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Posted: Tue Nov 17, 2009 1:51 pm
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Posted: Tue Nov 17, 2009 1:52 pm
Step 1: Roll your ability scores To do this, roll 4d6 (4 six sided dice), drop the lowest dice (re-rolling any 1's), and add the three remaining dice together. Do this for each of the 6 stats (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) Click on the links to view the tables for your stats: StrengthDexterityConstitutionIntelligenceWisdomCharisma** NOTE: Only warriors can gain anything higher than a +2 for the constitution bonus. The numbers in the paranthesis applies only to the warrior classes.
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Posted: Tue Nov 17, 2009 1:53 pm
Step 2: Choose a race and adjust your stats accordingly
Dwarf: Con +1, Cha -1 Elf: Dex +1, Con -1 Gnome: Int +1, Wis -1 Half Elf: None Halfling: Dex +1, Str -1 Human: None
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Posted: Tue Nov 17, 2009 1:54 pm
Step 3: Select a class that is available to your race Note: In 2e not all classes are available to all races unless the DM states otherwise. Below is the set up according to the core rules. Important!: If you are playing either a Fighter, Paladin, or Ranger, are not a halfling and have a STR of 18, roll a d100 to determine exceptional strength.
Dwarf: Fighter, Cleric, Thief, Fighter/Thief, Fighter/Cleric
Elf: Fighter, Ranger, Mage, Cleric, Thief, Fighter/Mage, Fighter/Thief, Mage/Thief, Fighter/Mage/Thief
Gnome: Fighter, Illusionist, Cleric, Thief, Fighter/Illusionist, Fighter/Cleric, Cleric/Illusionist, Cleric/Thief, Illusionist/Thief
Half Elf: Fighter, Ranger, Mage, Cleric, Thief, Bard, Fighter/Cleric, Fighter/Thief, Fighter/Druid, Fighter/Mage, Cleric/Ranger, Cleric/Mage, Thief/Mage, Fighter/Mage/Cleric, Fighter/Mage/Thief
Halfling: Fighter, Cleric, Thief, Fighter/Thief
Human: Fighter, Paladin, Ranger, Mage, Illusionist, Cleric, Druid, Thief, Bard
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Posted: Tue Nov 17, 2009 1:56 pm
Step 4: Choose your alignment Some classes have restrictions on your alignment. The restrictions can be found below:
Paladin: Lawful Good Ranger: Good - Lawful, Neutral, or Chaotic Priest: Any alignment that is acceptable to their deity Bard: Any neutral Other: Any
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Posted: Tue Nov 17, 2009 1:57 pm
Step 5: Saving Throws and THAC0 Click on the links to view the tables for your THAC0 and Saving Throws: THAC0Saving Throws
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Posted: Tue Nov 17, 2009 1:58 pm
Step 6: Hit Points
Warrior: 1d10 Priest: 1d8 Rogue: 1d6 Mage: 1d4
Note: If you are multi-classing, roll all of the applicable dice for your classes then average the results.
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Posted: Tue Nov 17, 2009 1:59 pm
Step 7: Base Movement Race : Rate Human : 12 Dwarf : 6 Elf : 12 Gnome : 6 Half-Elf : 12 Halfling : 6 Click on the links to view the tables for your Character Encumbrance and Modified Movement Rates: Character EncumbranceModified Movement Rates
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Posted: Tue Nov 17, 2009 2:00 pm
Step 8: Proficiencies
Initial Weapon Proficiencies is the number of weapon proficiency slots that a character receives at level 1. Initial non-weapon proficiencies is the number of non-weapon proficiency slots that a character starts with. # of Levels, both for non-weapon and weapon proficiencies, shows how quickly a character will gain new proficiency slots. A new slot is gained at every level divisible by the number listed (ex: a warrior gains a new weapon slot at levels 3,6, and 9, etc). Penalties is the modifier to attack rolls when a character fights with a weapon that he's not proficient with.
Group ---------- Weapon Proficiencies --------- ----------- Non Weapon Proficiencies ----------------- Initial --- # of Levels ------ Penalties ------ Initial --- # of Levels Warrior-------------4----------3------------------2-------------3----------3 Wizard-------------1----------6------------------5-------------4----------3 Priest--------------2----------4------------------3-------------4----------3 Rogue--------------2----------4------------------3-------------3----------4
Most proficiency groups for weapons are left to the DM. Standard categories (and relations) are:
Hand Axe, Battle Axe Short Bow, Long Bow, Composite Bow Heavy Crossbow, Light Crossbow Dagger, Knife Glaive-Guisarme, Guisarme-Voulge, Glaive, Halberdm Bardiche, Volgue, Guisarme Harpoon, Spear, Trident, Javelin Footman's Mace, Horseman's Mace, Morning Star, Flail, Hammer, Club Military Fork, Ranseur, Spetum, Partisan Scimitar, b*****d Sword, Long Sword, Broad Sword Sling, Staff Sling
Non-Weapon Proficiency Group Crossovers
Class ------------------ Proficiency Groups Fighter ------------------ Warrior, General Paladin------------------- Warrior, Priest, General Ranger------------------- Warrior, Wizard, General Cleric--------------------- Priest, General Druid--------------------- Priest, Warrior, General Mage--------------------- Wizard, General Illusionist------------------ Wizard, General Thief---------------------- Rogue, General Bard---------------------- Rogue, Warrior, Wizard, General
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Posted: Tue Nov 17, 2009 2:47 pm
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Posted: Tue Nov 17, 2009 2:48 pm
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Posted: Tue Nov 17, 2009 2:50 pm
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Posted: Tue Nov 17, 2009 2:51 pm
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Posted: Tue Nov 17, 2009 2:52 pm
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Posted: Tue Nov 17, 2009 2:53 pm
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