RoL d20 Dragon RoL d20
PC Gen

Character Generation

When generating a player character, follow these steps:

  1. Choose a basic character concept, including class or at least a type of class. You should also give some thoughts to race and gender.
  2. Roll for base ability scores according to DM guidelines. Six ability scores in the 3-18 range should be generated.
  3. Choose race and gender.
  4. Choose background culture (if your DM allows a culture different from the racial default). Also choose one of the culture's background classes.
  5. Choose or roll for age.
  6. Assign and calculate ability scores (base ability + racial adj + age adj). Note that if a PC gets an adjusted Int below 3, set it to 3 instead. Any ability score that gets an adjusted value below 1 should be set to 1. Calculate ability modifiers.
  7. Choose class.
  8. Record special traits for race and class.
  9. Use improvement points (IP) to buy improvements. IP can be saved for future use.
  10. Learn background skills by distributing skill points (based on RL+1 levels in your chosen background class). Skill points may not be stored for future use.
  11. Learn class skills by distributing skill points (based on your class level or levels). Skill points may not be stored for future use.
  12. Choose or generate physical appearance.
  13. Choose or generate personality characteristics.
  14. Roll for wealth and buy equipment.
  15. Choose spells and spell variations known.
  16. Calculate and record derived numbers:
    • Hit Points, Stamina Points, and Power Points.
    • Initiative Modifier.
    • Defense Class (active and passive).
    • Fortitude, Reflex, and Will Defenses.
    • Attack Modifiers.
    • Encumbrance Class and Penalty.
    • Fate Points.
  17. Choose or generate a name.

Ability Score Generation

Generate base ability scores using one of the following methods (subject to the DM’s approval):

Ability Generation Methods - Elite
Generation Method Description
Method E-IRoll 4d6 and discard the lowest die. Do this six times. Assign each score to one base ability.
Method E-IIYou have 25 points with which to buy your base ability scores. See the table below for point costs.
Method E-IIIAssign the following scores as desired: 15, 14, 13, 12, 10, and 8.
Method E-IVSame as method I, but a single score can be rerolled once during the process.
Method E-VRoll 4d6 and discard the lowest die. Do this six times and assign in order to Str, Con, Dex, Int, Wis, and Cha. Reroll any one ability score of your choice, and take the new roll if it is higher. Finally, you may switch any two ability scores.
Method E-VIAssign the following dice pools to one ability score each: 6d6, 5d6, 4d6, 4d6, 3d6, 3d6. Roll the indicated number of dice and add the three highest dice in each pool. The six results are your scores.
E-RerollingRegardless of method, if the sum of your ability modifiers is 0 or less, or your highest score is 13 or lower, you are recommended to start over and reroll all ability scores.
Ability Generation Methods - Average
Generation Method Description
Method A-IRoll 3d6. Do this six times. Assign each score to one base ability.
Method A-IIYou have 15 points with which to buy your ability scores. See the table below for point costs.
Method A-IIIAssign the following scores as desired: 13, 12, 11, 10, 9, and 8.
Method A-IVAssign the following scores as desired: 11, 11, 11, 10, 10, and 10.
Method A-VAssign the following dice pools to one ability score each: 4d6, 4d6, 3d6, 3d6, 2d8, 2d8. Roll the indicated number of dice and add the three highest dice in each pool. The six results are your scores.
Ability Generation Methods - Heroic
Generation Method Description
Method H-IRoll 5d6 (or even 6d6) and total the three highest. Do this six times. Assign each score to one base ability.
Method H-IIYou have 35 (or even 40) points with which to buy your base ability scores. See the table below for point costs.
Method H-IIIAssign the following scores as desired: 18, 15, 13, 12, 10, and 8.
Method H-IVSame as method I, but a single score can be rerolled once during the process.
Method H-VRoll 5d6 (or even 6d6) and total the three highest dice. Do this six times and assign in order to Str, Con, Dex, Int, Wis, and Cha. Reroll any one ability score of your choice, and take the new roll if it is higher. Finally, you may switch any two ability scores.
Method H-VIAssign the following dice pools to one ability score each: 9d6, 8d6, 7d6, 5d6, 4d6, 3d6. Roll the indicated number of dice and add the three highest dice in each pool. The six results are your scores.
H-RerollingRegardless of method, if the sum of your ability modifiers is +3 or less, or your highest score is 15 or lower, you are recommended to start over and reroll all ability scores.
Ability Point Buy System
Ability Score Point Cost
3-5
4-4
5-3
6-2
7-1
80
91
102
113
124
135
146
158
1610
1713
1816

Average Characters (optional rule for more realistic campaigns): Use one of the average ability generation methods listed above.

Heroic Characters (optional rule for more cinematic campaigns): Use one of the heroic ability generation methods listed above.

Character Races

This chapter lists the races (i.e. species) most commonly available for player characters. It is merely a subset of the larger number of creatures described in the creature chapter, and some of those may also be suitable for characters (at the DM’s discretion). Note, however, that this chapter and the original D&D rules provide more role-playing information than is available for most non-character creatures.

With very few exceptions, the "non-technical" details listed for character races in D&D still apply. Unless otherwise specified, personality, physical description, relations with other races, alignment, culture, and religion are the same as in the original rules.

The racial traits make a distinction between true racial traits and cultural traits. The true racial traits are genetically and inherently a part of that race, while the cultural traits apply only to individuals that grew up in a family or society of the specified race. For example, an elf that grew up among other elves will have both racial and cultural traits typical for elves. On the other hand, an elf that is raised by dwarves should have the racial traits of an elf but at least some of the dwarven cultural traits (instead of the elven ones).

Type and subtype: Racial types and subtypes are described in the creature chapter.
Ability Adjustment: Racial ability score adjustments.
RL: The racial level of an adult member of the race. Most player character races have RL 0. Racial levels count as levels in your chosen background class (see below) for the purpose of health points and skills.
CL Mod: If the race has characteristics that make it more powerful than a typical human, this is expressed as a positive CL modifier (an effective level increase). The DM may disallow such races for player characters.
Size Class: Size category for an adult member of the race.
Average Size: Average height/length (in cm) for adult males and females, respectively.
Average Weight: Average weight (in kg) for adult males and females, respectively.
Age Categories: Age categories (in years) for adult, mature, old, and venerable.
Base Speed: Base speed for ground, swim, and fly movement modes (in squares).
DR/MR: Natural damage resistance and magic resistance (if any).
Body Type: Body category.
Natural Attacks: List of natural attacks and their default weapon statistics.
Alignment: This is the overall moral tendency for the race as a whole.
Racial Traits: Special traits and bonuses due to race.
Default Culture: Default culture. Also specifies the class equivalences typically used for background skills.
Cultural Traits: Special traits and bonuses granted by the default culture.


