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Hanyouman
Vice Captain

PostPosted: Thu Dec 14, 2006 6:24 pm


Alright, computers being stupid and lost my first post here, I really dont feel like rewriting it right now but I will soon. Anyways.
Seerate Threads for different things.

First, roll for stats.

Then choose race and class.

Then assign your Ability Modifiers

Racial Ability Adjustments:
Race / Ability Adjustments / Favored Class
Human / None / Any
Dwarf / +2 Constitution, -2 Charisma / Fighter
Elf / +2 Dexterity, -2 Constitution / Wizard
Gnome / +2 Constitution, -2 Strength / Illusionist*
Half-elf / None / Any
Half-orc / +2 Strength, -2 Intelligence**, -2 Charisma / Barbarian
Halfling / +2 Dexterity, -2 Strength / Rogue
*A wizard who specializes in illusion spells.
**A half-orc's starting intelligence is at least 3. If this adjustment would lower the characters score to 1 or 2, their score is 3.
PostPosted: Thu Dec 14, 2006 6:52 pm


Copy Table 3-1: Base Save and Base Attack Bonuses

Mark page 22, Table 3-2: Experience and Level Dependant Benefits
for easy reference. I will inform players when they have reached a new level and what they have gained from it.

No cross-classing will be allowed untill I have assertained a better understanding of the game or untill I have aquired assistance in the running of this venture...

Original HP is max Hit Die plus or minus Constitution Modifier. (Hit die is on Page 23)

Use Chapter 3 to help people create their characters...

Basic Classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard.
Untill I get more books or untill I gain assistants that have said books.

Copy Table 4-1: Skill Points Per Level

Mark Page 59 Table 4-2: Skills
for easy reference.

Find knowledgable assistants...

Review Skills on Page 60.

Review Feats on Page 77.

Hanyouman
Vice Captain


Hanyouman
Vice Captain

PostPosted: Fri Dec 15, 2006 8:24 am


Work on a campaign...
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