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<blockquote data-quote="KirayaTiDrekan" data-source="post: 6273455" data-attributes="member: 6755061"><p>[sblock=Character Creation - Take 2: 1981 Basic Set]</p><p></p><p><span style="font-size: 26px"><strong>Character Creation Step One: Ability Scores</strong></span></p><p></p><p>A character's ability scores help define the character and what he can and cannot do. The six ability scores are: </p><p></p><p>Strength - Physical might. Your Strength modifier applies to attack rolls with hand-to-hand (melee) weapons, damage from hand-to-hand and thrown weapons, and rolls to perform feats of strength, such as breaking down a locked a door. Strength is the Prime Requisite for Fighters and Dwarves. It is one of the Prime Requisites for Elves and Halflings.</p><p></p><p>Intelligence - Mental might. Your Intelligence modifier determines the character's bonus languages (a negative modifier affects the character's ability to read and write). Intelligence is the Prime Requisite for Magic-Users. It is one of the Prime Requisites for Elves.</p><p></p><p>Wisdom - A character's ability to understand the world. Your Wisdom modifier applies to saving throws vs. magic of all sorts. Wisdom is the Prime Requisite for Clerics.</p><p></p><p>Dexterity - Nimbleness and grace. Your Dexterity modifier applies to attack rolls with thrown weapons and missile weapons, and affects Armor Class. Dexterity is the Prime Requisite for Thieves. It is one of the Prime Requisites for Halflings.</p><p></p><p>Constitution - Physical health and vigor. Your Constitution modifier applies to hit point rolls.</p><p></p><p>Charisma - Force of personality and presence. Your Charisma modifier applies to rolls affecting how NPCs react to your character.</p><p></p><p><strong>Prime Requisites</strong></p><p></p><p>A Prime Requisite (PR) is an ability score that is especially important to a character class. Each class has one or more PRs. A high ability score in a class's PR will give the character more experience points every time XP is gained. A low PR will penalize experience points every time XP is gained.</p><p></p><p>For Clerics, Fighters, Magic-Users, Thieves and Dwarves, XP bonuses and penalties for XP are as follows: </p><p>PR 3-5: -20% XP</p><p>PR 6-8: -10% XP</p><p>PR 13-15: +5% XP</p><p>PR 16-18: +10% XP</p><p></p><p>Halfling XP bonuses and penalties are as follows: </p><p>Str 3-5: -20% XP</p><p>Str 6-8: -10% XP</p><p>Str or Dex 13-18: +5% XP</p><p>Str and Dex 13-18: +10% XP</p><p></p><p><em>House Rule Note: XP penalties are extrapolated as they do not appear in the book.</em></p><p></p><p>Elf XP bonuses and penalties are as follows: </p><p>Str 3-5: -20% XP</p><p>Str 6-8: -10% XP</p><p>Str 13-18 and Int 13-15: +5%</p><p>Str 13-18 and Int 16-18: +10%</p><p></p><p><em>House Rule Note: XP penalties are extrapolated as they do not appear in the book.</em></p><p></p><p><strong>Ability Score Modifiers</strong></p><p></p><p>Ability scores range in number from 3 to 18. The modifiers to various rolls associated with the ability scores are: </p><p>3: -3</p><p>4-5: -2</p><p>6-8: -1</p><p>9-12: None</p><p>13-15: +1</p><p>16-17: +2</p><p>18: +3</p><p></p><p><strong>Other Notes Regarding Ability Scores</strong></p><p></p><p>Some scores have other special considerations.</p><p></p><p>Intelligence</p><p></p><p>An Intelligence bonus adds to a character's languages known, but a low score can hinder the character's ability to communicate even in his native language.</p><p></p><p>3 - The character has trouble speaking and cannot read or write.</p><p>4-5 - The character cannot read or write Common.</p><p>6-8 - The character can read and write simple Common words.</p><p></p><p>Charisma</p><p></p><p>Charisma affects the number of NPC retainers your character can hire and how loyal they are (measured by a Morale score), as follows: </p><p></p><p>3 - Max Retainers: 1, Retainer Morale: 4</p><p>4-5 - Max Retainers: 2, Retainer Morale: 5</p><p>6-8 - Max Retainers: 3, Retainer Morale: 6</p><p>9-12 - Max Retainers: 4, Retainer Morale: 7</p><p>13-15 - Max Retainers: 5, Retainer Morale: 8</p><p>16-17 - Max Retainers: 6, Retainer Morale: 9</p><p>18 - Max Retainers: 7, Retainer Morale: 10</p><p></p><p><strong>Determining Ability Scores</strong></p><p></p><p>Roll 3d6 and place as desired.