as 4 ranks in a class skill
        (on your class’s list of class skills) for 4 skill points or as
        many as 2 ranks in a cross-class skill (a skill not listed on your
        class’s list) for the same cost.
      • Buying skills goes faster if you spend 4 points on each skill
        you take as they do in the starting packages, but you can spend any
        where between 0 and 4 points on any skills you want your character
        to have.
      • Check the house
        rules
        section for modifications to the skills selection.
    • Once you’ve selected your skills, determine the skill modifier
      for each one. To do this, add the skill ranks to the ability
      modifier associated with the skill and record it on your character
      sheet.
  7. Select a Feat
    • Each 1st level character starts with one feat. Note that some
      feats have prerequisites that must be met before that feat can be
      taken.

    • Note that there are thousands of feats in existance
      now, check with the DM to see if there is a feat that does what you
      want your character to do if it is not listed in the standard list
      of feats.
  8. Review Description Chapter
    • Look over Chapter 6: Description. It helps you detail your
      character with such items as height, weight, age, etc. Choose an alignment and
      patron deity
      (if you haven’t done so yet). See the notes under
      the house rules sections before continuing.
  9. Select Equipment
    • Purchase equipment using your starting funds. Note that the
      Seer will provide any equipment you need that has a value of 200 gp
      or less. Use your funds to
      purchase special substances, minor
      magical items
      , or masterwork items. Be sure to list the items
      on your character sheet (you can list “Starting Package” to include
      all the items in the starting package for your race and
      class).
    • If you are a wizard list your spell book and the spells it
      contains
    • Add the Seer’s Talisman to your list of
      equipment
    • Add your exceptional item to your
      list of equipment (even if it isn’t something that is really
      equipment)
  10. Record Combat Numbers

    Determine and then record:

    • Hit Points: Max for your class at
      1st level.
    • Armor Class: 10 + your armor bonus + your shield bonus + your
      size modifier + your Dexterity modifier + class modifiers + magical
      modifiers
    • Initiative: your Dexterity modifier (plus possible feat or
      class modifiers)
    • Attack Bonuses: Your class determines your base attack bonus.
      To determine your melee attack bonus add your Strength modifier to
      your base attack bonus. To determine your range attack bonus add
      your Dexterity modifier to your base attack bonus.
    • Saving Throws: Your class determines your base saving throw
      bonuses. To these numbers, add your Constitution modifier to get
      your Fortitude save, your Dexterity modifier to get your Reflex
      save, and your Wisdom modifer to get your Will save.
  11. Details, Details, Details
    • Now choose a name for your character, determine the character’s
      gender, decide on age and appearance, etc.

Notes and other goodies…

Except as noted above, characters will use standard version 3.5
character generation rules. While characters will most likely be
created using the core rules in the Player’s Handbook, characters
can be from any d20 campaign world (that we
have access to
) (and for the most part will follow the standard
1st level character generations rules for that campaign, if
different from the core rules). There are a few house rules that we will be using as well that
affect character generation.

Talisman of the Seer

All characters will begin play with a Talisman of the Seer. This
is a magical trinket (you can customize yours to match your
character concept) that is primarily a plot device. It will allow
the character to Word of Recall back to the Seer’s hall.
The Seer can also transport a character from his hall to anywhere
else that one of his Talismans is located. This will primarily be
used to get characters in and out of adventures when the player is
not there.

Exceptional Item

Characters will also start with one exceptional item (in
addition to what they can purchase with initial funds). This item
may be physical or situational. Examples include, a gift from the
Seer, a family heirloom, a masterwork item, an ally/mentor, some
key information about the campaign, a blessed item, extra spells in
a spell book, military training (and membership in a military
order), detailed and annotated map of local area, or something
similar. Be creative and have fun with this (but don’t go
overboard).

