[P1.1] Classes: Select which classes and levels you wish to be, using [PC1] through [PC99].
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Starting XP may be spent freely (multi-classed characters do not have to divide evenly).
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If starting XP is 0, you may be 1st level in up to 1 class as a single or dual-classed character, or up to four 1st level classes as a multi-classed character.
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Single classed characters have an XP bonus of +100% (you start with double XP and gain XP at double amounts).
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Both multi- and dual-classed characters have a limit of 3 classes.
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If XP is not spent, it may be saved for later use (the XP does not have to "sit" in one of your classes).
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[P1.3] Race: Select a race from [P3] that uses the appropriate class system, keeping in mind ability score modifiers.
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The race selected may require you to redo [P1.1], as XP divisors also apply to starting XP.
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Make a note of special abilities the race possesses.
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If you do not wish to be a race from [P3], and would like to play a monster, see [P8].
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XP divisors are lowered by .5 for each level above 8th (retroactively), so a 10th level character can have an XP divisor of 2 with no penalty.
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[P1.6] Ability Scores: Place these six scores as you like among the six ability scores: 18, 16, 14, 12, 10, 8.
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You may instead use these six scores: 13, 13, 13, 13, 13, 13.
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You can add 1 point to a stat by subtracting 3 points from other stat(s). This 3 for 1 trading may be done once per reset, as long as no stat falls below 0. Some Humans may use 2 for 1 trading instead (again, once per reset).
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Comeliness: This you get to choose. Pick a number from 3 to 18.
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Apply racial modifiers.
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Add 1 point to 1 stat for each level. This advancement due to level uses the character's highest level, so a level 2/5 multi-classed PC gets 5 stat points, not 7.
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[P1.8] Alignment: Choose an alignment for your character, keeping in mind your classes and your kit and diety selections.
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[P1.9] Proficiencies: Calculate your number of weapon proficiencies from [P4] and your number of nonweapon proficiencies from [P6].
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[P1.10] Kits: Calculate your feats, see [P5].
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[P1.11] Skills: Calculate your skills, see [P9].
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[P1.12] Feats: Calculate your feats, see [P11].
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[P1.13] Spell Memorization: Make a note for each class how many of each spell type and level the PC can cast.
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[P1.16] Rogue Abilities: Calculate your rogue abilities seperately for each class that you have that uses them.
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If you have the same ability duplicate times from various sources, they don't stack, pick which source you are using.
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[P1.17] Psionic Powers: Figure how many and which psionic powers your character knows, using the appropriate rules from section [Q].
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If your character is both a wild talent and a psionicist of the same frequency, you may choose the higher of either set of numbers for # of psionic points and powers.
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[P1.19] Normal Equipment: Starting gp = Level*Chr*Chr. This is how many gold pieces you have to purchase beginning equipment.
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This money cannot be used to purchase magic/psionic items, but Item XP can be converted using the ratio: 1 Item XP = 10 gp. It is legal, therefore, to convert Class XP to gp on a 1 for 1 basis, but not back.
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[P1.20] Armor Class: Calculate your Armor Class.
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[P1.21] To Hit Bonus and Damage/Attack: Calculate your adjusted To Hit Bonus, number of attacks, and damage for each weapon. Remember that there are many sources of plusses to hit and damage: base, stats (Str/Dex), race adj., magic, specialization, martial arts, and miscellanious magic/psionic items.
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[P1.22] Hit Points: No class stops gaining hit dice at any level (i.e. a 25th level mage has 25d4 hp).
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Remember to divide by your number of classes, if you are multi-classed (classes with "&" in their Hit Dice rating are cumulative).
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[P1.23] Last Check and Name: Go through all the steps quickly again, to make sure that later steps did not affect earlier ones (the biggest example being magic items affecting stats).
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If everything looks OK, select a name for your character (or names, along with subtitles if desired) and character generation is complete.
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