</p><p></p><p><span style="font-size: 26px"><strong>Character Creation Step Two: Character Class</strong></span></p><p></p><p>In this version of the D&D game, there are four human character classes (Cleric, Fighter, Magic-User, Thief) and three demi-human character classes (Dwarf, Elf, Halfling).</p><p></p><p><strong>Cleric</strong></p><p></p><p>Clerics are human characters dedicated to an immortal being or system of beliefs. The strength of their beliefs provides them with some special powers such as the ability to turn undead and cast spells.</p><p></p><p>Hit Dice: A cleric rolls a d6 for hit points (6 + Con modifier at 1st level)</p><p>Armor: A cleric may wear any armor and use shields</p><p>Weapons: A cleric cannot use any weapon with a sharp edge or point. The cleric can use any non-edged weapon, ie weapons that are primarily bludgeons.</p><p>Turning Undead: A 1st level cleric can attempt to Turn Undead. Roll 2d6. The number rolled determines the most powerful type of undead affected. A roll of 7 or higher will turn a skeleton. A roll of 9 or higher will turn a zombie. A roll if 11 or higher will turn a ghoul. If the turning attempt is successful, the DM rolls 2d6 to determine how many Hit Dice of undead are turned. At least one undead creature is always turned, regardless of the DM's roll result. </p><p>Spells: A cleric doesn't gain the ability to cast spells until 2nd level.</p><p></p><p>Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack):</p><p>--Death Ray/Poison: 11</p><p>--Magic Wands: 12</p><p>--Paralysis/Turn to Stone: 14</p><p>--Dragon Breath: 16</p><p>--Rod/Staff/Spell: 15</p><p>Experience Points needed for Level 2: 1,500</p><p></p><p><strong>Fighter</strong></p><p></p><p>Fighters are human characters skilled in combat.</p><p></p><p>Hit Dice: A fighter rolls d8 for hit points (8 + Con modifier at 1st level)</p><p>Armor: A fighter may wear any armor and use shields.</p><p>Weapons: A fighter may use any weapon.</p><p>Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack):</p><p>--Death Ray/Poison: 12</p><p>--Magic Wands: 13</p><p>--Paralysis/Turn to Stone: 14</p><p>--Dragon Breath: 15</p><p>--Rod/Staff/Spell: 16</p><p>Experience Points needed for Level 2: 2,000</p><p></p><p><strong>Magic-User</strong></p><p></p><p>Magic-Users are human characters who study and wield magic.</p><p></p><p>Hit Dice: A magic-user rolls a d4 for hit points (4 + Con modifier at 1st level)</p><p>Armor: None. A magic-user may not wear armor and cannot use shields.</p><p>Weapons: Dagger only.</p><p>Spells: A magic-user is able to cast one 1st level spell per day at level 1. This spell is memorized at the beginning of the day from the magic-user's spellbook. The spellbook contains two 1st level spells (Read Magic and one other spell determined by the Dungeon Master), though the magic-user can scribe more spells into his spellbook by acquiring them from scrolls, enemy spellbooks and through magical instruction by a teacher or mentor.</p><p></p><p>Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack):</p><p>--Death Ray/Poison: 13</p><p>--Magic Wands: 14</p><p>--Paralysis/Turn to Stone: 13</p><p>--Dragon Breath: 16</p><p>--Rod/Staff/Spell: 15</p><p>Experience Points needed for Level 2: 2,500</p><p></p><p><strong>Thief</strong></p><p></p><p>Thieves are human characters who have a number of special skills that lend themselves to less than legal activities. Whether the thief uses those skills for those purposes is up to them.</p><p></p><p>Hit Dice: A thief rolls a d4 for hit points (4 + Con modifier at 1st level)</p><p>Armor: Leather armor only and the thief may not use shields.</p><p>Weapons: Any missile weapon and any one-handed melee weapons.