Character Creation


Race

Race data for characters. Note these differ from the PHB in some ways. These are what we will be using in this campaign.


Character Features

Many of the special talents character's have in traditional AD&D games come from there class. Because we have eliminated classes in a traditional sense in this game, we were in need of a way to replicate a process where by characters may gain such abilities which are critical to character success. Characters now may purchase "Character Features" at the beginning of character creation. These features give characters many of the special advantages they may have gotten previously from a class. Each character is created being able to choose up to eight points worth of "character features". Choose them carefully. You may use up to six of your eight character features for additional feats, though you may not use feats to get extra character features. Unlike feats which you gain more of as your levels go up, you will never gain more character features after character generation.


Stats

Each character has six basic attributes.

Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma

Each player has 75 points to distribute as desired among the six basic attributes. I will not accept a character having less than seven in any attribute without permission. Likewise 18 is a maximum ( save for racial exceptions) and no character may have more than a single stat higher than 17. The basic attributes are as follows.

Characters gain an additional point to place in a stat of their choice at levels 4, 8, 12, 16 and 20.


Saves

There are three basic saving throws in the game, Will, Reflex and Fortitude. Starting characters may allocate a total of +3 among these three saves as they see fit.

Characters gain an additional +1 bonus to allocate as they like each level they gain after first.

Characters gain a special second +1 bonus to allocate as they like at levels 3, 6, 9, 12, 15, & 18.


Hit Points

Characters use a D8 for Hit points each level unless they have the "Tough" or "Very Tough" character features.

All characters gain maximum hit points at first level.

Charters rolling ones or twos at level advancement may take three instead.


Skills

When characters are created they gain (4 + INT modifier) X4 points to divide among there skills. Characters with the "Skilled" Character Feature get more.

Characters may only place a maximum total of there current level +3 into a single skill ( thus 4 points at first level. Characters with the "Dedicated" Character Feature may raise this to current level +4.

Characters gain there INT modifier + 4 in additional skill points each time they level advance. Characters with the "Skill Emphasis " Character Feature get more.

Please Note that there are several open spaces on the character sheet for skills. Also note that there are few listed "lore", "knowledge", "profesional"or "craft" skills. Please feel free ( with GMs permission of course) to fill and take in any you like.

Because there are no "classes" in this version, characters may choose whichever skills they like. There are no skills which are "cross class" or restricted.


Feats

All characters automatically get 1 free feat at character creation. Remember you can get more by trading Character Feature points. Humans also get an additional one.

Characters get an additional feat at levels 3,6,9,12,15,18,& 21.

Characters with the "Talented" Character Feature gain additional feats at levels 2, 4, 6, 8, 10, 12, 14, 16, 18, & 20 instead


Strike bonus

Characters start game with no bonus to attack other than those that may come form stats. Characters gain a +1 base attack bonuses at levels 3, 6, 9, 12, 15 and 18.

Characters who have the feature "Better Attack" gain there at levels 1, 3, 5, 7, 9, 11, 13, 15, 17, & 19

Characters who have the Best Attack feature gain a +1 base attack bonus at each level including first.


Manna

Characters have a "Manna Well". It is the source of energy to cast all spells. All characters start with 2 manna plus there WIS modifier. Every level past first gives them an additional one. Each rank in the "Manna Pool" skill gives an additional one as well.


Money

Each character begins the game with 100 gold pieces. This gold may be spent prior to games start to acquire equipment and other possessions at standard book prices.


Character Features

Starting Character Features

Cost

Description

Multiple Times?

Skilled

1

4 extra points in skills to start

yes (2)

Gifted

1

2 extra points in attributes to start

yes (2)

Tough

1

Character Uses a D10 rather than a D8 per level for Hit Points

no

Very Tough

2

Character Uses a D12 rather than a D8 per level for Hit Points

no

Skill Emphasis

1

Character gains 2 extra skill points per level

yes (2)

Talented

1

Character gains an additional feat every other level rather than every third

no

Dedicated

1

Character's maximum skill ranks based on level are 1 higher

no

Better Attack

1

Character gains a +1 to base attack bonus on odd numbered levels

no

Best Attack

2

Character gains a +1 to base attack bonus each level

no

Fast Movement

1

Character moves base 40 rather than base 30

no

Sneak Attack

1

Character gains a sneak attack as does a thief

no

Starting Spells

1

Character has a copy of 5 random spells each time this is taken

yes (3)

Summon Familiar

1

Character knows how to summon a familiar as a sorcerer

no

Favored Enemy

1

Gains a favored enemy type at levels 1, 5, 10 etc. like a ranger

no

Traps

1

Character can disable complicated traps as a thief.

no

Wealth

1

5 times starting funds plus a small home and basic mount

no

Much Wealth

2

20 times staring funds plus a very nice home, fine mount and a few acres or land

no

Animal Companion

1

Character may have 1 natural animal of no more than 2 HD whom he has befriended and done some beginning training with.

no

Literacy

1

Character can read and write any language he can speak. REQUIRED FOR SPELL CASTERS

no

Extra Manna

2

Each rank in the manna pool skill gives caster 2 manna for casting in the manna well rather than 1

no

Bard Songs

1

Character can use bard effects from his entertaining as does a bard based on his perform skill.

no

Starting Feats

1

One starting feat each time this is taken

yes (6)


