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Posted: 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.
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Posted: 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.
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Posted: Fri Dec 15, 2006 8:24 am
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