Initially the characters will be adventuring in the central Flan (local map)

Sourcebooks

Basic Books

  • Player’s Handbook 3.5
  • DMG 3.5
  • Monster Manual 3.5
  • Expanded Psionics
    Handbook (v.3.5) (classes, feats, psionics)

Campaigns

  • Rokugan Campaign
    (oriental adventures setting, spells, classes, feats,
    background)
  • Oriental Adventures
    (classes, feats, skills, background)
  • Dragonstar
    Players Handbook (science fantasy setting, races, spells,
    prestige classes, feats, background)
  • Eberron Campaign (magic prevelant
    pulp/noir setting, renniasance like, spells, races, classes, feats, action points)
  • Forgotten
    Realms Campaign (races, spells, pestige classes, feats,
    background)
  • Forgotten Realms (Feats & Prestige
    Only)
  • d20 Modern (modern
    setting, classes, feats, prestige classes, background)
  • Urban Arcana
    (modern fantasy setting, prestige classes, feats, spells,
    background)
  • Lock
    and Load: Iron Kingdoms Primer (background)
  • Iron Kingdoms Character Guide (steampunk fantasy, classes, feats, prc, spells, background)
  • Spelljammer Core
    Rules (magic in space, feats, spells, prestige classes,
    background)
  • Spycraft Core
    Rules (d20 modern spys, classes, feats, prestige classes,
    background)
  • GeneTech (d20 modern
    mutants, races, feats, prestige classes, background)
  • Shadow Chasers
    (d20 modern mild magic, feats, prestige classes, background)
  • Star Wars
    Handbook (races, classes, prestige classes, feats, force,
    background)
  • Farscape (races, classes,
    prestige classes, feats, background)
  • Mutants & Masterminds (d20
    superhero rules)

Supplements

  • Book of Exalted Deeds (prestige classes,
    spells, feats – all focusing on Good)
  • Complete Warrior (classes, prestige
    classes, feats, weapons, spells)
  • Complete Divine (classes, prestige classes,
    feats, spells)
  • Complete Arcane (classes,
    prc, feats, spells)
  • Complete Adventurer
    (classes, prc, feats, spells)
  • Complete Psionic (classes, prc, feats, psionics)
  • Complete Mage (classes, prc, feats, spells)
  • Complete Scoundrel (classes, prc, feats, spells)
  • Complete Champion (classes, prc, feats, spells, orginizations)
  • Cityscape (prc, feats, spells)
  • Dragon Magic (prc, feats, spells)
  • Dungeonscape (classes, prc, feats, spells, traps)
  • Draconomicon (prestige classes, feats,
    spells, background – for dragons and dragon hunters/protectors)
  • Dragonlance – Age Of
    Mortals (prestige classes, feats, spells, background)
  • Deities & Demigods (description of the pantheons, including Greyhawk)
  • DMG II (expanded rules for combat in odd locations, magic items, saltmarsh city, apprentice/mentor rules, etc.)
  • d20 Future (adv and prc classes, feats,
    equipment)
  • d20 Modern Past (adv and prc
    classes, feats, equipment)
  • d20 Modern Apocalypse (adv and
    prc classes, feats, equipment)
  • Drow of the Underdark (prc, feats, background)
  • Eberron: Explorer’s
    Handbook (prc, background)
  • Eberron:
    Five Nations (prc, background)
  • Eberron: Faiths of Eberron (prc, feats, spells, psionics, background)
  • Eberron: Forge of War (prc, feats, background)
  • Eberron: Magic of Eberron (prc, feats, spells, psionics, magic items)
  • Eberron: Races of
    Eberron (races, prc, feats, spells)
  • Eberron: Players Guide to Eberron (prc, feat, spells, psionics, background)
  • Eberron: Sharn City of Towers (prc, spells, background)
  • Eberron: Secrets of Sarlona (prc, psionics, background, feats)
  • Eberron: Dragonmarked (prc, spells, infusions, feats, background)
  • Eberron: Secrets of Xen’drik (prc, feats, spells, infusions, background)
  • Forgotten
    Realm Races of Faerun (races, prestige classes, feats, spells,
    background)
  • Forgotten Realm Magic of Faerun (prestige
    classes, feats, spells)
  • Forgotten Realm Lost
    Empires of Fareun (prc, feats, spells, background)
  • Frostburn (environment,
    prc, feats, spells)
  • Heroes of Battle (prc, feats,
    spells)
  • Magic Item Compendium (magic items)
  • Magic of Incarnum (new magic systems, classes, prc, feats, monsters)
  • Miniatures Handbook (prc, feats, spells)
  • Manual of the Planes (races, prestige
    classes, spells, background)
  • Planar Handbook (races, prestige classes,
    spells, feats, background)
  • Players Handbook 2 (classes, prc, feasts, spells)
  • Races of Destiny (human, half-humans,
    prc, feats, spells)
  • Races of the Dragon (half-dragons, dragonkin, kobolds, prc, feats, spells, psioincs)
  • Races of Stone (dwarf, gnome, goliath,
    prc, feats, spells)
  • Races of the Wild
    (elf, halfling, birdmen, prc, feats, spells)
  • Races of Eberron (changling, warforged, kalishtar, elf, halfling, prc, feats, spells)
  • Races of the Dragon (new races, prc, feats, spells)
  • Sandstorm (environment,
    prc, feats, spells)
  • Stormwrack
    (environment, prc, feats, spells)
  • Spell Compendium (v.3.5) (spells)
  • Stronghold
    Builders Guidebook (general rules on stronghold construction,
    includes feat to assist PCs with maintenance)
  • Tome of Battle (classes, prc, feats, maneuvers/spells, monsters)
  • Tome of Magic (new magic systems, classes, prc, feats, monsters)
  • Unearthed Arcana (alternate rules – many of which we are using)
  • Underwater Combat (official rules presented in Dragon)
  • Weapons of Legacy (magic items)

