Roll 4d6 drop the lowest (pretty standard) i do not want to see these rolls I choose to trust my players.<br/><br/>Start at level 4. (base experience needed for the level, no increased exp needed for race)<br/><br/>All characters (and monsters) will have Max HP (including con bonuses)<br/><br/>Also all charaters will be good (lg,ng,cg) Neutral (LN), and if permission is gained i may allow one or 2 evil (NE)<br/><br/>Max starting Money (plus 250 gold for increased level)<br/><br/>Also basics (like backpacks,flint and steel, up to 10 feet of rope (hemp only)) you start with at no cost. Any extras you pay for.<br/><br/>Priests get bonus spells for Wisdom<br/>Wizards get bonus spells for Int (use the wisdom table)<br/><br/>There are NO max levels or racial restrictions for any base class (paladin,fighter,ranger, priest, wizard,thief, bard, etc, so yes you can have the Elven Paladin.)<br/><br/>Multi class has to be approved, and may be no more then 2 classes.<br/><br/>Multiclass takes the best stats (of their classes) for saves, thaco, etc<br/><br/>Priests pray for spells, they dont need a spell list like a wizard has.<br/><br/>multi-race (except half-elf) have to be approved.. no wemic/chakats running around without permission.<br/><br/>THACO and Hit Points are based on class and not on race. so a troll fighter would still use d10, and ogre mage would use 1d4, its the cost of being a PC in this gms opinion. :) Least you get Max HP.<br/><br/>Finished characters should be private messaged to me for final approval with the following rolls<br/><br/>1d20<br/><br/>1d100<br/><br/>1d4<br/><br/>I will message you back with what the above rolls mean. :)<br/><br/>Also you get bonus non-weapon prof. for the number of languages under int.<br/><br/>Racial Adjustments for stats<br/><br/>Base races:<br/><br/>Dwarf  +1 Constitution; -1 Charisma<br/><br/>Elf       +1 Dexterity; -1 Constitution<br/><br/>Gnome +1 Intelligence; -1 Wisdom<br/><br/>Halfling           +1 Dexterity; -1 Strength<br/>--------------------------------------------------------------<br/>Troll-  +2 Strength, +2 Con, -2 Int, -2 Charisma<br/>Chakat- +2 dex, -2 con, +1 Int, +1 Wis<br/><br/><br/>The rest (thanks Jefepato!)<br/>Aarakocra: +1 Dexterity, -1 Strength and Constitution<br/>Alaghi: +2 Strength, -2 Intelligence<br/>Beastman: +2 Dexterity, -2 Charisma<br/>Bugbear: +1 Strength, -1 Intelligence and Charisma<br/>Bullywug (advanced): +1 Dexterity, -1 Intelligence and Charisma<br/>Centaur: +1 Constitution and Wisdom, -2 Dexterity<br/>Fremlin: +2 Dexterity, +1 Intelligence, -3 Strength<br/>Firbolg: +2 Strength, -2 Charisma<br/>Voadkyn: +1 Strength, +2 Dexterity, -1 Constitution, -2 Wisdom<br/>Gnoll: +1 Strength, -1 Intelligence and Charisma<br/>Flind: +1 Strength, -1 Charisma<br/>Goblin: -1 Strength and Charisma<br/>Hobgoblin: -1 Charisma<br/>Kobold: -1 Strength and Constitution<br/>Lizard Man: No adjustments<br/>Minotaur: +2 Strength and Constitution, -2 Wisdom and Charisma<br/>Mongrelman: -1 Intelligence and Charisma, +1 to any one other ability score<br/>Ogre: +2 Strength and Constitution, -2 Intelligence and Charisma<br/>Half-Ogre: +1 Strength and Constitution, -1 Intelligence and Charisma<br/>Ogre Mage: +1 Strength, -2 Wisdom<br/>Orc: +1 Strength, -2 Charisma<br/>Half-Orc: +1 Strength, +1 Constitution, -2 Charisma<br/>Pixie: +1 Dexterity and Charisma, -1 Strength and Constitution<br/>Satyr: +1 Dexterity and Constitution, -1 Intelligence and Charisma<br/>Bladeback Saurial: +1 Wisdom, +1 Charisma, -2 Dexterity<br/>Finhead Saurial: No adjustments<br/>Flyer Saurial: +2 Dexterity, -1 Strength and Constitution<br/>Hornhead Saurial: +1 Strength and Intelligence, -2 Dexterity<br/>Swanmay: +1 Dexterity and Wisdom<br/>Wemic: +1 Strength, -1 Dexterity