Dwarf, Gray (Duergar)
Type and Subtype:Humanoid (Dwarf)
Ability Adjustments:Con +2, Wis +2, Cha -4
RL / CL Mod:0 / +1
Size Class:Medium
Average Size (M/F):127 / 122
Average Weight (M/F):61 / 48
Age Categories (A/M/O/V):30 / 125 / 188 / 250
Base Speed (G/S/F):4 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -3; AP: 5; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Light or dark gray skin.
Bald (both male and female); nearly all men grow long gray facial hair.
Dark (brown or black) eyes.
Image:  [Direct Link]
Personality:Most are sullen, suspicious, greedy, evil, and bitter. On the positive side, they are courageous soldiers and tireless workers.
Alignment:Usually LE
Racial Traits:Darkvision (24 sq)
Sensitive to light (-1 on action checks in normal light)
+2 racial modifier to PP
+2 racial modifier to Fort
+2 racial modifier to Will
Reduce encumbrance penalty to speed by 1 sq
+4 modifier on checks to maintain balance and resist forced movement
Immunity to paralysis
Immunity to poison
+1 racial modifier on Perception skill
+2 racial modifier on Stealth skill
Climb speed (4 MP per sq)
Default Culture:Duergar (Fighter, Psiwarrior, Expert)
Cultural Traits:+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+3 cultural modifier on %q specialization
Environment:Underground
Feeding:Omnivore
Dwarf, Hill (Hill Dwarf)
Type and Subtype:Humanoid (Dwarf)
Ability Adjustments:Con +2, Dex -2, Wis +2
RL / CL Mod:0 / 0
Size Class:Medium
Average Size (M/F):127 / 122
Average Weight (M/F):75 / 61
Age Categories (A/M/O/V):30 / 125 / 188 / 250
Base Speed (G/S/F):4 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -3; AP: 5; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Stocky and extremely muscular for their size.
Deep tan or light brown skin.
Black, gray, or brown hair; long; nearly all men grow long facial hair.
Dark (brown or black) eyes.
Image:  [Direct Link]
Personality:Suspicious, trustworthy, tenacious, stubborn, and somewhat greedy.
Alignment:Often LG
Racial Traits:Darkvision (12 sq)
+2 racial modifier to Fort
+2 racial modifier to Will
Reduce encumbrance penalty to speed by 1 sq
+4 modifier on checks to maintain balance and resist forced movement
Climb speed (4 MP per sq)
Default Culture:Dwarven (Fighter, Cleric, Expert)
Cultural Traits:+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+3 cultural modifier on %q specialization
Environment:Temperate mountains
Feeding:Omnivore
Dwarf, Mountain (Mountain Dwarf)
Type and Subtype:Humanoid (Dwarf)
Ability Adjustments:Con +2, Wis +2, Cha -2
RL / CL Mod:0 / 0
Size Class:Medium
Average Size (M/F):127 / 122
Average Weight (M/F):75 / 61
Age Categories (A/M/O/V):30 / 125 / 188 / 250
Base Speed (G/S/F):4 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -3; AP: 5; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Stocky and extremely muscular for their size.
Deep tan or brown skin.
Black, gray, or brown hair; long; nearly all men grow long facial hair.
Dark (brown or black) eyes.
Image:  [Direct Link]
Personality:Suspicious, trustworthy, tenacious, proud, and somewhat haughty.
Alignment:Often LG
Racial Traits:Darkvision (12 sq)
+2 racial modifier to Fort
+2 racial modifier to Will
Reduce encumbrance penalty to speed by 1 sq
+4 modifier on checks to maintain balance and resist forced movement
Climb speed (4 MP per sq)
Default Culture:Dwarven (Fighter, Cleric, Expert)
Cultural Traits:+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+3 cultural modifier on %q specialization
Environment:Temperate mountains
Feeding:Omnivore
Elf, Dark (Drow)
Type and Subtype:Humanoid (Elf)
Ability Adjustments:Con -2, Dex +2, Int +2, Cha +2
RL / CL Mod:0 / +2
Size Class:Medium
Average Size (M/F):180 / 168
Average Weight (M/F):68 / 60
Age Categories (A/M/O/V):40 / 175 / 263 / 350
Base Speed (G/S/F):7 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -3; AP: 5; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Glossy black skin.
White or pale yellow hair; any style; no facial or body hair.
Very pale eyes in various shades.
Fine features and pointed ears.
Image:  [Direct Link]
Personality:Most are self-serving, evil, and traitorous.
Alignment:Often CE
Racial Traits:Trance (4 h per day grants full rest)
Darkvision (24 sq)
Sensitive to light (-2 on action checks in normal light)
+2 racial modifier to Will
1+TL racial modifier to MR
Immunity to sleep attacks
+2 racial modifier on Perception skill
Climb speed (4 MP per sq)
Default Culture:Drow (Fighter, Cleric, Wizard)
Cultural Traits:+3 cultural modifier on %q specialization
+3 cultural modifier on %q specialization
Environment:Underground
Feeding:Omnivore
Elf, Half- (Half-elf)
Type and Subtype:Humanoid (Elf)
Ability Adjustments:Dex +2
RL / CL Mod:0 / 0
Size Class:Medium
Average Size (M/F):178 / 166
Average Weight (M/F):74 / 62
Age Categories (A/M/O/V):25 / 62 / 93 / 125
Base Speed (G/S/F):6 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -3; AP: 5; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Tanned to very pale skin.
Black to blond hair; any style; some men can grow facial hair.
Usually green eyes.
Slightly pointed ears.
Image:  [Direct Link]
Personality:Curious, inventive, ambitious, graceful, and artistic.
Alignment:Often C
Racial Traits:Low-light vision (x2)
+1 racial modifier to Will
Immunity to sleep attacks
+1 racial modifier on Perception skill
Climb speed (4 MP per sq)
Default Culture:Elven (Ranger, Wizard, Druid)
Cultural Traits:+2 cultural modifier on %q specialization
+3 cultural modifier on %q specialization
Environment:Temperate forests
Feeding:Omnivore
Elf, Moon (Moon Elf)
Type and Subtype:Humanoid (Elf)
Ability Adjustments:Con -2, Dex +2, Int +2
RL / CL Mod:0 / 0
Size Class:Medium
Average Size (M/F):180 / 168
Average Weight (M/F):68 / 60
Age Categories (A/M/O/V):40 / 175 / 263 / 350
Base Speed (G/S/F):7 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -3; AP: 5; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Pale skin.
Silver or black hair; any style; no facial or body hair.
Deep blue or green eyes.
Fine features and pointed ears.
Image:  [Direct Link]
Personality:Positive, curious, aloof, somewhat frivolous, but sometimes focused.
Alignment:Often CG
Racial Traits:Trance (4 h per day grants full rest)
Low-light vision (x2)
+2 racial modifier to Will
Immunity to sleep attacks
+2 racial modifier on Perception skill
Climb speed (4 MP per sq)
Default Culture:Elven (Ranger, Wizard, Druid)
Cultural Traits:+2 cultural modifier on %q specialization
+3 cultural modifier on %q specialization
Environment:Temperate forests
Feeding:Omnivore
Elf, Sun (Sun Elf)
Type and Subtype:Humanoid (Elf)
Ability Adjustments:Con -2, Dex +2, Int +2
RL / CL Mod:0 / 0
Size Class:Medium
Average Size (M/F):180 / 168
Average Weight (M/F):68 / 60
Age Categories (A/M/O/V):40 / 175 / 263 / 350
Base Speed (G/S/F):7 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -3; AP: 5; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Bronze skin.
Golden blonde, copper, or black hair; any style; no facial or body hair.
Green or golden eyes.
Fine features and pointed ears.
Image:  [Direct Link]
Personality:Positive, curious, haughty, proud.
Alignment:Often CG
Racial Traits:Trance (4 h per day grants full rest)
Low-light vision (x2)
+2 racial modifier to Will
Immunity to sleep attacks
+2 racial modifier on Perception skill
Climb speed (4 MP per sq)
Default Culture:Elven (Ranger, Wizard, Druid)
Cultural Traits:+2 cultural modifier on %q specialization
+3 cultural modifier on %q specialization
Environment:Temperate mountains
Feeding:Omnivore
Elf, Wild (Wild Elf)
Type and Subtype:Humanoid (Elf)
Ability Adjustments:Dex +2
RL / CL Mod:0 / 0
Size Class:Medium
Average Size (M/F):180 / 168
Average Weight (M/F):68 / 60
Age Categories (A/M/O/V):40 / 175 / 263 / 350
Base Speed (G/S/F):7 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -3; AP: 5; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Dark brown skin.
Black to light brown hair; any style; no facial or body hair.
Green eyes.
Fine features and pointed ears.
Image:  [Direct Link]
Personality:Positive, curious, reclusive, impulsive, almost feral.
Alignment:Often CG
Racial Traits:Trance (4 h per day grants full rest)
Low-light vision (x2)
+2 racial modifier to Will
Immunity to sleep attacks
+2 racial modifier on Perception skill
Climb speed (4 MP per sq)
Default Culture:Elven (Ranger, Wizard, Druid)
Cultural Traits:+2 cultural modifier on %q specialization
+3 cultural modifier on %q specialization
Environment:Warm forests
Feeding:Omnivore
Elf, Wood (Wood Elf)
Type and Subtype:Humanoid (Elf)
Ability Adjustments:Str +2, Con -2, Dex +2, Cha -2
RL / CL Mod:0 / 0
Size Class:Medium
Average Size (M/F):180 / 168
Average Weight (M/F):68 / 60
Age Categories (A/M/O/V):40 / 175 / 263 / 350
Base Speed (G/S/F):7 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -3; AP: 5; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Coppery skin.
Brown or black hair; any style; no facial or body hair.
Brown, green, or hazel eyes.
Fine features and pointed ears.
Image:  [Direct Link]
Personality:Positive, curious, reclusive, impulsive, frivolous.