Feats

Starting Feats

Requirements

Brief Description
Simple Weapon Proficency

*** Free ***

Use of weapons classified as simple
Martial Weapon Proficency

none

Use of weapons classified as martial
Exotic Weapon Proficency Martial Weapon Proficency Use of weapons classified as exotic
Shield Proficency

none

Can use a shield
Light armor Proficiency

none

Use of armor classified as light
Medium Armor Proficency Light armor Proficiency Use of armor classified as medium
Heavy Armor Proficency Light armor Proficiency, Medium Armor Proficency Use of armor classified as heavy
Great Fortitude

none

+2 Fortitude Saves
Iron Will

none

+2 Will Saves
Lightning Reflexes

none

+2 Reflex Saves
Improved Initiative

none

+4 bonus to Initiative
Run

none

X5 base speed rather then X4
Toughness

none

+3 Hit Points
Endurance

none

+4 to checks on physical actions that demand much exertion
Alertness

none

+2 to listen and spot checks
Blind Fighting

none

Character not as disadvantaged when he cant see in a fight
Combat Casting

none

+4 on Concentration checks
Combat Reflexes

none

1 extra attack of oppertunity per round per DEX modifier
Leadership

none

see DMG
Quick Draw

none

Draw weapon as free action
Weapon Finesse

none

Use DEX mod rather than STR mod for light weapon strike
Weapon Focus

none

+1 attack with a weapon you choose when taking feat
Improved Critical +8 base attack bonus Double threat range for criticals
Weapon Speciliazation Level 4 , Weapon Focus +4 to damage with 1 type of weapon
Ambidexterity DEX 15 or better No penalty for off handed weapon
Two Weapon Fighting

none

Penalties for Two Weapon Fighting reduced by 2
Improved Two Weapon Fighting Two Weapon Fighting, Ambidexterity, +9 to stike A second off hand attack at -5 to hit
Dodge DEX 13 or better +1 AC bonus against a single opponent of your choice
Mobility DEX 13 or better, Dodge +4 AC bonus against attacks of opportunity when moving into or out of threatened areas.
Spring Attack Mobility, + 4 base attack bonus May move before and after an attack (though no more total distance than normal), and does not provoke attack of opportunity.
Expertise INT 13 or better May better your AC by blocking in exchange for lower likleyhood to strike.
Improved Disarm Expertise No attack of opportunity provoked when you attempt a disarm.
Improved Trip Expertise If you trip an opponent, you immediatley get an attack against them as if you didnt use up an attack to trip.
Whirlwind Attack Expertise, Mobility, Spring Attack You may strike each opponent within 5 ft at full bonuses.
Improved Unarmed Strike

none

You do not provoke an attack or opportunity when attacking an armed foe unarmed.
Deflect Arrows Improved Unarmed Strike May make 1 reflex save vs. DC 20 per round to deflect a missile attack who's attack was successful.
Stunning Fist + 8 base attack bonus, DEX 13+ WIS 13+, Improved Unarmed Strike Punch causes a foe to loose attacks. See page 85
Mounted Combat Ride skill rank 3 Once per round may negate a blow to mount by making a ride check higher than attack roll.
Mounted Archery Mounted Combat Half penalty from shooting on a mount's bback
Trample Mounted Combat Targets you choose to trample do not get to avoid you.
Ride by Attack Mounted Combat No attack or opportunity, Move, strike and move again in a straight line ( twice total distance)
Spirited Charge Ride by Attack Double damage with melee weapon or tripple with lance
Point Blank Shot

none

+1 strike and damage with ranged weapons less then 30ft away
Far Shot Point Blank Shot 150% range on shot weapons, and 200% on thrown weapons
Precise Shot Point Blank Shot May shoot into melee without penalty
Rapid Shot Point Blank Shot, DEX 13 or better Additional attack with a -2 penalty
Shot on the Run Point Blank Shot, Dodge, Mobility May move both before and after a shot ( though no more total distance than normal)
Power Attack STR 13 or better May trade a penalty to attack for a bonus to damage. Trade is a point per point with a max of 5.
Cleave Power Attack Once per round, you may take an extra melee attack if your previous one finished off your foe.
Improved Bull Rush Power Attack does not provoke an attack of opportunity when performing a buill rush
Sunder Power Attack does not provoke an attack of opportunity when attacking a foes weapon
Great Cleave Cleave, +4 base attack bonus As many times a round as you like, you may take an extra melee attack if your previous one finished off your foe.
Spell Mastery "Spell Craft" skill at rank 4 or better a number of spells equal to INT bonus need never be studied
Spell Penetration

none

+2 to beat spell resistance with your spells
Empower Spell

none

Spell has 150% effect, It's casting DC is 4 harder, and costs 2 more manna
Enlarge Spell

none

Spell has 200% range, It's casting DC is 2 harder, and costs 1more manna.
Extend Spell

none

Spell has 200% duration, It's casting DC is 2 harder, and costs 1 more manna
Maximize Spell

none

Spell has maximum rolled effects, It's casting DC is 6 harder, and costs 3 more manna
Quicken Spell

none

Spell cast as a free action ( but only 1 per round) It's casting DC is 8 harder, and costs 4 more manna
Scribe Scroll "Cast Spell" skill at rank 8 or better Can make magic scrolls
Brew Potion "Cast Spell" skill at rank 8 or better Can make magic potions
Craft Wonderous Item "Cast Spell" skill at rank 10 or better Can make magic items
Craft Wand "Cast Spell" skill at rank 12 or better Can make magic wands
Craft Magic Arms & Armor "Cast Spell" skill at rank 12 or better Can make magic weapons and armor
Craft Rod "Cast Spell" skill at rank 16 or better Can make magic rods
Craft Ring "Cast Spell" skill at rank 19 or better Can make magic rings
Craft Staff "Cast Spell" skill at rank 19 or better Can make magic staves

Note that someMetamagic feats are NOT included because they are not allowed


Magic Rules HERE