</p><p>Special Skills: A thief has a number of special skills they can attempt to use during the course of an adventure. Each is expressed as a percentage number which the thief has to roll at or under on 1d100 in order to use the skill successfully.</p><p>--Open Locks (OL): 15</p><p>--Find Traps or Remove Traps (FT/RT): 10</p><p>--Pick Pockets (PP): 20</p><p>--Move Silently (MS): 20</p><p>--Climb Walls (CW): 87</p><p>--Hide in Shadows (HS): 10</p><p>--Hear Noise (HN): 1-2 (on 1d6)</p><p>Backstab: If a thief can sneak up on an opponent, he can attempt a backstab with a one-handed melee weapon. If the thief goes unnoticed, he adds +4 to his attack roll and deals double damage with the backstab attack (roll damage, multiply by 2, then add any modifiers).</p><p></p><p>Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack):</p><p>--Death Ray/Poison: 13</p><p>--Magic Wands: 14</p><p>--Paralysis/Turn to Stone: 13</p><p>--Dragon Breath: 16</p><p>--Rod/Staff/Spell: 15</p><p>Experience Points needed for Level 2: 1,200</p><p></p><p><strong>Dwarf</strong></p><p></p><p>Dwarves are a demi-humans who are short and broad, standing about 4' tall and weighing about 150 pounds. Adventuring dwarves share many traits in common with fighters.</p><p></p><p>Hit Dice: A dwarf rolls a d8 for hit points (8 + Con modifier at 1st level)</p><p>Armor: A dwarf can wear any armor and can use shields.</p><p>Weapons: Any small or medium melee weapon, any missile weapon except longbows.</p><p>Infravision: Dwarves have a limited ability to see in the dark by seeing heat and lack there-of. Infravision doesn't work if there are any light sources present. A dwarf can see up to 60' with infravision.</p><p>Languages: In addition to Common, dwarves know the languages of the dwarf, gnome, goblin and kobold races.</p><p>Detection: Dwarves can detect stonework traps, sliding walls, sloping corridors and new construction. A roll of 1 or 2 on 1d6 will successfully find these things if there are any to be found.</p><p></p><p>Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack):</p><p>--Death Ray/Poison: 8</p><p>--Magic Wands: 9</p><p>--Paralysis/Turn to Stone: 10</p><p>--Dragon Breath: 13</p><p>--Rod/Staff/Spell: 12</p><p>Experience Points needed for Level 2: 2,200</p><p></p><p><strong>Elf</strong></p><p></p><p>Elves are slender and graceful demi-humans. They stand about 5 to 5 1/2 feet tall and usually weigh 100 to 120 pounds.</p><p></p><p>Hit Dice: An elf rolls a d6 for hit points (6 + Con modifier at 1st level)</p><p>Armor: An elf may wear any armor and can use shields.</p><p>Weapons: An elf can wield any weapon.</p><p>Infravision: This ability works just like dwarven infravision.</p><p>Languages: In addition to Common, elves know the languages of the elf, gnoll, hobgoblin and orc races.</p><p>Detection: An elf has a better chance of finding secret and hidden doors than other characters.</p><p>Immunity to Ghoul Paralysis: Elves are immune to the paralyzing touch of ghouls. Other forms of paralysis affect them normally.</p><p>Spells: An elf can cast one 1st level spell per day. This ability works just like the magic-user's ability to cast spells.</p><p></p><p>Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack):</p><p>--Death Ray/Poison: 12</p><p>--Magic Wands: 13</p><p>--Paralysis/Turn to Stone: 13</p><p>--Dragon Breath: 15</p><p>--Rod/Staff/Spell: 15</p><p>Experience Points needed for Level 2: 4,000</p><p></p><p><strong>Halfling</strong></p><p></p><p>Halflings are short demi-humans with furry feet. They stand about 3 to 3 1/2 feet tall and weigh around 60 pounds.</p><p></p><p>Hit Dice: A halfling rolls a d6 for hit points (6 + Con modifier at 1st level)</p><p>Armor: Halfings can wear any armor and use shields, though their armor must be specially sized for them.</p><p>Weapons: Halflings can wield any small melee weapon, as well as shortbows and light crossbows.</p><p>Combat Bonuses: Halflings get a -2 bonus to Armor Class when fighting any creature larger than man-sized. Halflings get a +1 bonus to attack rolls when using missile weapons. Halflings get a +1 bonus to individual initiative (when used).