Alignment
Here are nine descriptions of morality for intelligent creatures: Lawful Good ("Crusader") - Acts as a goodperson and is required to act. Neutral Good ("Benefactor") - Does the bestthat a good person can do. Chaotic Good ("Rebel") - Acts as his consciencedirects him w/ little regard for what others expect of him. Lawful Neutral ("Judge") - Acts as law, tradition,or a personal code directs him/her. True Neutral ("Undecided") - Does what seems to be a good idea. Chaotic Neutral ("Free Spirit") Follows his/herwhims, always an individual. Lawful Evil ("Dominator") - Takes what he wants within the limits of his code of conduct w/o regard to whom it hurts. Neutral Evil ("Malefactor") - Does whateverhe/she can get away with. Chaotic Neutral ("Destoryer") - Does whateverhis greed, hatred, and lust for destruction drive him to do. A character's or creature's general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, and chaotic evil. Good vs. Evil Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit. "Good" implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others. "Evil" implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master. People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships. A neutral person may sacrifice himself to protect his family or even his homeland, but he would not do so for strangers who are not related to him. Animals and other creatures incapable of moral action are neutral rather than good or evil. Law and Chaos Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it. "Law" implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition, and a lack of adaptability. "Chaos" implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. People who are neutral with respect to law and chaos have a normal respect for authority and feel neither a compulsion to obey nor to rebel. They are honest, but can be tempted into lying or deceiving others. Animals and other creatures incapable of moral action are neutral
Charactor Class
Character Class is the characters main profession or trade. It sets the path or goals for a character, and offers advancement within their profession. For online play there are eleven classes to choose from: Barbarian: A ferocious warrior who uses furyand 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 capablewarrior as well. Druid: One who draws energy from the naturalworld to cast divine spells and gain strange magical powers. Fighter: A warrior with exceptional combatcapability and unequaled skill with weapons. Monk: A martial artist whose unarmed strikeshit fast and hard - a master of exotic powers. Paladin: A champion of justice and destroyerof evil, protected and strengthened by an array of divine powers. Ranger: A cunning, skilled warrior of thewilderness. Rogue: A tricky, skillful scout and spy whowins the battle by stealth rather than brute force. Sorcerer: A spell caster with inborn magicalability. Wizard: A potent spellcaster schooled in thearcane arts. At the moment, no other classes are available, except for Prestige Classes. PCs must qualify for Prestige Classes as described in the Dungeon Master's Guide, and they must get written approval by a SGM in the Question and Answer Forum. For more detailed information please refer to the Dungeons & Dragons� 3rd Edition Players Handbook & the Dungeon Masters Handbook or Class Features. (GM Option and Player Responsibility) For each race and class there are special attributes in the D&D Players Handbook that give the character unique features. These attributes are so intricate in their use that they have the possibility of slowing the game down, especially when using play-by-post method. To "streamline" the game, it will be upto the GMs descretion whether to utilize these attributes during play-by-post method. Should the GM decide to use these attributes, it will be upto the player to remember these attributes and state them within their "one" action post per GM response. If there is a discrepancy on how the attribute is used, player and GM should correspond through email to resolve the discrepancy. If this doesn't relsolve the discrepancy, the GM has the final word on attribute usage. Above all, there should be limited Out-of-Character (OOC) descussion concerning attributes.
Spells
Bard's Zero Level Spells: Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Read Magic, Resistance. Cleric's Zero Level Spells: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue. Cleric's First Level Spells: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Inflict Light Wounds, Invisibility to Undead, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Random Action, Remove Fear, Sanctuary, Shiel of Faith, Summon Monster I. Druid's Zero Level Spells: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, REad Magic, Resistance, Virtue. Druid's First Level Spells: Animal Friendship, Calm Animals, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Invisibility to Animals, Magic Fang, Obscuring Mist, Pass w/o Trace, Shillelagh, Summon Natrue's Ally I. Sorcerer/Wizard Zero Level Spells: Resistance, Ray of Frost, Dectect Poision, Daze, Flare, Light, Dancing Lights, Ghost Sound, Disrupt Undead, Mage Hand Mending, Open/Close, Arcane mark, Detect magic, Prestidigitation, Read magic Sorcerer/Wizard First Level Spells: Alarm, Endure Elements, Hold Portal, Protection from Chaos/Evil/Good/Law, Shiel, Grease, mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike, charm Person, Hypnotism, Sleep, magic Missile, Tenser's Floating Disk, Change Self, Color Spray, Nystul's Magical Aura, Nystul's Undetectable Aura, Silent Image, Benrtiloquism, Cause Fear, Chill Touch, Ray of Enfeeblement, Animate Rope, Burning Hands, Enlarge, Erase, Expeditious, Retreat, Feather Fall, Jump, Magic Weapon, Message, Reduce, Shocking Grasp, Spider Climb
Skills
Feats
Alchemy, Animal Empathy(Druid & Ranger only), Appraise, Balance, Bluff, Climb, Concentratrion, Craft, Decipher Script (Bard & Rogue only), Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Hide, Innuendo, Intimidate, Intuit Direction, Jump, Knowledge (arcana), Knowledge (religion), Knowledge (nature), Knowledge (other), Listen, Move Silently, Open Lock, Perform, Pick Pocket, Profession (list type), Read Lips (Rogue only), Ride, Scry (Bard, Cleric, Druid, Sorcerer, Wizard only), Search, Sense Motive, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Magic Device (Bard & Rogue only), Use Rope, Wilderness Lore.
General Feats: Alertness, Ambidexterity, Armor Proficiency (light, medium, heavy), Blind Fighting, Combat Casting, Combat Reflexes, Dodge, Mobility, Spring Attack, Endurance, Exotic Weapon Proficiency, Expertise, Improved Disarm, Improved Trip, Whirlwind Attack, Great Fortitude, Improved Critical, Improved Initiative, Improved Unarmed Strike, Deflect Arrows, Stunning Fist, Iron Will, Leadership, Lightning Reflexes, Martial Weapon Proficiency, Mounted Combat, Mounted Archery, Trample, Ride-by Attack, Spirited Charge, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Power Attack, Cleave, Improved Bull Rush, Sunder, Great Cleave, Quick Draw, Run, Shield Proficiency, Simple Weapon Proficiency, Skill Focus, Spell Focus, Spell Penetration, Toughness, Track, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Finesse, Weapon Focus Metamagic Feats: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell, Quicken Spell, Silent Spell, Still Spell Special Feats: Extra Turning (Cleric or Paladin only), Spell Mastery (Wizard only)