3.0 Supplements (check before using material from these as much of it is superceded)

  • Arms and Equipment
    Guide (new weapons, armor, alchemicals, poisons, mundane
    equipment, vehicles, hirelings)
  • Tome and Blood (arcane
    prestige classes, spells, feats)
  • Tome and Blood bonus
    insert (familiars, companions, Summon I monsters)
  • Defenders of the
    Faith (divine prestige classes, spells, feats)
  • Masters of the Wild
    (prestige classes, spells, feats)
  • Sword and Fist (prestige
    classes, feats)
  • Song and Silence (prestige
    classes, feats, spells)
  • Mindscapes (revised 3.0
    psionics, classes, feats)
  • Epic Level Handbook
    (Level 21+, classes, prestige classes, feats, spells,
    background)
  • Savage Species (monster
    race/classes, prestige classes, spells, feats)
  • Magic of Rokugan (oriental
    prestige classes, feats, spells, background)
  • The Way of the Samurai
    (oriental prestige classes, feats, background)
  • Hammer and Helm (dwarven
    sourcebook, race subtypes, prestige classes, feats, spells,
    background)
  • Book of Eldritch Might
    I (arcane prestige classes, spells, feats)
  • Book of Eldritch Might
    II (arcane prestige classes, spells, feats, alternate bard)
  • Book of Eldritch Might II web supplement
    (arcane prestige classes, spells, feats)
  • Complete
    Book of Eldritch Might (3.5 update)
  • Book
    of Iron Might (combat focus enhancements)
  • Book of Hallowed
    Might (divine prestige classes, spells, feats)
  • Encyclopaedia Arcana – Chaos Magic (alternate
    magic system)
  • Malhavoc – Chaostech (strange magic and items)
  • Anger of Angels (races,
    prc, spells)
  • Relics and Rituals I
    (prestige classes, spells)
  • Relics and Rituals II
    (prestige classes, spells)
  • Dragon Magazine #283 – Greyhawk
    prestige classes
  • Dragon Magazine #302 –
    New Cantrips
  • Dragon Magazine #302 – Variant Summon Monster spells
  • Beyond Monks (prestige classes, feats)

Alternate Systems

  • Elements of Magic (alternate magic
    system)
  • Mindscapes (revised psionics system)
  • Arcana Evolved (alternate player’s
    handbook)
  • Iron Heroes (alternate
    system, almost no magic, cinematic combat style)
  • Elements of Magic – Mythic Earth (alternate d20 modern magic system)

DMs Resources

  • Book of
    Vile Darkness (prc, feats, spells, monsters, alternate rules)
  • Heroes of Horror (prc, feats, classes, spells, monsters, background)
  • Fiend Folio (monsters)
  • Libris
    Mortis (prc, feats, spells, monsters, background)
  • MM 2 (monsters)
  • MM 3 (monsters)
  • MM 4 (monsters)
  • Forgotten Realm Champions of Ruin (prc, feats, spells, background, monsters)
  • Forgotten Realm Lords of Darkness (prc, background, monsters)
  • Forgotten Realm Dragons of Faerun (background, monsters)
  • Lords of Madness (prc, feats, spells, background, monsters)
  • Fiendish Codex I (prc, feats, spells, background, monsters)
  • Fiendish Codex II (prc, feats, spells, background, monsters)
  • Iron Kingdoms: Monsteronimicon I (monsters)
  • Expedition to Undermountain (adventure, prc, spells)
  • Expedition to Ravenloft (adventure, prc, feats)
  • Expedition to the Demonweb Pits (adventure, prc, spells)