1.) Pretty much all the races are different, but I honestly like Pathfinder's stuff better, except for how they made humans a bit worse. Treat them the same, except humans get a bonus feat at level 1.
2.) Instead of getting +3 to class skills, you get 4 times as many skill points at first level.
3.) Acrobatics, Linguistics, and Stealth are not skills. Instead, you have Balance (DEX), Decipher Script (INT), Forgery (INT), Hide (DEX), Jump (STR), Move Silently (DEX), Speak Language (N/A), and Tumble (DEX).
4.) A lot of the classes are different, but I'll let you roll with a Pathfinder version since they're honestly more balanced.
You can find all the information on DnD 3.5 HERE: http://www.dandwiki.com/wiki/SRD:System_Reference_Document
However, this is incomplete and doesn't contain all the Supplemental rules. For all the extra goodies and awesomeness of other DnD 3.5 books, check out www.dndtools.com
Okay, I love house rules, but I'm not going to put any in unless if we all like them. Here are some of the ones I'd like to include, BUT ARE COMPLETELY OPTIONAL
1.) A custom Ranger's spell list that doesn't feel like it was just thrown in there
2.) Fighters get feats at each level except third levels
3.) using a variant health system that's loosely based on the Vitality/Wound system: Basically, you always gain the maximum amount of HD (called Vitality) at each level, and you only add your CON modifier at first level. In addition to your Vitality, you also have Wound health- your wound health is determined by your race. When you take a critical hit, you don't lose double or triple Vitality or whatever. Instead, you take X amount of wound damage, where X is the multiplier of the weapon from normal rules (For example, a critical hit with a longsword would deal 2 wound damage). Wounds are not healed with any ability that speeds up healing unless if it involves regenerating lost limbs. Upon taking wound damage, you are considered to be Crippled: When crippled, you move at 10ft. or at half your base speed, whichever is lower. If you lose over half of your wound total, then you must make a Fortitude save (DC 15) or become unconscious. (Again this rule is completely optional. While I do think this is more realistic, I understand that simplicity is nice)
4.) Wand crafting is more in depth. Certain types of wood will yield different types of magical enhancements- for example, an Oak wand of Fireball can actually be used by a Wizard or other arcane spellcasting class to improve any Evocation or Abjuration spell (improves the DC by 1 for every 3 levels of any and all arcane spellcasting classes you have)
5.) If your class has no Special ability gained at any level, you can take a Prestige level if you qualify for the requirements instead, still gain whatever BAB, spells, power points, save progressions, etcetera, and then level up in your base class again on the next level.
6.) Kobolds do not exist. I don't like them.
7.) I'd like for us to start out at like level 10-ish.
I'll download the Player's handbook as soon as my current download finishes...
As for a character, I was thinking of making a female Drow Rogue, who specializes in disguise. She could be of any alignment except Lawful good or Chaotic evil.
I just want to make sure this character is all right before I make her.
As for house rules...
They all seem okay to me. #3 seems a little bit brutal to me, especially since my character will be relying heavily on speed. However, I could still easily play with it, so whatever everyone else decides is fine with me.
While these all are technically fighter/rogue-ish classes, the one most like the Rogue, in my opinion, is the Ninja. The Swashbuckler would be interesting to do, since it's more of a base class version of the Duelist from the Dungeon Master's Guide.
Barbarians are super special awesome. I do not allow the Tur variant, since that's waaaaaaay too OP. I'll let you do the Berserker Strength version of the Rage ability, however, which is described here:
I've never played 3.5 ed, so, like SirSadaar, I think I'll need a fair lot of assistance with character building- but I'd absolutely love to join.
I can play a male sorcerer, bard, or wizard, likely specializing in team support/defence or magical healing, but I can definitely take an offensive position. It honestly depends on where the game is going.
Well, in all actuality, you could technically do either and accomplish the same stuff. For example, they both do have their different ways about combat, but they both cover the Scout role of going ahead and looking for traps (barbarians get Trap Sense).
Ninjas can do that as well, in addition to doing Sudden Strike in replace of Rage. Sure, they don't get to fly into a blood-crazed frenzy, but if they were complimented with a nice magic class that specialized in doing annoying stuff like Hold Monster, then you'd be a terrifying addition to the team.
Barbarians, though, you'd basically just never sneak (it's hard to scout and sneak at the same time), so you'd end up being a warrior. While this is all fun, a good third of your abilities (the trap sense) would be useless unless the Rogue drow gets past a trap and then resets it instead of disabling it... Or, your Barbarian could scout with the Rogue, but you'd mostly just blow her cover with your boisterous stuff. A good distraction, maybe, but it would be more effective to scout with the Rogue if you could be stealthy about it.
Here's the offer I'll give you-
1.) you can be the Ninja, as is, and be an awesome scouty warrior guy that can allow the rogue to flank (therefore do sneak attack damage), the enemy (if it's sensible) might be distracted just long enough to be denied his Dexterity bonus to his AC for a smidgie second and allow you an attack of opportunity. You gotta do it just right though.
2.) You can be the Barbarian and choose to be the party's fighter. Instead of Trap Sense, you get Battle Fortitude +1 (bonus on fortitude saves and initiative checks), Berserk +1d6 (damage bonus while raging- roll 2d6 more dice on critical hits. This would mean that a level 20 barbarian would do +5d6 damage on a critical hit while raging), Battle Fortitude +2, Berserk +2d6, Battle Fortitude +3, and Berserk +3d6.
You basically just described the Cleric. He's a healer, but is allowed to wear all types of armor since he's a divine spellcaster that isn't inhibited by naturey stuff like the druid is.
Clerics, in addition to knowing spells from the generic Cleric's spell list, get more specialized spell lists called "Domains," (total of 2 domains). There are domains for anything from Fire to War to Creation, and they're all really cool in my opinion.