Character Generation

The Basics
1. Ability Scores: 4d6 (re-roll 1’s), drop the lowest, and place where desired. Then apply any modifiers from race, etc. Add a place for “Observation” which is an average of your wisdom and charisma. Round all fractions down. See Noteworthy House Rules
2. Hit Points: Maximum HP at first level. Roll normally after that. Keep a record of your first level HPs on your character sheet. This is important in determining character death.
3. Level: Begin play with 6,000 XP. This should be level 3 or 4 for single classed characters.
4. Attack Bonus: This is a concept borrowed from 3.5 and based on a table in the 2E PHB. I convert THAC0 to an “Attack Bonus” to make life easier. So, if you have a 15 THAC0 by the book, in my game you have a +5 Attack Bonus. (20 minus your THAC0.)
5. Character background is a matter of personal preference. You can be short and sweet, or deep and detailed, but please keep it under 2 pages. Feel free to utilize information I have written for the setting, or to propose some new ideas.
6. Money: Roll normal first level G.P. and multiply by 2.
7. Starting Equipment: Unless you prefer to equip your character differently, all characters have the following, free of charge – A “weapon allowance” of 30gp or less (any in excess must be paid for normally), one full set of clothing (boots/shoes, belt, pants, skirt, robe, shirt, headwear, etc.), a cloak, gloves, one weeks worth of rations, a waterskin, backpack, belt pouch, a choice of 5 torches or ten candles, flint & steel, a basic local map, 50’ hemp rope, and basic grooming supplies. Fighters may chose a free weapon of 100gp or less (in place of the 50gp or less option above), Clerics start with a holy symbol, Wizards start with a small spellbook, and all spellcatsers starte with a component pouch (works like 3.5 rules). You do not have to keep any of this equipment. Items may be swapped out for something similar, or dropped completely, in exchange for their PHB value.
8. Buying Equipment: You are free to spend your money on additional equipment. Ignore the rations price in the 2E PHB. They cost 2sp per day. Equipment from the PHB and Arms & Equipment Guide are permitted. Items from other sources require my approval, including 3.5 books.
9. Classes & Races: I do not use level limits, and I may allow class/race combinations not allowed by the book. Please see Races Wiki pages for more information.
10. Proficiency Rules: Unless otherwise noted by me, use the normal 2E rules. There seems to be an inconsistency in the rules about improving non-weapon proficiencies and learning those outside of your crossover groups. To be clear, improving a n-w proficiency by one costs one slot. Learning a n-w proficiency outside of your normal crossover groups cost ONE extra slot beyond the cost listed.

Proficiency Related Information
1. Number of Languages (based on Intelligence) – The number in this column of the Intelligence table is converted into Proficiency slots that must be used at first level. These slots can be used for languages if desired, as well as Weapon and Non-Weapon Proficiencies. Each language costs 1 slot to speak, unless it is considered an ancient language. If you take the Reading/Writing proficiency, you are literate in any language you can speak, unless you choose otherwise, or speak a language which has no written form. All characters start out knowing Common and their “native language” (this might be a racial language or just a regional or tribal tongue). These two languages do not cost any slots.
2. Weapon Specialization – All warriors are permitted weapon specialization. To specialize, the warrior must spend 1 weapon proficiency slot for proficiency, and a second for specialization. For a melee weapon, this results in a +1 to hit and +2 on damage. For ranged weapons, specialization grants a range category of “point blank” (30 feet or less), in which the warrior gains a +2 to hit and does x2 damage. Also, at short range, the specialist would gain a +1 to hit (instead of the point blank benefits). Both forms of specialization results in a greater number of attacks.
3. Weapon Mastery – Single-classed Fighters (and no other class) can take “Weapon Mastery” (or ‘double specialization’) with melee weapons (not ranged weapons). This costs an additional 2 slots, and results in +3 to hit, +3 damage. This is IN PLACE OF the benefits of Specialization.
4. No character may have more that one specialized (or mastered) weapon at 1st level.

Character Sheets
I prefer to have a copy of your character sheets, and I like occasional updates. If you want to send me computer files, be aware that I have a Mac. It seems I can access Word files in 97 – 2003 format, as well as jpg and pdf files.
I have a character sheet which I can provide if desired, in Word format. Give me an email address, or ask me for a hard copy when you see me.

Character Generation

Curse of the Black Wyrm Thog