Races listed below are preferred! (and please the setting specific changes!), but if you want some other race, I'm sure we can accommodate that.
When your character is done, please email it to me for review- remember: my objective is to work with you, not to say 'no' to lots of stuff (but you know, please try not to destroy the universe). If you use non-core spells/feats/ACFs (that is, Alternate Class Features), please note the source book [ie: Greater Mirror Image (PHB2)], in case I'm unfamiliar with them. In practice, I've probably heard of most things you may dig up, but even then I may need to look them up for the exact rules text, etc. 2.0 source books are allowed.
Non-evil alignments STRONGLY preferred; if your character is more on the amoral side of things, they need a very strong reason/motivation to remain a team player over the long term.
3d6 rerolling ones or 4d6 drop the lowest, roll 7 stats drop lowest.
Setting-specific classes, races, etc... are generally allowed independently of setting, though some fudging may be required. Final GM approval is always required.
Retiring a character and starting a new one "loses" you (Current Level * 1000) XP. For example, a 9th level character who retires will lose 9000xp. A character that has died and was not raised counts as being "retired".
No looting your party members. Your characters have sworn an oath that all valuables worn or carried by someone who has died will be interred with them and/or passed on to their next of kin. Potions, scrolls, and wands (and other consumables at the GM's discretion) may be looted by party members and re-distributed. Gear that was found (not bought) less than one week ago may also be looted by party members. (It's either this or new characters come in with 1st-level quality gear.)
Hit-Points: At first level, you get the max HP from your Hitdie. When gaining a level, players may choose to gain the average hit points (rounded UP) instead of rolling. i.e. someone with d10 hitdice can gain 6 HPs instead of rolling.
5th Edition Death saves and healing Hitdice system
I'm open to porting in stuff from other editions.
Spell-less Variants of Martial Classes are available.
All Classes Use The Fighter's XP progression Table.
All Classes Get Their Hit dice At Each Level (monsters get even More HP ugh).
Dual-wielding Is changed to -2/-6 if no prof -2/-2 if one Prof no penalties if 3 prof, rangers start with 2 points in it
Sword and shield style +1 AC / +2 AC to alies within 5 feet
Dueling style +1 AC / +2 AC
2handed weapon style reroll 1s / reroll 2s on dammage
Classes
Paladin/Ranger/Spellblade Spell Levels
Wizard
at First level and levels 6, 11, 16 choose a first level spell you know you gain mastery with it (if you are a specialist wizard it must be of your chosen school if there are spells available) any spell you have mastery with can be cast at will as long as you can provide the components.
Cleric
at First level and levels 6, 11, 16 choose a first level spell you know you gain mastery with it any spell you have mastery with can be cast at will as long as you can provide the components.
Druid
at First level and levels 6, 11, 16 choose a first level spell you know you gain mastery with it any spell you have mastery with can be cast at will as long as you can provide the components.
Races
Elves
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Grey Elf: +1 Dex +1 Int -2 Con
Savage Elf +1 Dex +1 Str -2 Con
Wood Elf: +1 Dex +1 Wis -2 Con
Aquatic Elf: +1 Dex -1 Con
Aquatic: 60 feet swim speed, can breathe in water, needs to hydrate by swimming once a week or make a constitution save that when failed loses them 2 points of constitution until the next hydration, stacking for each failed save( 1 per week).
Dwarves
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Artic Dwarf: +1 Str +1 Con -2 Cha
Mountain Dwarf: +1 Con +1 Wis -2 Cha
Hill Dwarf: +2 Con -2 Cha
Gnomes
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic: Gnomes impose a penalty to saves vs illusion spells they cast
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Tinker Gnome: +1 Con +1 Int -2 Str
Forest Gnome: +1 Con +1 Wis -2 Str
Deep Gnome: +1 Int +1 Con - 1 Cha -1 Str
Half-Elf
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
you may choose to be descended for Aquatic elves if you do you gain the aquatic feature described under aquatic elves
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Half-Orcs
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Languages: Half-orcs begin play speaking Common and Orcish. Half-orcs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Halfling
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Stout Halfling: +2 Dex +2 Con -2 Str
Lightfoot Halfling: +2 Dex +2 Cha -2 Str
Human
+1 to Two Ability Scores -1 to one ability Score
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Adaptable: Humans get +15% experiance
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Orc
+2 Str +1 Con -2 Int -1 Cha
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet.
Intimidating: Orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Strong Stock: Orcs receive a +2 racial bonus on Athletics skill checks due to their natural athleticism.
Orc Blood: Orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when an Orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Brutality: Orcs Receive +2 on damage rolls.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Half-Dwarf
Medium: Half-dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Half-dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Half-dwarves can see in the dark up to 60 feet.
Greed: Half-dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy: Half-dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Languages: Half-dwarves begin play speaking Common and Dwarven. Half-dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Half-Gnomes
Small: Half-gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Half-gnomes have a base speed of 25 feet.
Low-Light Vision: Half-gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.
Gnome Magic: see Gnomes
Large Build: you may treat yourself as being one size category larger if it would be advantageous to you.
Languages: Half-gnomes begin play speaking Common, Gnome, and Sylvan. Half-gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Half-Halflings
Small: Half-gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Large Build: you may treat yourself as being one size category larger if it would be advantageous to you.
Slow Speed: Halflings have a base speed of 25 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Lizardfolk
Hold Breath (Ex) A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Medium: Lizardfolk is Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Aquatic: 40 foot swim speed.
Lizard Might: +2 racial bonus to athletics.
Bite. (1d4) as an extra attack that gets BAB and strength
Languages. Lizardfolk begin play speaking Common and Draconic. Lizardfolk with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Goblin, Gnome, and Orc.