[P1] How to create a Player Character (CF=1, some steps skipped)


[P1.1] Classes: Select which classes and levels you wish to be, using [PC1] through [PC99].
Starting XP may be spent freely (multi-classed characters do not have to divide evenly).
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.
Single classed characters have an XP bonus of +100% (you start with double XP and gain XP at double amounts).
Both multi- and dual-classed characters have a limit of 3 classes.
If XP is not spent, it may be saved for later use (the XP does not have to "sit" in one of your classes).
 
[P1.3] Race: Select a race from [P3] that uses the appropriate class system, keeping in mind ability score modifiers.
The race selected may require you to redo [P1.1], as XP divisors also apply to starting XP.
Make a note of special abilities the race possesses.
If you do not wish to be a race from [P3], and would like to play a monster, see [P8].
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.
 
[P1.6] Ability Scores: Place these six scores as you like among the six ability scores: 18, 16, 14, 12, 10, 8.
You may instead use these six scores: 13, 13, 13, 13, 13, 13.
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).
Comeliness: This you get to choose. Pick a number from 3 to 18.
Apply racial modifiers.
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.
 
[P1.8] Alignment: Choose an alignment for your character, keeping in mind your classes and your kit and diety selections.
 
[P1.9] Proficiencies: Calculate your number of weapon proficiencies from [P4] and your number of nonweapon proficiencies from [P6].
[P1.10] Kits: Calculate your feats, see [P5].
[P1.11] Skills: Calculate your skills, see [P9].
[P1.12] Feats: Calculate your feats, see [P11].
 
[P1.13] Spell Memorization: Make a note for each class how many of each spell type and level the PC can cast.
 
[P1.16] Rogue Abilities: Calculate your rogue abilities seperately for each class that you have that uses them.
If you have the same ability duplicate times from various sources, they don't stack, pick which source you are using.
 
[P1.17] Psionic Powers: Figure how many and which psionic powers your character knows, using the appropriate rules from section [Q].
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.
 
[P1.19] Normal Equipment: Starting gp = Level*Chr*Chr. This is how many gold pieces you have to purchase beginning equipment.
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.
 
[P1.20] Armor Class: Calculate your Armor Class.
[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.
[P1.22] Hit Points: No class stops gaining hit dice at any level (i.e. a 25th level mage has 25d4 hp).
Remember to divide by your number of classes, if you are multi-classed (classes with "&" in their Hit Dice rating are cumulative).
 
[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).
If everything looks OK, select a name for your character (or names, along with subtitles if desired) and character generation is complete.