There is a lot to like in this latest play test installment. I have summarized what I liked and have changed and added what I think should be included. What do you think?
Choose a race.
Dwarf Racial Bonus: +1 Strength, or +1 Constitution
low-light vision (see 30 feet in darkness)
save verses poison +1 bonus
armor proficiency (reduce dexterity penalty by 1)
Elf Racial Bonus: +1 Intelligence, or +1 Wisdom
low-light vision (see 30 feet in darkness)
save versus charm +1 bonus
listen search +1 bonus
Halfling Racial Bonus: +1 Dexterity, or +1 Charisma
nimbleness (move through larger being's space)
save versus fear +1 bonus
stealth +1 bonus
Human Racial Bonus: +1 to any ability.
1 additional skill
save versus poison, charm, or fear +1 bonus
1 additional background
Custom or Half-Racial Bonus: +1 to any ability.
1 additional skill
save versus poison, charm, or fear +1 bonus
1 additional background
Choose a background theme.
Choose 1 background of skills your character learned before becoming a professional adventurer.
Choose a class.
Fighter
Class Bonus: +1 Strength
Starting Hit Points: constitution score+12
Hit Points Per Level-Up: +12 hit points
Healing Potion Daily Stocks: 6
Armor: any
Weapon: any
Class Powers: Martial Feats
Rogue
Class Bonus: +1 Dexterity
Hit Points: constitution score+10
Starting Hit Points Per Level-Up: +10 hit points
Healing Potion Daily Stocks: 5
Armor: leather, studded leather
Weapon: fast weapons up to 1d6 damage
Class Powers: Rogue Skills
Cleric
Class Bonus: +1 Wisdom
Starting Hit Points: constitution score+8
Hit Points Per Level-Up: +8 hit points
Healing Potion Daily Stocks: 4
Armor: chain-mail
Weapon: the weapon of the cleric's god
Class Powers: Healing, Cursing and Controlling Prayers
Wizard
Class Bonus: +1 Intelligence
Starting Hit Points: constitution score+6
Level-Up: +6 hit points
Healing Potion Daily Stocks: 3
Armor: bracers, jewelry and magic abjuration spells
Weapon: wooden staff, dagger, dart, sling
Class Powers: Burst Area Spells
Theme Class
Class Bonus: +1 ability
Starting Hit Points: constitution score+9
Level-Up: +9 hit points
Healing Potion Daily Stocks: 4
Armor: any appropriate for the build
Weapon: any appropriate for the build
Power Types: any feat, skill, spell or prayer appropriate for the theme class
Class Features
All classes start with 3 chosen 1st level powers.
Roll ability scores.
Roll the player-character's ability scores for Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.
Roll 4 six-sided dice (4d6) and discard the lowest roll.
Add the remaining 3d6 and apply the score to 1 ability.
Repeat the rolls for the remaining five abilities. If all scores are below 13, re-roll.
Calculate ability score modifiers.
The modifier is the ability score - 10 / 2.
If the ability score is 8 or 9, the ability modifier is (-1)
10-11(0)
12-13(+1)
etc.
Choose a race.
Dwarf Racial Bonus: +1 Strength, or +1 Constitution
low-light vision (see 30 feet in darkness)
save verses poison +1 bonus
armor proficiency (reduce dexterity penalty by 1)
Elf Racial Bonus: +1 Intelligence, or +1 Wisdom
low-light vision (see 30 feet in darkness)
save versus charm +1 bonus
listen search +1 bonus
Halfling Racial Bonus: +1 Dexterity, or +1 Charisma
nimbleness (move through larger being's space)
save versus fear +1 bonus
stealth +1 bonus
Human Racial Bonus: +1 to any ability.
1 additional skill
save versus poison, charm, or fear +1 bonus
1 additional background
Custom or Half-Racial Bonus: +1 to any ability.
1 additional skill
save versus poison, charm, or fear +1 bonus
1 additional background
Choose a background theme.
Choose 1 background of skills your character learned before becoming a professional adventurer.
Choose a class.
Fighter
Class Bonus: +1 Strength
Starting Hit Points: constitution score+12
Hit Points Per Level-Up: +12 hit points
Healing Potion Daily Stocks: 6
Armor: any
Weapon: any
Class Powers: Martial Feats
Rogue
Class Bonus: +1 Dexterity
Hit Points: constitution score+10
Starting Hit Points Per Level-Up: +10 hit points
Healing Potion Daily Stocks: 5
Armor: leather, studded leather
Weapon: fast weapons up to 1d6 damage
Class Powers: Rogue Skills
Cleric
Class Bonus: +1 Wisdom
Starting Hit Points: constitution score+8
Hit Points Per Level-Up: +8 hit points
Healing Potion Daily Stocks: 4
Armor: chain-mail
Weapon: the weapon of the cleric's god
Class Powers: Healing, Cursing and Controlling Prayers
Wizard
Class Bonus: +1 Intelligence
Starting Hit Points: constitution score+6
Level-Up: +6 hit points
Healing Potion Daily Stocks: 3
Armor: bracers, jewelry and magic abjuration spells
Weapon: wooden staff, dagger, dart, sling
Class Powers: Burst Area Spells
Theme Class
Class Bonus: +1 ability
Starting Hit Points: constitution score+9
Level-Up: +9 hit points
Healing Potion Daily Stocks: 4
Armor: any appropriate for the build
Weapon: any appropriate for the build
Power Types: any feat, skill, spell or prayer appropriate for the theme class
Class Features
All classes start with 3 chosen 1st level powers.
Roll ability scores.
Roll the player-character's ability scores for Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.
Roll 4 six-sided dice (4d6) and discard the lowest roll.
Add the remaining 3d6 and apply the score to 1 ability.
Repeat the rolls for the remaining five abilities. If all scores are below 13, re-roll.
Calculate ability score modifiers.
The modifier is the ability score - 10 / 2.
If the ability score is 8 or 9, the ability modifier is (-1)
10-11(0)
12-13(+1)
etc.