</p><p>Hiding: A halfling who remains motionless has a chance to avoid being seen. In woodlands and underbrush this chance is 90%. Inside buildings and dungeons (as long as there are shadows or cover available) this chance is 33%.</p><p></p><p>Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack):</p><p>--Death Ray/Poison: 8</p><p>--Magic Wands: 9</p><p>--Paralysis/Turn to Stone: 10</p><p>--Dragon Breath: 13</p><p>--Rod/Staff/Spell: 12</p><p>Experience Points needed for Level 2: 2,000</p><p></p><p><span style="font-size: 26px"><strong>Character Creation Step Three: Adjust Ability Scores</strong></span></p><p></p><p>Now that you've chosen a character class, you can tweak your ability scores to a bit to improve your Prime Requisite.</p><p></p><p>You can lower Strength, Intelligence or Wisdom by two points and then raise your Prime Requisite(s) by 1 point.</p><p>Constitution and Charisma cannot be raised or lowered.</p><p>Dexterity cannot be lowered, though it can be raised if it is a PR for your class.</p><p>A score cannot be lowered to less than 9. If it is already 10 or less, it cannot be lowered.</p><p></p><p><span style="font-size: 26px"><strong>Character Creation Step Four: Hit Points</strong></span></p><p></p><p>Hit points are a measure of how much damage your character can sustain before dying. Each character class has a type of die that is rolled to determine starting hit points. </p><p></p><p>Note that even if you have a Constitution penalty, you will always have at least 1 hit point at 1st level and will always gain at least 1 hit point every time you gain a level. </p><p></p><p>Hit Dice</p><p>1d4 = Magic-User, Thief</p><p>1d6 = Cleric, Elf, Halfling</p><p>1d8 = Fighter, Dwarf </p><p></p><p><em>House Rule Note: For the purposes of this game, we will be increasing our heroes' survivability a bit by giving them max hit points at 1st level.</em></p><p></p><p><span style="font-size: 26px"><strong>Character Creation Step Six: Money and Equipment</strong></span></p><p></p><p><strong>Money</strong></p><p></p><p>Roll 3d6 and multiply the result by 10. This is your character's beginning gold, which he can spend on weapons, armor and equipment.</p><p></p><p>Money Conversions</p><p>1 silver piece (sp) = 10 copper pieces (cp)</p><p>1 electrum piece (ep) = 5 silver pieces (sp) = 50 copper pieces (cp)</p><p>1 gold piece (gp) = 2 electrum pieces (ep) = 10 silver pieces (sp) = 100 copper pieces (cp)</p><p>1 platinum piece (pp) = 5 gold pieces (gp) = 10 electrum pieces (ep) = 50 silver pieces (sp) = 500 copper pieces (cp)</p><p></p><p><equipment lists coming soon></p><p></p><p><span style="font-size: 26px"><strong>Character Creation Step Seven: Finishing Touches</strong></span></p><p></p><p>Determine your character's alignment by choosing from Lawful, Neutral, or Chaotic. Choose a name, a bit of background and personality, and your character's appearance. Ask the DM for any additional details.[/sblock]</p></blockquote><p></p>
[QUOTE="KirayaTiDrekan, post: 6273455, member: 6755061"] [sblock=Character Creation - Take 2: 1981 Basic Set] [size=150][b]Character Creation Step One: Ability Scores[/b][/size] A character's ability scores help define the character and what he can and cannot do. The six ability scores are: Strength - Physical might. Your Strength modifier applies to attack rolls with hand-to-hand (melee) weapons, damage from hand-to-hand and thrown weapons, and rolls to perform feats of strength, such as breaking down a locked a door. Strength is the Prime Requisite for Fighters and Dwarves. It is one of the Prime Requisites for Elves and Halflings. Intelligence - Mental might. Your Intelligence modifier determines the character's bonus languages (a negative modifier affects the character's ability to read and write). Intelligence is the Prime Requisite for Magic-Users. It is one of the Prime Requisites for Elves. Wisdom - A character's ability to understand the world. Your Wisdom modifier applies to saving throws vs. magic of all sorts. Wisdom is