Character Generation Steps

  1. Write background and name the character.
  2. Roll For Attributes: roll 3d6 Twelve Times and pick Six
  3. Choose race: Human, Seriathior Elven, Dwarven, Goblin, Ogre, Halfling.
  4. Choose class: Fighter (including Ranger and Paladin), Mage, Preist, Theif or Psionicist
    1. If Mage, Choose Specialty, if any.
      • Generalist mages cannot multi-class
      • Multi-classed specialists loose bonus spells
    2. If Preist, Choose Preisthood (you must buy the whole package for the faith.
    3. Choose Packages, in any
  5. (Optional)If using Generation cards, choose cards now.
  6. Spend Character Points (100)
    1. Buy Racial abilities
    2. Buy class ablilities
    3. Buy skills
  7. Determine HP and other secondary stats
  8. Determine Spells (if spell caster)
  9. Determine Starting Equipment
  10. Get DM's Approval

Additional Character Generation Rules Notes

  1. Weapon Proficiencies: Weapon Mastery is replaced by the following rules: After you are proficient in a weapon, you may continue to buy skill with that weapon. This is called Mastery. For each time you pay for an additional proficiency in that weapon, you gain a level of master. A level of mastery is good for the following benefits:
    1. Add either an additional +1 to hit or +1 to damage with a melee weapon.
    2. Add an additional +1 to hit with a missile weapon.
    3. Fighters add their mastery level to Their level when determining number of attacks.
    4. Non-Fighters get number of attacks equal to a fighter with their Mastery level.
  2. Longswords cost twice what is listed in the Players Handbook, due to the scarity of that kind of Fine metalsmithing.
  3. All characters have the following skills for free:
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