Alignment:Often CG
Racial Traits:Trance (4 h per day grants full rest)
Low-light vision (x2)
+2 racial modifier to Will
Immunity to sleep attacks
+2 racial modifier on Perception skill
Climb speed (4 MP per sq)
Default Culture:Elven (Ranger, Wizard, Druid)
Cultural Traits:+2 cultural modifier on %q specialization
+3 cultural modifier on %q specialization
Environment:Temperate forests
Feeding:Omnivore
Gnome, Deep (Svirfneblin)
Type and Subtype:Humanoid (Gnome)
Ability Adjustments:Str -2, Dex +2, Wis +2, Cha -4
RL / CL Mod:0 / +2
Size Class:Small
Average Size (M/F):104 / 99
Average Weight (M/F):21 / 18
Age Categories (A/M/O/V):30 / 100 / 150 / 200
Base Speed (G/S/F):4 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -4; AP: 4; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -3; AP: 5; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -3; AP: 5; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Brown or gray skin.
Gray hair (most males are bald); any style.
Gray eyes.
Image:  [Direct Link]
Personality:Reclusive, suspicious, dull, sullen, withdrawn, elusive.
Alignment:Usually G
Racial Traits:Darkvision (24 sq)
+4 racial modifier to DeC
+2 racial modifier to Fort/Ref/Will
1+TL racial modifier to MR
+1 racial modifier on Perception skill
+2 racial modifier on Stealth skill
Climb speed (4 MP per sq)
Default Culture:Svirfneblin (Rogue, Wizard, Expert)
Cultural Traits:+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+3 cultural modifier on %q specialization
Environment:Underground
Feeding:Omnivore
Gnome, Rock (Rock Gnome)
Type and Subtype:Humanoid (Gnome)
Ability Adjustments:Str -2, Con +2, Int +2
RL / CL Mod:0 / 0
Size Class:Small
Average Size (M/F):104 / 99
Average Weight (M/F):21 / 18
Age Categories (A/M/O/V):30 / 100 / 150 / 200
Base Speed (G/S/F):4 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -4; AP: 4; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -3; AP: 5; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -3; AP: 5; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Dark tan to woody brown skin.
Fair hair; any style; most men wear short facial hair.
Any shade of blue eyes.
Image:  [Direct Link]
Personality:Humorous, inquisitive, sometimes impulsive pranksters and tinkerers.
Alignment:Usually G
Racial Traits:Low-light vision (x2)
+1 racial modifier on Perception skill
+2 racial modifier on %q specialization
Climb speed (4 MP per sq)
Speech, with burrowing mammals
Default Culture:Gnome (Bard, Wizard, Expert)
Cultural Traits:+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+2 cultural modifier on %q specialization
+3 cultural modifier on %q specialization
Environment:Temperate hills
Feeding:Omnivore
Halfling, Ghostwise (Ghostwise Halfling)
Type and Subtype:Humanoid (Halfling)
Ability Adjustments:Str -2, Dex +2, Cha +2
RL / CL Mod:0 / 0
Size Class:Small
Average Size (M/F):94 / 89
Average Weight (M/F):16 / 14
Age Categories (A/M/O/V):22 / 50 / 75 / 100
Base Speed (G/S/F):5 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -4; AP: 4; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -3; AP: 5; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -3; AP: 5; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Ruddy skin.
Black hair; straight; many men grow sideburns.
Brown or black eyes.
Elongated ears.
Image:  [Direct Link]
Personality:Curious, daring, wild, reclusive.
Alignment:Often N
Racial Traits:Telepathy, 2-way 4sq
Resistance +2 (racial) to fear
+1 racial modifier on Acrobatics skill
+1 racial modifier on Athletics skill
+1 racial modifier on Perception skill
+2 racial modifier on Stealth skill
Climb speed (4 MP per sq)
Default Culture:Halfling (Rogue, Bard, Commoner)
Cultural Traits:+2 cultural modifier on %q specialization
+3 cultural modifier on %q specialization
Environment:Warm hills
Feeding:Omnivore
Halfling, Lightfoot (Lightfoot Halfling)
Type and Subtype:Humanoid (Halfling)
Ability Adjustments:Str -2, Dex +2, Cha +2
RL / CL Mod:0 / 0
Size Class:Small
Average Size (M/F):94 / 89
Average Weight (M/F):16 / 14
Age Categories (A/M/O/V):22 / 50 / 75 / 100
Base Speed (G/S/F):5 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -4; AP: 4; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -3; AP: 5; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -3; AP: 5; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Ruddy skin.
Black hair; straight; many men grow sideburns.
Brown or black eyes.
Elongated ears.
Image:  [Direct Link]
Personality:Curious, daring, and opportunistic wanderers and survivalists.
Alignment:Often N
Racial Traits:+1 racial modifier to Fort/Ref/Will
Resistance +2 (racial) to fear
+1 racial modifier on Acrobatics skill
+1 racial modifier on Athletics skill
+1 racial modifier on Perception skill
+2 racial modifier on Stealth skill
Climb speed (4 MP per sq)
Default Culture:Halfling (Rogue, Bard, Commoner)
Cultural Traits:+2 cultural modifier on %q specialization
+3 cultural modifier on %q specialization
Environment:Warm plains
Feeding:Omnivore
Halfling, Strongheart (Strongheart Halfling)
Type and Subtype:Humanoid (Halfling)
Ability Adjustments:Str -2, Dex +2, Cha +2
RL / CL Mod:0 / 0
Size Class:Small
Average Size (M/F):94 / 89
Average Weight (M/F):16 / 14
Age Categories (A/M/O/V):22 / 50 / 75 / 100
Base Speed (G/S/F):5 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -4; AP: 4; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -3; AP: 5; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -3; AP: 5; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Ruddy skin.
Black hair; straight; many men grow sideburns.
Brown or black eyes.
Elongated ears.
Image:  [Direct Link]
Personality:Curious, orderly, industrious, confident.
Alignment:Often N
Racial Traits:+5 improvement points at 1st level
Resistance +2 (racial) to fear
+1 racial modifier on Acrobatics skill
+1 racial modifier on Athletics skill
+1 racial modifier on Perception skill
+2 racial modifier on Stealth skill
Climb speed (4 MP per sq)
Default Culture:Halfling (Rogue, Bard, Commoner)
Cultural Traits:+2 cultural modifier on %q specialization
+3 cultural modifier on %q specialization
Environment:Temperate forests
Feeding:Omnivore
Human (Human)
Type and Subtype:Humanoid (Human)
Ability Adjustments:
RL / CL Mod:0 / 0
Size Class:Medium
Average Size (M/F):175 / 162
Average Weight (M/F):80 / 63
Age Categories (A/M/O/V):20 / 35 / 53 / 70
Base Speed (G/S/F):6 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -3; AP: 5; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:From black to very pale skin.
Black to blond hair; any style; men can grow facial hair.
Blue, green, or brown eyes.
Hints of unusual ancestry are quite common.
Image:  [Direct Link]
Personality:Adaptable, flexible, diverse, opportunistic, and ambitious.
Alignment:Any
Racial Traits:+10 improvement points at 1st level
+1 skill points per level
Climb speed (4 MP per sq)
Default Culture:Human, Occidental (Commoner, Expert, Warrior)
Cultural Traits:+10 improvement points at 1st level
+3 cultural modifier on %q specialization
Environment:Any
Feeding:Omnivore
Orc (Orc)
Type and Subtype:Humanoid (Orc)
Ability Adjustments:Str +4, Int -2, Wis -2, Cha -2
RL / CL Mod:0 / 0
Size Class:Medium
Average Size (M/F):185 / 173
Average Weight (M/F):100 / 80
Age Categories (A/M/O/V):15 / 24 / 36 / 48
Base Speed (G/S/F):6 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -3; AP: 5; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Gray skin.
Black to brown hair; coarse; men can grow facial hair.
Reddish eyes.
Sloping forehead, jutting jaw, stooped posture, often decorated with scars and tattoos.
Image:  [Direct Link]
Personality:Aggressive, primitive, wild.
Alignment:Often CE
Racial Traits:Darkvision (12 sq)
Sensitive to light (-1 on action checks in normal light)
Climb speed (4 MP per sq)
Default Culture:Orc (Fighter, Rogue, Warrior)
Cultural Traits:+1 cultural modifier on %q specialization
+3 cultural modifier on %q specialization
Environment:Temperate hills
Feeding:Carnivore
Orc, Half- (Half-orc)
Type and Subtype:Humanoid (Orc)
Ability Adjustments:Str +2, Con +2, Int -2, Cha -2
RL / CL Mod:0 / 0
Size Class:Medium
Average Size (M/F):180 / 168
Average Weight (M/F):109 / 90
Age Categories (A/M/O/V):18 / 30 / 45 / 60
Base Speed (G/S/F):6 / - / -
Body Type:Biped
Natural Attacks:2 Arm (Prim; Sz: -3; AP: 5; A/P: DexMod/0; Dmg d3+StrMod B SP; Rch 0-1; Can't be disarmed)
2 Leg (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d4+StrMod B SP; Rch 0-1; Can't be disarmed)
1 Head (Sec; Sz: -2; AP: 6; A/P: DexMod-1/0; Dmg d3+StrMod/2 B SP; Rch 0-0; Can't be disarmed)
Appearance:Grayish skin.
Black to brown hair; coarse; men can grow facial hair.
Blue, green, or brown eyes.
Sloping forehead, jutting jaw, prominent teeth, often decorated with scars and tattoos.
Image:  [Direct Link]
Personality:Short-tempered, sullen, and usually unrefined.
Alignment:Often C
Racial Traits:Darkvision (12 sq)
Climb speed (4 MP per sq)
Default Culture:Human, Occidental (Commoner, Expert, Warrior)
Cultural Traits:+10 improvement points at 1st level
+3 cultural modifier on %q specialization
Environment:Any
Feeding:Omnivore

