It's currently an all good, half lawful half neutral party and apparently already having lawful arguments.
It's one of those things, if I choose a wizard I'll be left out of anything resembling combat, yet that is what they need. The DM suggested mystic theurge, even o-o (Where you're not as good as a cleric or a wizard, let alone both.)
I was thinking archer-Paladin, since that gets them healy stuff (the only have one level of cleric) and stays pretty simple.
The DM " don't want to deal with the innevitable game-balance issues" and "just using the materials from the books" at least related to things on the character sheet. The game itself is full of things that aren't in the books. The character is due on the first.
I dunno where to start.
-Crissa
Edited to add the description stuff:
Tuesday and Fridays, 8:30 pm EST - Midnight EST
Wizards storing their spellbooks on palm-pilots...
Parties of armor-clad adventurers taking the train from city to city.
Magic has allowed for technologies of various types to develop more quickly. The powers of the gods are real, and the boons of their followers have allowed the world to advance in dramatic ways. The studies of powerful wizards have brought about the invention of massive computers, capable of storing their vast archives of spells. The strength of the middle-class is a force to be reaconed with. While some powerful leaders strive to control the populus of their regions, many world hand-in-hand with the "regular" folk. Peaceful times exist for many nations, while war is a potential threat for any realm at any time.
You have grown up in a world that is advanced in magic and technology. Your path in life could take you anywhere. But the boons of society are not simply given away--if you wish to share in the peace and freedom that exists, you must earn it! Grow strong, prove yourself, and make your place in the realms.
Special Rules:
Attacking other players is not allowed. This is not that sort of game.
Character Creation:
Character Level: 3
Standard Starting Gold: DMG page 135. For 4th level characters, 5,400 gp. Spend as you wish at character creation, magic and magitech items are o.k.
Starting Race: Human (may petition the DM for a different race, DM has final say)
Alignment: Non-Evil (Chaotic Neutral should not be used as the next-best thing to evil, please. This is to avoid PvP.)
Dieties: Most (please let the DM know about your deity beforehand. if it is homebrew it may not be allowed, as I would not want to play the god "wrong" unintentionally.)
Regions/Backgrounds: Non-campaign specific (Do not be from a place such as Waterdeep, or from a family from such game settings as Faerun. Please be from this world.)
Allowed Books:
1) No Complete Mage.
2) Any books on this list of books I own:
PHB
DMG
Monster Manual (maybe, case-by-case basis, talk to me about it first.)
Complete Adventurer
Complete Divine
Complete Arcane
Magic Item Compendium
DMG 2
Sandstorm
PHB 2
Spell Compendium
Complete Scoundrel
Frostburn
Complete Warrior
3) Anything else you can sufficiently convince me of. Case-by-case basis, preferably you should be able to get me a reference to the ability / class in question or the book etc.
Ability Scores:
Use one of these methods. Note: If you choose to roll dice and change your mind, you can use method b) instead but must spend only 26 points.
a) Roll 5d4 7 times and sum the results each time. Choose 6 of these, and place each of them into the attribute you prefer. You may reroll all dice *once*, but must take the new ability scores.
b) Spend 28 points by the following system:
Base scores:
10
10
10
10
10
10
Score to Raise : Point Cost
10 - 13 : 1
14 - 15 : 2
16 - 17 : 3
18 : 4
19 : 5
20 : max, cannot raise further
c) Choose one of the following sets of ability scores (generated by method (b) ):
14 14 14 14 14 16 (14 14 14 14 14 15 if you tried to roll first)
12 12 12 14 14 18 (10 12 12 14 14 18 if you tried to roll first)
10 10 11 12 12 20 (10 10 10 11 12 20 if you tried to roll first)
10 10 10 10 18 18 (10 10 10 14 16 18 if you tried to roll first)
Advancement:
Hit points:
First three levels are max HP
From there, you can take the option to roll *or* you can take high average. If you decide to roll, you give up the high average option for that level. If you don't like your roll, the DM can reroll but you must keep the DM's roll even if it is worse! (It is my hope that three levels of max HP will make up for any poor HP rolls later on down the road).
Retraining:
Every 4 levels I will allow you to retrain one feat *or* up to 4 skill points. You cannot drop a feat that is a prerequisite for another--not even if you drop both, since that would be giving you two retrains rather than just one. Once the change is made and we start the next session, you will have to wait 4 levels if you change your mind and want the old ability back. The retraining is done as a part of leveling up, so you can't wait and do it later on--must be done when you gain the level.
Otherwise classes that can retrain spells every so often (sorcerers, shugenja, etc) can still do so according to their own rules in the books.