the Prime Requisite for Clerics. Dexterity - Nimbleness and grace. Your Dexterity modifier applies to attack rolls with thrown weapons and missile weapons, and affects Armor Class. Dexterity is the Prime Requisite for Thieves. It is one of the Prime Requisites for Halflings. Constitution - Physical health and vigor. Your Constitution modifier applies to hit point rolls. Charisma - Force of personality and presence. Your Charisma modifier applies to rolls affecting how NPCs react to your character. [b]Prime Requisites[/b] A Prime Requisite (PR) is an ability score that is especially important to a character class. Each class has one or more PRs. A high ability score in a class's PR will give the character more experience points every time XP is gained. A low PR will penalize experience points every time XP is gained. For Clerics, Fighters, Magic-Users, Thieves and Dwarves, XP bonuses and penalties for XP are as follows: PR 3-5: -20% XP PR 6-8: -10% XP PR 13-15: +5% XP PR 16-18: +10% XP Halfling XP bonuses and penalties are as follows: Str 3-5: -20% XP Str 6-8: -10% XP Str or Dex 13-18: +5% XP Str and Dex 13-18: +10% XP [i]House Rule Note: XP penalties are extrapolated as they do not appear in the book.[/I] Elf XP bonuses and penalties are as follows: Str 3-5: -20% XP Str 6-8: -10% XP Str 13-18 and Int 13-15: +5% Str 13-18 and Int 16-18: +10% [i]House Rule Note: XP penalties are extrapolated as they do not appear in the book.[/I] [b]Ability Score Modifiers[/b] Ability scores range in number from 3 to 18. The modifiers to various rolls associated with the ability scores are: 3: -3 4-5: -2 6-8: -1 9-12: None 13-15: +1 16-17: +2 18: +3 [b]Other Notes Regarding Ability Scores[/b] Some scores have other special considerations. Intelligence An Intelligence bonus adds to a character's languages known, but a low score can hinder the character's ability to communicate even in his native language. 3 - The character has trouble speaking and cannot read or write. 4-5 - The character cannot read or write Common. 6-8 - The character can read and write simple Common words. Charisma Charisma affects the number of NPC retainers your character can hire and how loyal they are (measured by a Morale score), as follows: 3 - Max Retainers: 1, Retainer Morale: 4 4-5 - Max Retainers: 2, Retainer Morale: 5 6-8 - Max Retainers: 3, Retainer Morale: 6 9-12 - Max Retainers: 4, Retainer Morale: 7 13-15 - Max Retainers: 5, Retainer Morale: 8 16-17 - Max Retainers: 6, Retainer Morale: 9 18 - Max Retainers: 7, Retainer Morale: 10 [b]Determining Ability Scores[/b] Roll 3d6 and place as desired. [size=150][b]Character Creation Step Two: Character Class[/b][/size] In this version of the D&D game, there are four human character classes (Cleric, Fighter, Magic-User, Thief) and three demi-human character classes (Dwarf, Elf, Halfling). [b]Cleric[/b] Clerics are human characters dedicated to an immortal being or system of beliefs. The strength of their beliefs provides them with some special powers such as the ability to turn undead and cast spells. Hit Dice: A cleric rolls a d6 for hit points (6 + Con modifier at 1st level) Armor: A cleric may wear any armor and use shields Weapons: A cleric cannot use any weapon with a sharp edge or point. The cleric can use any non-edged weapon, ie weapons that are primarily bludgeons. Turning Undead: A 1st level cleric can attempt to Turn Undead. Roll 2d6. The number rolled determines the most powerful type of undead affected. A roll of 7 or higher will turn a skeleton. A roll of 9 or higher will turn a zombie. A roll if 11 or higher will turn a ghoul. If the turning attempt is successful, the DM rolls 2d6 to determine how many Hit Dice of undead are turned. At least one undead creature is always turned, regardless of the DM's roll result. Spells: A cleric doesn't gain the ability to cast spells until 2nd level. Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack): --Death Ray/Poison: 11 --Magic Wands: 12 --Paralysis/Turn to Stone: 14 --Dragon Breath: 16 --Rod/Staff/Spell: 15 Experience Points needed for Level 2: 1,500 [b]Fighter[/b] Fighters are human characters skilled in combat. Hit Dice: A fighter rolls d8 for hit points (8 + Con modifier at 1st level) Armor: A fighter may wear any armor and use shields. Weapons: A fighter may use any weapon. Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack): --Death Ray/Poison: 12 --Magic Wands: 13 --Paralysis/Turn to Stone: 14 --Dragon Breath: 15 --Rod/Staff/Spell: 16 Experience Points needed for Level 2: 2,000 [b]Magic-User[/b] Magic-Users are human characters who study and wield magic. Hit Dice: A magic-user rolls a d4 for hit points (4 + Con modifier at 1st level) Armor: None. A magic-user may not wear armor and cannot use shields. Weapons: Dagger only. Spells: A magic-user is able to cast one 1st level spell per day at level 1. This spell is memorized at the beginning of the day from the magic-user's spellbook. The spellbook contains two 1st level spells (Read Magic and one other spell determined by the Dungeon Master), though the magic-user can scribe more spells into his spellbook by acquiring them from scrolls, enemy spellbooks and through magical instruction by a teacher or mentor. Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack): --Death Ray/Poison: 13 --Magic Wands: 14 --Paralysis/Turn to Stone: 13 --Dragon Breath: 16 --Rod/Staff/Spell: 15 Experience Points needed for Level 2: 2,500 [b]Thief[/b] Thieves are human characters who have a number of special skills that lend themselves to less than legal activities. Whether the thief uses those skills for those purposes is up to them. Hit Dice: A thief rolls a d4 for hit points (4 + Con modifier at 1st level) Armor: Leather armor only and the thief may not use shields. Weapons: Any missile weapon and any one-handed melee weapons. Special Skills: A thief has a number of special skills they can attempt to use during the course of an adventure. Each is expressed as a percentage number which the thief has to roll at or under on 1d100 in order to use the skill successfully. --Open Locks (OL): 15 --Find Traps or Remove Traps (FT/RT): 10 --Pick Pockets (PP): 20 --Move Silently (MS): 20 --Climb Walls (CW): 87 --Hide in Shadows (HS): 10 --Hear Noise (HN): 1-2 (on 1d6) Backstab: If a thief can sneak up on an opponent, he can attempt a backstab with a one-handed melee weapon. If the thief goes unnoticed, he adds +4 to his attack roll and deals double damage with the backstab attack (roll damage, multiply by 2, then add any modifiers). Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack): --Death Ray/Poison: 13 --Magic Wands: 14 --Paralysis/Turn to Stone: 13 --Dragon Breath: 16 --Rod/Staff/Spell: 15 Experience Points needed for Level 2: 1,200 [b]Dwarf[/b] Dwarves are a demi-humans who are short and broad, standing about 4' tall and weighing about 150 pounds. Adventuring dwarves share many traits in common with fighters. Hit Dice: A dwarf rolls a d8 for hit points (8 + Con modifier at 1st level) Armor: A dwarf can wear any armor and can use shields. Weapons: Any small or medium melee weapon, any missile weapon except longbows. Infravision: Dwarves have a limited ability to see in the dark by seeing heat and lack there-of. Infravision doesn't work if there are any light sources present. A dwarf can see up to 60' with infravision. Languages: In addition to Common, dwarves know the languages of the dwarf, gnome, goblin and kobold races. Detection: Dwarves can detect stonework traps, sliding walls, sloping corridors and new construction. A roll of 1 or 2 on 1d6 will successfully find these things if there are any to be found. Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack): --Death Ray/Poison: 8 --Magic Wands: 9 --Paralysis/Turn to Stone: 10 --Dragon Breath: 13 --Rod/Staff/Spell: 12 Experience Points needed for Level 2: 2,200 [b]Elf[/b] Elves are slender and graceful demi-humans. They stand about 5 to 5 1/2 feet tall and usually weigh 100 to 120 pounds. Hit Dice: An elf rolls a d6 for hit points (6 + Con modifier at 1st level) Armor: An elf may wear any armor and can use shields. Weapons: An elf can wield any weapon. Infravision: This ability works just like dwarven infravision. Languages: In addition to Common, elves know the languages of the elf, gnoll, hobgoblin and orc races. Detection: An elf has a better chance of finding secret and hidden doors than other characters. Immunity to Ghoul Paralysis: Elves are immune to the paralyzing touch of ghouls. Other forms of paralysis affect them normally. Spells: An elf can cast one 1st level spell per day. This ability works just like the magic-user's ability to cast spells. Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack): --Death Ray/Poison: 12 --Magic Wands: 13 --Paralysis/Turn to Stone: 13 --Dragon Breath: 15 --Rod/Staff/Spell: 15 Experience Points needed for Level 2: 4,000 [b]Halfling[/b] Halflings are short demi-humans with furry feet. They stand about 3 to 3 1/2 feet tall and weigh around 60 pounds. Hit Dice: A halfling rolls a d6 for hit points (6 + Con modifier at 1st level) Armor: Halfings can wear any armor and use shields, though their armor must be specially sized for them. Weapons: Halflings can wield any small melee weapon, as well as shortbows and light crossbows. Combat Bonuses: Halflings get a -2 bonus to Armor Class when fighting any creature larger than man-sized. Halflings get a +1 bonus to attack rolls when using missile weapons. Halflings get a +1 bonus to individual initiative (when used). Hiding: A halfling who remains motionless has a chance to avoid being seen. In woodlands and underbrush this chance is 90%. Inside buildings and dungeons (as long as there are shadows or cover available) this chance is 33%. Saving Throws (roll this number or better on 1d20 to negate or diminish the effects of a special attack): --Death Ray/Poison: 8 --Magic Wands: 9 --Paralysis/Turn to Stone: 10 --Dragon Breath: 13 --Rod/Staff/Spell: 12 Experience Points needed for Level 2: 2,000 [size=150][b]Character Creation Step Three: Adjust Ability Scores[/b][/size] Now that you've chosen a character class, you can tweak your ability scores to a bit to improve your Prime Requisite. You can lower Strength, Intelligence or Wisdom by two points and then raise your Prime Requisite(s) by 1 point. Constitution and Charisma cannot be raised or lowered. Dexterity cannot be lowered, though it can be raised if it is a PR for your class. A score cannot be lowered to less than 9. If it is already 10 or less, it cannot be lowered. [size=150][b]Character Creation Step Four: Hit Points[/b][/size] Hit points are a measure of how much damage your character can sustain before dying. Each character class has a type of die that is rolled to determine starting hit points. Note that even if you have a Constitution penalty, you will always have at least 1 hit point at 1st level and will always gain at least 1 hit point every time you gain a level. Hit Dice 1d4 = Magic-User, Thief 1d6 = Cleric, Elf, Halfling 1d8 = Fighter, Dwarf [i]House Rule Note: For the purposes of this game, we will be increasing our heroes' survivability a bit by giving them max hit points at 1st level.[/I] [size=150][b]Character Creation Step Six: Money and Equipment[/b][/size] [b]Money[/b] Roll 3d6 and multiply the result by 10. This is your character's beginning gold, which he can spend on weapons, armor and equipment. Money Conversions 1 silver piece (sp) = 10 copper pieces (cp) 1 electrum piece (ep) = 5 silver pieces (sp) = 50 copper pieces (cp) 1 gold piece (gp) = 2 electrum pieces (ep) = 10 silver pieces (sp) = 100 copper pieces (cp) 1 platinum piece (pp) = 5 gold pieces (gp) = 10 electrum pieces (ep) = 50 silver pieces (sp) = 500 copper pieces (cp) <equipment lists coming soon> [size=150][b]Character Creation Step Seven: Finishing Touches[/b][/size] Determine your character's alignment by choosing from Lawful, Neutral, or Chaotic. Choose a name, a bit of background and personality, and your character's appearance. Ask the DM for any additional details.[/sblock] [/QUOTE]
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