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1. Choose a Class

2. Roll for Ability Scores
    Roll 4d6, drop one die (usually the lowest)
    Repeat 7 times, drop one score (usually the lowest)
    Place scores as desired
    Apply and modifiers (if applicable)

Option: Before the first die is rolled, the gaming group--as a whole--may elect to use the following scores, without modification, instead of rolling.
   Human: 17, 16, 14, 11, 9, 8
   Demi-human: 18, 16, 14, 11, 9, 7
       (18 to be placed on any ability which has a minimum score requirement)

3. Adjust Ability Scores
Sacrifice 2 ability points in exchange for 1 point in a Prime Requisite score
    Except: CON and CHA cannot change
                  DEX cannot be lowered
                  No score can be lowered below 9
                  No score can be raised above 18

4. Choose Skills
    Weapon Mastery starts at BASIC level for all weapons trainable for each class, except weapons designated as EXOTIC.  Additional training is available at higher levels.

5. Buy Equipment
    Starting money is determined by class.

6. Calculate Combat Statistics
    Maximum HP at 1st level.

7. Choose Starting Spells and/or Immortal Patron (if applicable)


Ability Scores

ABILITY  MODIFIES
STR Melee hit rolls; Melee & thrown weapon damage; Bend bars, Open doors, Lift gates; Save vs. Polymorph/Paralysis
INT Languages known; Beginning General Skills; Save vs. Mind Attacks; Arcane Spell Points
WIS Saves vs. Magic (all types of magic not otherwise modified); Divine Spell Points
DEX Armor Class; Missile and thrown weapon hit rolls; Initiative; Save vs. Wand Attacks
CON Hit points/level; Save vs. Poison (not Death Ray)
CHA Reactions; Maximum no. retainers; Retainer morale

SCORE  Adjustment

 (DEX) Initiative
 (CHA) Reaction

 Maximum
 Retainers
 Retainer
 Morale

3

-3

-2

1

4

4-5

-2

-1

2

5

6-8

-1

-1

3

6

9-12

--

--

4

7

13-15

+1

+1

5

8

16-17

+2

+1

6

9

18

+3

+2

7

10

SCORE

INT Adjustment

3

illiterate, has difficulty speaking

4-5

illiterate

6-8

limited literacy

(INT or WIS)

9-12

--

Bonus Spell Points

13-15

+1 Language

+1

16-17

+2 Languages

+3

18

+3 Languages

+6


Alignments

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.


Languages

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.

LANGUAGE
Abyssal
Aquan
Auran
Celestial
Draconic
Dwarven
Elven
Giant
Gnomish
Goblinoid
Human Languages  
Ignan
Infernal
Lalor
Orcish
Sylvan
Terran
Darktongue
Elder Wyrm
TYPICAL SPEAKERS
Demons, Immortals, Chaotic clerics
Marine creatures
Aerial creatures
Angels, Archons, Immortals, Good clerics
Kobolds, Lizardmen, Dragons
Dwarves
Elves
Ogres, Giants
Gnomes
Goblins, Hobgoblins, Bugbears
Just about everybody
Fire-based creatures
Devils, Immortals, Evil clerics
Halfling Masters
Orcs
Dryads, pixies, leprechauns
Earth-based creatures
Shadowelves, Modriswerg, Mind Flayers
Ancient Dragons, Archmages
SECRET LANGUAGES
Druidic -- Druids only
Thieves' Cant -- Members of Thieves' Guilds
Mage Script -- Arcane spellcasters (Maic-users, Elves)

EXAMPLES OF HUMAN LANGUAGES
Alphatian
Atruaghin
Ethengarii
Hinter
Jennite
Milenian
Neather
Norspeak
Nuari
Ochlean
Sindhi
Tangaroo
Thothian
Thyatian
Traladaran
Ylari
hundreds more in many unexplored regions

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.

Encumbrance  BASE  RUNNING  COMBAT
Light

90

120

60

Moderate

60

90

30

Heavy

30

60

10

Extreme

30

can't run

10

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