Character Templates

In addition to the base races, you can apply one of the listed templates to a base race, but note that most templates have a CL modifier and may not be allowed for low-level campaigns. Most of the templates represent an unusual bloodline somewhere among one’s ancestors. For example, your character can be a half-dragon human, in other words a human with draconic blood, also known as a dragonborn. Or you can be a half-earth-elemental gnome, sometimes known as an earth genasi. Although many of the templates are referred to as half-something, the unusual ancestry is often more distant in the family tree than one of your parents. Also note that some human-based hybrids, half-elves and half-orcs in particular, are common and distinct enough to be listed as separate races in their own right.

Old Type → New Type: Old Type are the racial types compatible with this template, and New Type may signify a change of racial type.
Ability Adjustment: Template ability score adjustments.
RL: Modifier to racial level. Most templates have an RL modifier of 0.
CL: If the template has characteristics that makes it more or less powerful than indicated by its RL modifier, this is expressed as a CL modifier (an effective level increase or decrease).
Size: Modifier to size category.
Base Speed: New movement modes and their base speed, or a modifier to the race's base speed.
Alignment: This is the overall moral tendency for the template as a whole.
Racial Traits: Special traits and bonuses granted by template.

Celestial Blood (Aasimar)
Old Type → New Type:Humanoids → Same as base race
Ability Adjustments:Wis +2, Cha +2
RL / CL:0 / +1
Appearance:Usually have some trait from their bloodline, such as silver hair, golden eyes, or an unusual birthmark.
Personality:Righteous
Alignment:Usually G
Racial Traits:Darkvision (12 sq)
Resistance +5 (racial) to acid
Resistance +5 (racial) to cold
Resistance +5 (racial) to electricity
+1 racial modifier on Arcane - Illumination skill
+2 racial modifier on Perception skill
Elemental Blood, Air (Air Genasi)
Old Type → New Type:Humanoids → Same as base race
Ability Adjustments:Dex +2, Int +2, Wis -2, Cha -2
RL / CL:0 / +1
Appearance:Blueish skin or hair
Racial Traits:Darkvision (12 sq)
Immunity (racial) to drowning and suffocation
Resistance +2 (Racial) to electricity
+1 racial modifier on Arcane - Aeromancy skill
Elemental Blood, Earth (Earth Genasi)
Old Type → New Type:Humanoids → Same as base race
Ability Adjustments:Str +2, Con +2, Wis -2, Cha -2
RL / CL:0 / +1
Appearance:Earthlike skin, rough features, dark eyes
Racial Traits:Darkvision (12 sq)
Immunity (racial) to drowning and suffocation
Resistance +2 (Racial) to acid
+1 racial modifier on Arcane - Lithomancy skill
Elemental Blood, Fire (Fire Genasi)
Old Type → New Type:Humanoids → Same as base race
Ability Adjustments:Int +2, Cha -2
RL / CL:0 / +1
Appearance:Dark skin, red hair, glowing eyes
Racial Traits:Darkvision (12 sq)
Immunity (racial) to drowning and suffocation
Resistance +2 (Racial) to fire
+1 racial modifier on Arcane - Pyromancy skill
Elemental Blood, Water (Water Genasi)
Old Type → New Type:Humanoids → Same as base race
Ability Adjustments:Con +2, Cha -2
RL / CL:0 / +1
Base Speed (G/S/F):- / 6 / -
Appearance:Lightly scaled skin, clammy skin, blue-green hair
Racial Traits:Darkvision (12 sq)
Immunity (racial) to drowning and suffocation
Resistance +2 (Racial) to cold
+1 racial modifier on Arcane - Hydromancy skill
Fiendish Blood (Tiefling)
Old Type → New Type:Humanoids → Same as base race
Ability Adjustments:Dex +2, Int +2, Cha -2
RL / CL:0 / +1
Appearance:Usually have some trait from their bloodline, such as pointed teeth, red eyes, or small horns.
Personality:Many are evil and untrustworthy
Alignment:Usually E
Racial Traits:Darkvision (12 sq)
Resistance +5 (racial) to cold
Resistance +5 (racial) to fire
Resistance +5 (racial) to electricity
+1 racial modifier on Arcane - Illumination skill
+2 racial modifier on Stealth skill
Half-Dragon, Black (Black Dragonborn)
Old Type → New Type:Humanoids → Dragon (Chromatic)
Ability Adjustments:Str +8, Con +2, Int +2, Cha +2
RL / CL:0 / +3
DR/MR:+4 / -
Appearance:Scaled skin, elongated facial features, reptilian eyes, sharp teeth and claws.
Appearance will reflect the color of the dragon you share a bloodline with.
Alignment:Often E
Racial Traits:+TL racial modifier to HP
Darkvision (12 sq)
Low-light vision (x2)
Immunity to sleep attacks
Immunity to paralysis
Immunity (racial) to acid
Claw (or hand) damage (1d8 S)
Bite (or head) damage (1d6 P)
Breath Weapon (special action); Damage: 6d8 HP acid
Half-Dragon, Blue (Blue Dragonborn)
Old Type → New Type:Humanoids → Dragon (Chromatic)
Ability Adjustments:Str +8, Con +2, Int +2, Cha +2
RL / CL:0 / +3
DR/MR:+4 / -
Appearance:Scaled skin, elongated facial features, reptilian eyes, sharp teeth and claws.
Appearance will reflect the color of the dragon you share a bloodline with.
Alignment:Often E
Racial Traits:+TL racial modifier to HP
Darkvision (12 sq)
Low-light vision (x2)
Immunity to sleep attacks
Immunity to paralysis
Immunity (racial) to electricity
Claw (or hand) damage (1d8 S)
Bite (or head) damage (1d6 P)
Breath Weapon (special action); Damage: 6d8 HP electric
Half-Dragon, Brass (Brass Dragonborn)
Old Type → New Type:Humanoids → Dragon (Metallic)
Ability Adjustments:Str +8, Con +2, Int +2, Cha +2
RL / CL:0 / +3
DR/MR:+4 / -
Appearance:Scaled skin, elongated facial features, reptilian eyes, sharp teeth and claws.
Appearance will reflect the color of the dragon you share a bloodline with.
Alignment:Often G
Racial Traits:+TL racial modifier to HP
Darkvision (12 sq)
Low-light vision (x2)
Immunity to sleep attacks
Immunity to paralysis
Immunity (racial) to fire
Claw (or hand) damage (1d8 S)
Bite (or head) damage (1d6 P)
Breath Weapon (special action); Damage: 6d8 HP fire
Half-Dragon, Bronze (Bronze Dragonborn)
Old Type → New Type:Humanoids → Dragon (Metallic)
Ability Adjustments:Str +8, Con +2, Int +2, Cha +2
RL / CL:0 / +3
DR/MR:+4 / -
Appearance:Scaled skin, elongated facial features, reptilian eyes, sharp teeth and claws.
Appearance will reflect the color of the dragon you share a bloodline with.
Alignment:Often G
Racial Traits:+TL racial modifier to HP
Darkvision (12 sq)
Low-light vision (x2)
Immunity to sleep attacks
Immunity to paralysis
Immunity (racial) to electricity
Claw (or hand) damage (1d8 S)
Bite (or head) damage (1d6 P)
Breath Weapon (special action); Damage: 6d8 HP electric
Half-Dragon, Copper (Copper Dragonborn)
Old Type → New Type:Humanoids → Dragon (Metallic)
Ability Adjustments:Str +8, Con +2, Int +2, Cha +2
RL / CL:0 / +3
DR/MR:+4 / -
Appearance:Scaled skin, elongated facial features, reptilian eyes, sharp teeth and claws.
Appearance will reflect the color of the dragon you share a bloodline with.
Alignment:Often G
Racial Traits:+TL racial modifier to HP
Darkvision (12 sq)
Low-light vision (x2)
Immunity to sleep attacks
Immunity to paralysis
Immunity (racial) to acid
Claw (or hand) damage (1d8 S)
Bite (or head) damage (1d6 P)
Breath Weapon (special action); Damage: 6d8 HP acid
Half-Dragon, Gold (Gold Dragonborn)
Old Type → New Type:Humanoids → Dragon (Metallic)
Ability Adjustments:Str +8, Con +2, Int +2, Cha +2
RL / CL:0 / +3
DR/MR:+4 / -
Appearance:Scaled skin, elongated facial features, reptilian eyes, sharp teeth and claws.
Appearance will reflect the color of the dragon you share a bloodline with.
Alignment:Often G
Racial Traits:+TL racial modifier to HP
Darkvision (12 sq)
Low-light vision (x2)
Immunity to sleep attacks
Immunity to paralysis
Immunity (racial) to fire
Claw (or hand) damage (1d8 S)
Bite (or head) damage (1d6 P)
Breath Weapon (special action); Damage: 6d8 HP fire
Half-Dragon, Green (Green Dragonborn)
Old Type → New Type:Humanoids → Dragon (Chromatic)
Ability Adjustments:Str +8, Con +2, Int +2, Cha +2
RL / CL:0 / +3
DR/MR:+4 / -
Appearance:Scaled skin, elongated facial features, reptilian eyes, sharp teeth and claws.
Appearance will reflect the color of the dragon you share a bloodline with.
Alignment:Often E
Racial Traits:+TL racial modifier to HP
Darkvision (12 sq)
Low-light vision (x2)
Immunity to sleep attacks
Immunity to paralysis
Immunity (racial) to acid
Claw (or hand) damage (1d8 S)
Bite (or head) damage (1d6 P)
Breath Weapon (special action); Damage: 6d8 HP acid
Half-Dragon, Red (Red Dragonborn)
Old Type → New Type:Humanoids → Dragon (Chromatic)
Ability Adjustments:Str +8, Con +2, Int +2, Cha +2
RL / CL:0 / +3
DR/MR:+4 / -
Appearance:Scaled skin, elongated facial features, reptilian eyes, sharp teeth and claws.
Appearance will reflect the color of the dragon you share a bloodline with.
Alignment:Often E
Racial Traits:+TL racial modifier to HP
Darkvision (12 sq)
Low-light vision (x2)
Immunity to sleep attacks
Immunity to paralysis
Immunity (racial) to fire
Claw (or hand) damage (1d8 S)
Bite (or head) damage (1d6 P)
Breath Weapon (special action); Damage: 6d8 HP fire
Half-Dragon, Silver (Silver Dragonborn)
Old Type → New Type:Humanoids → Dragon (Metallic)
Ability Adjustments:Str +8, Con +2, Int +2, Cha +2
RL / CL:0 / +3
DR/MR:+4 / -
Appearance:Scaled skin, elongated facial features, reptilian eyes, sharp teeth and claws.
Appearance will reflect the color of the dragon you share a bloodline with.
Alignment:Often G
Racial Traits:+TL racial modifier to HP
Darkvision (12 sq)
Low-light vision (x2)
Immunity to sleep attacks
Immunity to paralysis
Immunity (racial) to cold
Claw (or hand) damage (1d8 S)
Bite (or head) damage (1d6 P)
Breath Weapon (special action); Damage: 6d8 HP cold
Half-Dragon, White (White Dragonborn)
Old Type → New Type:Humanoids → Dragon (Chromatic)
Ability Adjustments:Str +8, Con +2, Int +2, Cha +2
RL / CL:0 / +3
DR/MR:+4 / -
Appearance:Scaled skin, elongated facial features, reptilian eyes, sharp teeth and claws.
Appearance will reflect the color of the dragon you share a bloodline with.
Alignment:Often E
Racial Traits:+TL racial modifier to HP
Darkvision (12 sq)
Low-light vision (x2)
Immunity to sleep attacks
Immunity to paralysis
Immunity (racial) to cold
Claw (or hand) damage (1d8 S)
Bite (or head) damage (1d6 P)
Breath Weapon (special action); Damage: 6d8 HP cold
None (None)
Old Type → New Type:Any → Same as base race
Ability Adjustments:
RL / CL:0 / 0
Shade (Shade)
Old Type → New Type:Humanoids → Same as base race
Ability Adjustments:
RL / CL:0 / +2
Alignment:Always non-G
Racial Traits:Darkvision, Greater (12 sq)
+2 racial modifier to Con; Prereq: darkness
+2 racial modifier to Cha; Prereq: darkness
Regeneration, lesser 2; Prereq: darkness
+4 deflection modifier to DeC; Prereq: darkness
+4 resistance modifier to Fort/Ref/Will; Prereq: darkness
+TL+1 racial modifier to MR; Prereq: darkness
+2 morale modifier to attacks; Prereq: darkness
+2 morale modifier to damage; Prereq: darkness
+4 racial modifier to base speed; Prereq: darkness
+1 racial modifier on Arcane - Illumination skill
+1 racial modifier on Arcane - Illusion skill
+4 racial modifier on Perception skill; Prereq: darkness
+8 racial modifier on Stealth skill; Prereq: darkness
Shadow Illusion (special action)
Shadow Jump (special action)

