1. Choose a Class
2. Roll for Ability
Option: Before the
first die is rolled, the gaming group--as a whole--may elect
to use the following scores, without modification, instead of
3. Adjust Ability
6. Calculate Combat
7. Choose Starting Spells and/or Immortal Patron (if applicable)
There are two axis that determine alignment. LAW-CHAOS defines behavior. GOOD-EVIL defines intent. The LAW-CHAOS axis is the more important when determining character play and development, as this function will identify how the PC should normally behave. The GOOD-EVIL axis, while signalling why a PC undertakes a particular action, it is less important understanding that, from the PCs point-of-view, his allies would generally be considered good and his enemies would be seen as evil--regardless of the NPCs actual alignment. Alignment-specific spells such as Protection from Evil consider only the PCs perception of their target's alignment.
Characters begin play knowing a common language, a cultural language (humans only, if different from common), a racial language (demi-humans only), and any bonus languages due to a high INT.
In addition, some classes may be restricted in their language selections, while others recieve an extra free language available only to them.
Movement & Encumbrance
Under normal circumstances, only armor is considered when determining encumbrance. The DM may make arbitraty decisions based on in-game situations.
BASE SPEED is the distance a character may move in one round while taking no other actions.
RUNNING SPEED is the distance a character may move in one round while running. Any running character looses any shield and DEX bonuses to AC (DEX penalties still apply).
COMBAT SPEED is the distance a character may move in one round while making any non-attack action (changing weapons, drinking a potion, etc.). Characters with the 2-WEAPON FIGHTING skill may move their combat speed and still make their extra (penalized) attack, but not their regular attack.
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