Character Classes

HP per Level: The number of HP gained per level (including 1st) in this class.
SP per Level: The number of SP gained per level (including 1st) in this class.
PP per Level: The number of PP gained per level (including 1st) in this class.
Influence per Level: The amount of influence gained per level (including 1st) in this class.
Skill Points per Level: The amount of skill points gained per level in this class.
Key Ability Scores: The key ability scores for this class. A character is recommended to choose classes that match his best ability scores.
Favored Alignment: This is a typical and/or recommended moral alignment for the class.
Spell Knowledge: Specifies how the class learns spells and other supernatural powers.
Role-Playing Notes: Additional notes related to role-playing characters of this class.
Roles: Some typical roles and professions that can be seen as varieties of this class.
Ranks: Ranks and titles that were often used for this class in an earlier version of D&D.
Class Configurations: These are typical roles for each class together with their suggested skill selections.


Bard (Brd)
HP/Level: 6
SP/Level: 6
PP/Level: 8
Infl/Level: 5
Skill Pts/Level: 18
Key Ability Scores: Cha, Dex, Int
Favored Alignment: Non-Lawful
Spell Knowledge: Bards typically learn new spells from a teacher, an arcane spellbook, personal development, etc.
Role-Playing Notes: Most bards learn their trade as apprentices to a master bard or by attending a bardic college.
Roles: Entertainer, performer, actor, teacher, advisor, diplomat, spy.
Ranks: Rhymer, Lyrist, Sonnateer, Skald, Racaraide, Jongleur, Troubador, Minstrel, Muse, Lorist, Bard, Master Bard
Bard Configuration: Bard
Primary Skills: Acrob, Athle, Percp, Perfm, Steal, WpFnc, FSTri, ArcIl, BAff, BdKno, BdMus
Secondary Skills: Know, Lingu, Psych, Compo, Thiev, WpGen, WpBow, WpBaM, ArmLt, ArcDi, ArcEn, ArcIm, DivLi, SplCr
Bard Configuration: Diplomat Bard
Primary Skills: Know, Lingu, Perfm, Psych, WpBaM, ArcDi, ArcEn, ArcIm, ArcIl, BAff, BdKno, BdMus, SplCr
Secondary Skills: Percp, Compo, WpGen, ArmLt, FSTri, ArcAb, ArcCo, ArcTr, DivIn, DivLi
Bard Configuration: Spy Bard
Primary Skills: Athle, Lingu, Percp, Perfm, Psych, Steal, Thiev, WpLtB, FSTri, ArcEn, ArcIl, BdKno
Secondary Skills: Acrob, Know, Compo, WpBaM, WpBow, WpGen, ArmLt, FSMob, ArcDi, DivLi, BAff, BdMus

Cleric (Clr)
HP/Level: 8
SP/Level: 4
PP/Level: 8
Infl/Level: 5
Skill Pts/Level: 18
Key Ability Scores: Wis, Con, Cha
Favored Alignment: Any (same as deity)
Spell Knowledge: A cleric's church will teach him most of the spells that he has sufficient divine skills to cast.
More unusual spells can be learned from a teacher, divine writings, personal prayers, etc.
Role-Playing Notes: Most clerics are part of an ecclesiastical hierarchy, with obligations as well as benefits. Some, however, devote themselves to their deity or philosophy without joining the official church.
Clerics are common among nearly all races. Adventuring and crusading clerics are mostly seen among humans and dwarves, however.
Unless the current situation prevents it, a cleric should pray regularly and observe all of the religion's rituals and special holy days.
A cleric who violates his deity or philosophy will lose the ability to channel divine energy (cast divine spells, turn undead, etc.) until he atones. He can still gain levels in the class and improve his divine skills, but they will be mostly useless until atonement.
Roles: Priest, advisor, healer, diplomat, judge, warrior-priest.
Ranks: Acolyte, Adept, Priest, Curate, Prefect, Canon, Lama, Patriarch, High Priest
Cleric Configuration: Cleric of Destruction
Primary Skills: WpGen, WpFll, WpCrs, WpAre, WpShd, ArmHv, DivBl, DivDe, DivLi, DivPr, DivRe, CAChs, CADes
Secondary Skills: Heal, Percp, Ride, CmbIn, FSPow, DivEl, DivIn, DvSmi, EncIt, SplCr
Cleric Configuration: Cleric of Knowledge
Primary Skills: Heal, Know, Psych, WpShd, ArmMd, DivBl, DivCh, DivIn, DivLi, DivPr, DivSu, CAKno, EncIt, SplCr
Secondary Skills: Percp, CmbIn, WpGen, WpBaM, DivEl, DivRe, BdKno, CALaw
Cleric Configuration: Cleric of Life
Primary Skills: Heal, Psych, WpBaM, WpShd, ArmMd, DivBl, DivCh, DivIn, DivLi, DivPr, DivRe, DivSu, CAHea, EncIt, SplCr
Secondary Skills: Percp, CmbIn, WpGen, DivEl, DivNa, DvPro
Cleric Configuration: Cleric of War
Primary Skills: WpGen, WpFll, WpCrs, WpAre, WpShd, ArmHv, Warfr, DivBl, DivDe, DivPr, DivRe, CAWar
Secondary Skills: Heal, Percp, CmbIn, WpBaM, DivCh, DivEl, DivIn, DivLi, DivNa, DivSu, DvSmi, SplCr

Druid (Drd)
HP/Level: 6
SP/Level: 6
PP/Level: 8
Infl/Level: 5
Skill Pts/Level: 18
Key Ability Scores: Wis, Dex
Favored Alignment: Neutral
Spell Knowledge: A druid's society will teach him most of the spells that he has sufficient divine skills to cast.
More unusual spells can be learned from a teacher, divine writings, personal prayers, etc.
Role-Playing Notes: Druids revere nature and abhor unnatural creatures. They shun items of a technological or mechanical nature, and they take an oath to not wear metallic armor.
Nearly all druids, even the most solitary and isolated ones, are part of a global society. When the protection of nature requires it, a number of society members may cooperate, but at other times, they may compete with or even prey on each other. The society has a distinct hierarchy, but low-ranking members have few obligations towards their superiors.
Most druids are elves, gnomes, humans, or half-elves.
A druid who violates his deity, philosophy, or oaths of conduct will lose the ability to channel natural energy (cast divine spells, change shape, etc.) until he atones. He can still gain levels in the class and improve his druidic skills, but many of them will be mostly useless until atonement.
Roles: Protector of nature.
Ranks: Aspirant, Ovate, Initiate of the 1st Circle - Initiate of the 9th Circle, Druid, Archdruid, The Great Druid
Druid Configuration: Druid
Primary Skills: AnEmp, WpGen, DivAn, DivEl, DivIn, DivLi, DivNa, DivPl, DivPr, DAff, AniCm, WldSh
Secondary Skills: Athle, Heal, Know, Percp, Compo, Surv, WpNat, WpAre, WpBaM, WpBrl, ArmLt, SplCr

Fighter (Ftr)
HP/Level: 10
SP/Level: 8
PP/Level: 2
Infl/Level: 5
Skill Pts/Level: 18
Key Ability Scores: Str, Con, Dex
Favored Alignment: Any
Role-Playing Notes: Most fighters, as compared to warriors, have had some sort of formal training, usually in an army, an academy, a gladiator school, or at least a militia.
Fighters are common among all of the civilized and semi-civilized races.
Roles: Mercenary, officer, soldier, guard, bodyguard, martial trainer, champion, hunter.
Ranks: Veteran, Warrior, Swordsman, Hero, Swashbuckler, Myrmidon, Champion, Superhero, Lord
Fighter Configuration: Archer
Primary Skills: Athle, WpLtB, WpBow, WpCrs, ArmLt, ArmMd
Secondary Skills: Craft, Percp, Ride, WGen, WpHvB, WpFir, WpShd, CmbIn, DmRed, DaSns, FSMob, Warfr
Fighter Configuration: Axe Fighter
Primary Skills: Athle, WpGen, WpAxe, WpPlA, WpLtB, WpCrs, WpBrl, WpShd, ArmMd, ArmHv, CmbIn, DmRed, FSPow
Secondary Skills: Craft, Ride, Percp, Surv, WpNat, WpHvB, WpExo, DaSns, FSTri, Warfr
Fighter Configuration: Barbarian Fighter
Primary Skills: Athle, Surv, WpNat, WpAxe, WpBow, WpExo, WpBrl, ArmMd, Bersk, CmbIn, DmRed, FSMob, FSPow
Secondary Skills: Acrob, Craft, Percp, Ride, Steal, WpGen, WpShd, DaSns, FSPre, FSTri
Fighter Configuration: Duelist Fighter
Primary Skills: Athle, WpFnc, WpLtB, WpCrs, WpGen, WpNat, ArmLt, CmbIn, DmRed, FSMob, FSMul, FSPre
Secondary Skills: Acrob, Percp, Psych, Ride, Steal, WpExo, WpFir, WpBrl, WpShd, DaSns, FSPow, FSTri
Fighter Configuration: Fighter
Primary Skills: Athle, WpGen, WpHvB, WpLtB, WpBow, WpBrl, WpShd, ArmMd, ArmHv, CmbIn, DmRed, FSPow, FSPre
Secondary Skills: Craft, Ride, Percp, Surv, WpNat, WpAxe, WpExo, DaSns, FSTri, Warfr
Fighter Configuration: Gladiator
Primary Skills: Athle, WpNat, WpGen, WpExo, WpBrl, WpHvB, WpSpr, WpShd, ArmLt, ArmMd, CmbIn, DmRed, FSMul, FSMob, FSPow
Secondary Skills: Acrob, Bersk, DaSns, FSTri
Fighter Configuration: Mace Fighter
Primary Skills: Athle, WpGen, WpClb, WpFll, WpLtB, WpCrs, WpBrl, WpShd, ArmMd, ArmHv, CmbIn, DmRed, FSPow
Secondary Skills: Craft, Ride, Percp, Surv, WpNat, WpAxe, WpExo, DaSns, FSTri, Warfr
Fighter Configuration: Soldier
Primary Skills: Athle, WpGen, WpHvB, WpLtB, WpCrs, WpShd, ArmMd, ArmHv, CmbIn, DmRed
Secondary Skills: Craft, Percp, Ride, WpBow, DaSns, FSPow, FSPre, Warfr
Fighter Configuration: Spear Fighter
Primary Skills: Athle, WpGen, WpSpr, WpPlA, WpLtB, WpCrs, WpBrl, WpShd, ArmMd, ArmHv, CmbIn, DmRed, FSPow
Secondary Skills: Craft, Ride, Percp, Surv, WpNat, WpAxe, WpExo, DaSns, FSTri, Warfr

Monk (Mnk)
HP/Level: 7
SP/Level: 7
PP/Level: 6
Infl/Level: 5
Skill Pts/Level: 18
Key Ability Scores: Wis, Dex, Str
Favored Alignment: Lawful
Role-Playing Notes: The martial artists known as monks usually gain their upbringing as well as training in rural monasteries or urban schools. In rare cases, a retired and reclusive master will consent to train gifted individuals. Competitions are common between different schools and masters.
Humans, half-elves, half-orcs, and elves are the only races with a monk tradition.
Roles: Martial artist, trainer, advisor, special forces soldier, constable, spy.
Ranks: Novice, Initiate, Brother, Disciple, Immaculate, Master, Superior Master, Master of Dragons, Master of the North Wind, Master of the West Wind, Master of the South Wind, Master of the East Wind, Master of Winter, Master of Autumn, Master of Summer, Master of Spring, Grand Master of Flowers
Monk Configuration: Monk
Primary Skills: Acrob, Athle, WpNat, WpBrl, CmbIn, FSMob, FSMul, KiDef, KiMed, KiMob, KiOff, KiSFi
Secondary Skills: Heal, Know, Percp, Psych, Compo, Steal, WpGen, WpExo, DaSns, FSPow, FSPre, FSTri
Monk Configuration: Student of Air
Primary Skills: Acrob, Athle, WpNat, WpBrl, CmbIn, FSMob, FSMul, KiDef, KiMed, KiMob, KiOff, KiSAi
Secondary Skills: Heal, Know, Percp, Psych, Compo, Steal, WpGen, WpExo, DaSns, FSPow, FSPre, FSTri
Monk Configuration: Student of Earth
Primary Skills: Acrob, Athle, WpNat, WpBrl, CmbIn, FSPow, FSMul, KiDef, KiMed, KiMob, KiOff, KiSEa
Secondary Skills: Heal, Know, Percp, Psych, Compo, Steal, WpGen, WpExo, DaSns, FSMob, FSPre, FSTri
Monk Configuration: Student of Elements
Primary Skills: WpNat, WpBrl, FSMob, FSMul, KiDef, KiMed, KiMob, KiOff, KiSAi, KiSEa, KiSFi, KiSWa
Secondary Skills: Acrob, Athle, Percp, Psych, Compo, Steal, WpGen, CmbIn, DaSns, FSPow, FSPre, FSTri
Monk Configuration: Student of Fire
Primary Skills: Acrob, Athle, WpNat, WpGen, CmbIn, FSPre, FSMul, KiDef, KiMed, KiMob, KiOff, KiSFi
Secondary Skills: Heal, Know, Percp, Psych, Compo, Steal, WpBrl, WpExo, DaSns, FSPow, FSMob, FSTri
Monk Configuration: Student of Water
Primary Skills: Acrob, Athle, WpNat, WpBrl, CmbIn, FSMob, FSMul, KiDef, KiMed, KiMob, KiOff, KiSWa
Secondary Skills: Heal, Know, Percp, Psych, Compo, Steal, WpGen, WpExo, DaSns, FSPow, FSPre, FSTri

Psion (Psn)
HP/Level: 4
SP/Level: 6
PP/Level: 10
Infl/Level: 5
Skill Pts/Level: 18
Key Ability Scores: Wis, Int, Con
Favored Alignment: Any
Spell Knowledge: Psions typically learn new psionic powers from a teacher, a psicrystal, personal meditation, etc.
Role-Playing Notes: A majority of psions learn and develop their powers on their own. A few, however, grow up in communes or schools that can teach them the use of psionics.
Psions are rare in many campaigns but can be found among most civilized races.
Roles: Psion, telepath, seer, scholar, telekineticist, pyrokineticist
Psion Configuration: Egoist
Primary Skills: Know, Compo, WpAre, WpBaM, WpRay, PsiCs, PsiMc, PsiPk, PsiPm, PsiPp, PsiTp, PAPm, EncIt, PsCry, PsMob, SplCr
Secondary Skills: Percp, Psych, WpGen, ArmLt
Psion Configuration: Nomad
Primary Skills: Know, Compo, WpAre, WpBaM, WpRay, PsiCs, PsiMc, PsiPk, PsiPm, PsiPp, PsiTp, PAPp, EncIt, PsCry, PsMob, SplCr
Secondary Skills: Percp, Psych, WpGen, ArmLt
Psion Configuration: Savant
Primary Skills: Know, Compo, WpAre, WpBaM, WpRay, PsiCs, PsiMc, PsiPk, PsiPm, PsiPp, PsiTp, PAPk, EncIt, PsCry, PsMob, SplCr
Secondary Skills: Percp, Psych, WpGen, ArmLt
Psion Configuration: Seer
Primary Skills: Know, Compo, WpAre, WpBaM, WpRay, PsiCs, PsiMc, PsiPk, PsiPm, PsiPp, PsiTp, PACs, EncIt, PsCry, PsMob, SplCr
Secondary Skills: Percp, Psych, WpGen, ArmLt
Psion Configuration: Shaper
Primary Skills: Know, Compo, WpAre, WpBaM, WpRay, PsiCs, PsiMc, PsiPk, PsiPm, PsiPp, PsiTp, PAMc, EncIt, PsCry, PsMob, SplCr
Secondary Skills: Percp, Psych, WpGen, ArmLt
Psion Configuration: Telepath
Primary Skills: Know, Compo, WpAre, WpBaM, WpRay, PsiCs, PsiMc, PsiPk, PsiPm, PsiPp, PsiTp, PATp, EncIt, PsCry, PsMob, SplCr
Secondary Skills: Percp, Psych, WpGen, ArmLt

Psiwarrior (PsW)
HP/Level: 8
SP/Level: 6
PP/Level: 6
Infl/Level: 5
Skill Pts/Level: 18
Key Ability Scores: Str, Dex, Con
Favored Alignment: Chaotic
Spell Knowledge: Psiwarriors typically learn new psionic powers from a teacher, a psicrystal, personal meditation, etc.
Role-Playing Notes: Most psiwarriors grow up in communes, families, or schools of psions. Some discover and develop their powers on their own.
Psiwarriors are rare in many campaigns but can be found among most civilized races.
Roles: Warrior, scout, spy, bodyguard, teacher.
Psiwarrior Configuration: Psiwarrior
Primary Skills: Athle, WpNat, WpHvB, WpGen, WpBrl, WpShd, WpBow, WpBaM, ArmMd, CmbIn, FSPow, PsMob, PsOff
Secondary Skills: Percp, Compo, WpExo, WpRay, FSMob, PsiCs, PsiPk, PsiPm, PsiPp, PAPm

Ranger (Rgr)
HP/Level: 8
SP/Level: 8
PP/Level: 4
Infl/Level: 5
Skill Pts/Level: 18
Key Ability Scores: Dex, Str, Wis
Favored Alignment: Good
Spell Knowledge: A ranger's solitary meditation will teach him most of the spells that he has sufficient divine skills to cast.
More unusual spells can be learned from a druid teacher, personal prayers, etc.
Role-Playing Notes: Some rangers receive formal training as military scouts or stealthy skirmishers, while others learn their skills from experienced hunters or retired rangers.
Rangers can be found among most civilized races, but they are most common among elves, half-elves, and humans.
Roles: Warden, hunter, scout, spy, guerilla soldier.
Ranks: Runner, Strider, Scout, Courser, Tracker, Guide, Pathfinder, Ranger, Ranger Knight, Ranger Lord
Ranger Configuration: Arcane Archer
Primary Skills: Athle, Percp, WpGen, WpFnc, WpBow, WpAre, ArmLt, CmbIn, FSMob, AArch
Secondary Skills: Acrob, Heal, Know, Ride, Steal, Surv, WpHvB, FSMul, FSPow, FSPre, ArcEn, ArcHy, ArcIm, ArcPy, DivIn, DivLi
Ranger Configuration: Ranger
Primary Skills: AnEmp, Athle, Percp, Steal, Surv, WpGen, WpHvB, WpBow, ArmLt, CmbIn, EnSpc, FSMul
Secondary Skills: Acrob, Heal, Know, Ride, FSMob, FSPow, DivAn, DivIn, DivLi, DivNa, DAff, AniCm
Ranger Configuration: Scout
Primary Skills: AnEmp, Athle, Percp, Steal, Surv, WpAxe, WpHvB, WpBow, ArmLt, CmbIn, EnSpc, FSMob, FSMul
Secondary Skills: Craft, Heal, Know, Ride, WpGen, WpSmT, DaSns, DivAn, DivNa, AniCm

Rogue (Rog)
HP/Level: 8
SP/Level: 8
PP/Level: 4
Infl/Level: 5
Skill Pts/Level: 18
Key Ability Scores: Dex, Int, Wis
Favored Alignment: Non-Lawful
Role-Playing Notes: The background and training of rogues varies as much as their reasons for adventuring. Some belong to and are trained by a secret (or not so secret) guild, others are self-taught, and a few learn from a more experienced mentor.
Rogues belonging to a guild or a mentor can expect obligations as well as benefits. Freelancers, on the other hand, will have to watch out for not only the law but competitors as well.
Rogues can be found among all the races and in almost any setting. Their roles vary from spies and troubleshooters to burglars, bandits, and thugs.
Roles: Thief, burglar, smuggler, scout, spy, troubleshooter.
Ranks: Rogue (Apprentice), Footpad, Cutpurse, Robber, Burglar, Filcher, Sharper, Magsman, Thief, Master Thief
Bravo (Apprentice), Rutterkin, Waghalter, Murderer, Thug, Killer, Cutthroat, Executioner, Assassin, Expert Assassin, Senior Assassin, Chief Assassin, Prime Assassin, Grandmaster Assassin, Grandfather Assassin
Rogue Configuration: Assassin
Primary Skills: Acrob, Athle, Percp, Steal, Thiev, WpNat, WpFnc, WpCrs, WpSmT, ArmLt, DaSns, FSMul, FSPre, VitAt
Secondary Skills: Perfm, Psych, Compo, WpGen, CmbIn, FSMob, FSTri, ArcIl
Rogue Configuration: Rogue
Primary Skills: Acrob, Athle, Percp, Compo, Steal, Thiev, WpGen, WpFnc, WpSmT, DaSns, FSMul, FSMob, VitAt
Secondary Skills: Know, Psych, ArmLt, CmbIn, FSPow, FSTri, ArcDi, ArcIl, ArcTr, PsMag
Rogue Configuration: Smuggler
Primary Skills: Craft, Know, Percp, Steal, Thiev, WpLtB, WpSmT, DaSns, FSMul, PsMag
Secondary Skills: Lingu, Psych, WpGen, ArmLt, FSMob, FSTri, ArcDi, ArcIl, ArcTr
Rogue Configuration: Spy
Primary Skills: Acrob, Athle, Lingu, Percp, Compo, Steal, Thiev, WpFnc, WpSmT, DaSns, FSMul, VitAt
Secondary Skills: Psych, WpGen, WpLtB, ArmLt, FSMob, FSTri, ArcIl, PsMag
Rogue Configuration: Thug
Primary Skills: Athle, WpNat, WpBrl, WpGen, WpFnc, WpCrs, WpSmT, ArmLt, CmbIn, FSMul, FSTri, VitAt
Secondary Skills: Psych, Steal, Thiev, FSMob, FSPow

Templar (Tmp)
HP/Level: 10
SP/Level: 6
PP/Level: 4
Infl/Level: 5
Skill Pts/Level: 18
Key Ability Scores: Cha, Str, Wis
Favored Alignment: Any (same as deity)
Spell Knowledge: A templar's church will teach him most of the spells that he has sufficient divine skills to cast.
More unusual spells can be learned from a teacher, divine writings, personal prayers, etc.
Role-Playing Notes: Templars are devoted to a deity or philosophy, and they follow a strict code of conduct appropriate to this devotion and the deity's alignment. For example, a lawful good templar should respect life, protect the weak, help those in need, respect legitimate authority, never lie or cheat, and punish the wicked.
Most templars are trained within the church of their deity or philosophy. Some, however, find their calling outside any official religion and simply follow their own conscience.
Most templars are humans or half-elves, although a rare few are dwarves or elves.
A templar who knowingly and willingly commits an act clearly opposite to his alignment loses all divine abilities forever. Those who violate their code of conduct lose all divine abilities until they have atoned.
Roles: Knight, templar, champion, protector, bodyguard, justiciar.
Ranks: Gallant, Keeper, Protector, Defender, Warder, Guardian, Chevalier, Justicer, Paladin
Templar Configuration: Templar of Freedom
Primary Skills: Heal, Ride, WpGen, WpHvB, WpShd, WpSpr, ArmHv, CmbIn, FSPow, FSPre, DvMnt, DvPro, DvSmi
Secondary Skills: Psych, Warfr, DivBl, DivIn, DivLi, DivPr, DivRe, DivSu, CAGoo, SplCr
Templar Configuration: Templar of Honor
Primary Skills: Heal, Ride, WpGen, WpHvB, WpShd, WpSpr, ArmHv, CmbIn, FSPow, FSPre, DvMnt, DvPro, DvSmi
Secondary Skills: Psych, Warfr, DivBl, DivIn, DivLi, DivPr, DivRe, DivSu, CAGoo, SplCr
Templar Configuration: Templar of Slaughter
Primary Skills: Ride, WpGen, WpHvB, WpShd, WpSpr, ArmHv, CmbIn, FSPow, FSPre, DvMnt, DvPro, DvSmi
Secondary Skills: Heal, Psych, VitAt, Warfr, DivBl, DivDe, DivIn, DivPr, DivRe, DivSu, CAEvi, SplCr
Templar Configuration: Templar of Tyranny
Primary Skills: Ride, WpGen, WpHvB, WpShd, WpSpr, ArmHv, CmbIn, FSPow, FSPre, DvMnt, DvPro, DvSmi
Secondary Skills: Heal, Psych, VitAt, Warfr, DivBl, DivDe, DivIn, DivPr, DivRe, DivSu, CAEvi, SplCr

Wizard (Wiz)
HP/Level: 4
SP/Level: 6
PP/Level: 10
Infl/Level: 5
Skill Pts/Level: 18
Key Ability Scores: Int/Cha, Dex, Con
Favored Alignment: Any
Spell Knowledge: Wizards typically learn new spells from a teacher, an arcane spellbook, personal development, etc.
Role-Playing Notes: The training of a wizard involves intensive study and practice, and this training usually takes place in an academy, school, or guild. In rural settings, potential students of the wizardly arts are more often trained by the village wizard or an eccentric hermit.
Most sorcerers are individualists and develop their skills unaided. Some, however, are fortunate enough to be tutored by a more experienced practitioner. Sorcerers are rarely welcome in schools and guilds meant for wizards.
Wizards are most common among humans, elves, half-elves, and gnomes.
Roles: War wizard, diviner, troubleshooter, advisor, scholar, teacher, artificer.
Ranks: Prestidigitator, Evoker, Conjurer, Theurgist, Thaumaturgist, Magicician, Enchanter, Warlock, Sorcerer, Necromancer, Wizard, Arch-Mage
Prestidigitator, Minor Trickster, Trickster, Master Trickster, Cabalist, Visionist, Phantasmist, Apparitionist, Spellbinder, Illusionist
Wizard Configuration: Abjurer
Primary Skills: WpBaM, ArcAb, ArcCo, ArcDi, ArcEn, ArcIm, ArcIl, ArcKi, ArcLi, ArcNe, ArcOu, ArcTr, WAGen, WAAbj
Secondary Skills: Know, Compo, WpAre, WpRay, WpGen, EncIt, Famil, SplCr
Wizard Configuration: Aeromancer
Primary Skills: WpAre, WpRay, ArcAb, ArcAe, ArcCo, ArcDi, ArcHy, ArcIm, ArcKi, ArcOu, ArcPy, ArcTr, WAGen, WAAer
Secondary Skills: Know, Compo, WpBaM, WpGen, ArcEn, EncIt, Famil, SplCr
Wizard Configuration: Battlemage
Primary Skills: WpAre, WpBaM, WpRay, ArcAb, ArcAe, ArcCo, ArcDi, ArcEn, ArcIm, ArcNe, ArcPy, ArcTr, SAEle
Secondary Skills: Know, WpGen, CmbIn, ArcHy, ArcIl, ArcKi, ArcLi, ArcOu, EncIt, SplCr
Wizard Configuration: Conjurer
Primary Skills: WpBaM, ArcAb, ArcAe, ArcCo, ArcDi, ArcHy, ArcIm, ArcKi, ArcLi, ArcOu, ArcPy, ArcTr, WAGen, WACon
Secondary Skills: Know, Compo, WpAre, WpRay, WpGen, EncIt, Famil, SplCr
Wizard Configuration: Diviner
Primary Skills: WpBaM, ArcAb, ArcAe, ArcCo, ArcDi, ArcEn, ArcIm, ArcIl, ArcKi, ArcNe, ArcOu, ArcTr, WAGen, WADiv
Secondary Skills: Know, Compo, WpAre, WpRay, WpGen, EncIt, Famil, SplCr
Wizard Configuration: Enchanter
Primary Skills: WpBaM, ArcAb, ArcAe, ArcCo, ArcDi, ArcEn, ArcIm, ArcIl, ArcLi, ArcNe, ArcOu, ArcTr, WAGen, WAEnc
Secondary Skills: Know, Compo, WpAre, WpRay, WpGen, EncIt, Famil, SplCr
Wizard Configuration: Hydromancer
Primary Skills: WpAre, WpRay, ArcAb, ArcAe, ArcCo, ArcDi, ArcHy, ArcIl, ArcKi, ArcLi, ArcOu, ArcTr, WAGen, WAHyd
Secondary Skills: Know, Compo, WpBaM, WpGen, ArcEn, EncIt, Famil, SplCr
Wizard Configuration: Illuminist
Primary Skills: WpAre, WpRay, ArcAb, ArcAe, ArcDi, ArcHy, ArcIm, ArcIl, ArcKi, ArcOu, ArcPy, ArcTr, WAGen, WAIlm
Secondary Skills: Know, Compo, WpBaM, WpGen, ArcEn, EncIt, Famil, SplCr
Wizard Configuration: Illusionist
Primary Skills: WpBaM, ArcAb, ArcAe, ArcDi, ArcEn, ArcHy, ArcIm, ArcIl, ArcKi, ArcOu, ArcPy, ArcTr, WAGen, WAIls
Secondary Skills: Know, Compo, WpAre, WpRay, WpGen, EncIt, Famil, SplCr
Wizard Configuration: Kineticist
Primary Skills: WpBaM, ArcAb, ArcAe, ArcDi, ArcEn, ArcHy, ArcIm, ArcIl, ArcKi, ArcLi, ArcOu, ArcTr, WAGen, WAKin
Secondary Skills: Know, Compo, WpAre, WpRay, WpGen, EncIt, Famil, SplCr
Wizard Configuration: Lithomancer
Primary Skills: WpAre, WpRay, ArcAb, ArcCo, ArcDi, ArcHy, ArcKi, ArcLi, ArcNe, ArcOu, ArcPy, ArcTr, WAGen, WALit
Secondary Skills: Know, Compo, WpBaM, WpGen, ArcEn, EncIt, Famil, SplCr
Wizard Configuration: Necromancer
Primary Skills: WpAre, WpRay, ArcAb, ArcAe, ArcCo, ArcDi, ArcIl, ArcKi, ArcLi, ArcNe, ArcOu, ArcTr, WAGen, WANec
Secondary Skills: Know, Compo, WpBaM, WpGen, ArcEn, EncIt, Famil, SplCr
Wizard Configuration: Ouranomancer
Primary Skills: WpBaM, ArcAb, ArcAe, ArcCo, ArcDi, ArcEn, ArcHy, ArcIm, ArcIl, ArcOu, ArcPy, ArcTr, WAGen, WAOur
Secondary Skills: Know, Compo, WpAre, WpRay, WpGen, EncIt, Famil, SplCr
Wizard Configuration: Pyromancer
Primary Skills: WpAre, WpRay, ArcAe, ArcCo, ArcDi, ArcIm, ArcIl, ArcKi, ArcLi, ArcOu, ArcPy, ArcTr, WAGen, WAPyr
Secondary Skills: Know, Compo, WpBaM, WpGen, ArcEn, EncIt, Famil, SplCr
Wizard Configuration: Sorcerer
Primary Skills: WpAre, WpBaM, WpRay, ArcAb, ArcAe, ArcCo, ArcDi, ArcEn, ArcHy, ArcLi, ArcNe, ArcPy, ArcTr, SAEle, Famil, SplCr
Secondary Skills: Know, Compo, WpGen, EncIt
Wizard Configuration: Transmuter
Primary Skills: WpBaM, ArcAb, ArcDi, ArcEn, ArcHy, ArcIm, ArcKi, ArcLi, ArcNe, ArcOu, ArcPy, ArcTr, WAGen, WATra
Secondary Skills: Know, Compo, WpAre, WpRay, WpGen, EncIt, Famil, SplCr
Wizard Configuration: War Wizard
Primary Skills: WpAre, WpBaM, WpRay, ArcAb, ArcAe, ArcDi, ArcHy, ArcIm, ArcIl, ArcKi, ArcLi, ArcOu, ArcPy, ArcTr, WAGen
Secondary Skills: Know, WpGen, CmbIn, ArcCo, EncIt, SplCr
Wizard Configuration: Wizard
Primary Skills: WpAre, ArcAb, ArcAe, ArcCo, ArcDi, ArcEn, ArcIm, ArcIl, ArcKi, ArcNe, ArcOu, ArcPy, ArcTr, WAGen
Secondary Skills: Know, WpBaM, WpRay, ArcHy, ArcLi, EncIt, Famil, SplCr

Adept (Adp)
HP/Level: 5
SP/Level: 5
PP/Level: 8
Infl/Level: 4
Skill Pts/Level: 12
Key Ability Scores: Wis, Con, Dex
Favored Alignment: Any
Spell Knowledge: Adepts typically learn new spells from a teacher, an arcane spellbook, personal development, etc.
Roles: Wise man, mystic, shaman, witch doctor, hedge wizard.
Adept Configuration: Adept
Primary Skills: Heal, Know, Surv, WpLtB, WpBaM, SplCr, AAff
Secondary Skills: Craft, Percp, WpGen, ArcIl, ArcTr, DivCh, DivIn, DivLi, DivPr, Famil
Adept Configuration: Shaman
Primary Skills: AnEmp, Craft, Heal, Know, WpClb, AAff
Secondary Skills: Percp, WpGen, WpBaM, CmbIn, DivAn, DivCh, DivIn, DivLi, DivNa, DivPr, DivRe, SplCr
Adept Configuration: Witch Doctor
Primary Skills: Craft, Know, WpClb, WpStv, SplCr, AAff
Secondary Skills: Heal, Percp, Ride, Compo, WpGen, WpBaM, ArcIl, ArcTr, DivIn, DivPr, EncIt, Famil

Aristocrat (Ari)
HP/Level: 8
SP/Level: 6
PP/Level: 4
Infl/Level: 4
Skill Pts/Level: 12
Key Ability Scores: Cha, Int, Dex, Str
Favored Alignment: Any
Roles: Noble, gentry, wealthy merchant, politician.
Aristocrat Configuration: Aristocrat
Primary Skills: Lingu, Ride, WpFnc, WpBow, WpFir, ArmLt, ArmMd
Secondary Skills: Athle, Know, Percp, Perfm, Surv, WpGen, WpShd, FSPre, FSPow, Warfr
Aristocrat Configuration: Politician
Primary Skills: Know, Lingu, Perfm, Psych
Secondary Skills: Percp, Ride, WpFnc, WpGen, Warfr

Commoner (Com)
HP/Level: 6
SP/Level: 8
PP/Level: 4
Infl/Level: 4
Skill Pts/Level: 12
Key Ability Scores: Str, Con, Dex
Favored Alignment: Any
Roles: Laborer, farmer, shopkeeper, servant, slave.
Commoner Configuration: Laborer
Primary Skills: Craft, Prof
Secondary Skills: AnEmp, Athle, Surv, WpNat, WpBrl, WpGen
Commoner Configuration: Servant
Primary Skills: Percp, Prof
Secondary Skills: Craft, Heal, Psych, Ride, WpGen

Expert (Exp)
HP/Level: 6
SP/Level: 6
PP/Level: 6
Infl/Level: 4
Skill Pts/Level: 12
Key Ability Scores: Int, Dex, Con
Favored Alignment: Any
Roles: Craftsman, sage, scholar, architect, barrister, merchant.
Expert Configuration: Craftsman
Primary Skills: Craft, Prof
Secondary Skills: Know
Expert Configuration: Merchant
Primary Skills: Craft, Prof, Ride
Secondary Skills: Psych, WpGen, Surv
Expert Configuration: Sage
Primary Skills: Know, Lingu, Psych
Secondary Skills: Craft, Heal, Perfm, Prof

Warrior (War)
HP/Level: 8
SP/Level: 8
PP/Level: 2
Infl/Level: 4
Skill Pts/Level: 12
Key Ability Scores: Str, Con, Dex
Favored Alignment: Any
Roles: Hunter, soldier, guard, thug, savage.
Warrior Configuration: Axeman
Primary Skills: WpGen, WpAxe, WpCrs, ArmLt, ArmMd
Secondary Skills: Percp, Ride, WpLtB, WpPlA, WpShd, CmbIn
Warrior Configuration: Guard
Primary Skills: WpGen, WpLtB, WpCrs, ArmLt, ArmMd
Secondary Skills: Percp, Ride, WpHvB, WpPlA, WpShd, CmbIn
Warrior Configuration: Maceman
Primary Skills: WpGen, WpClb, WpCrs, ArmLt, ArmMd
Secondary Skills: Percp, Ride, WpLtB, WpPlA, WpShd, CmbIn
Warrior Configuration: Savage
Primary Skills: Athle, WpAxe, WpGen, WpClb, WpBow, WpSmT, ArmLt, CmbIn
Secondary Skills: Percp, Ride, Steal, Surv, WpBrl, WpShd
Warrior Configuration: Spearman
Primary Skills: WpGen, WpSpr, WpCrs, ArmLt, ArmMd
Secondary Skills: Percp, Ride, WpLtB, WpPlA, WpShd, CmbIn
Warrior Configuration: Swordsman
Primary Skills: WpGen, WpHvB, WpCrs, ArmLt, ArmMd
Secondary Skills: Percp, Ride, WpLtB, WpPlA, WpShd, CmbIn

Multi-Classing

As a character progresses in level, he or she can either focus on a single class or mix multiple classes. Note that entering a new class is subject to the DM’s approval and also requires meeting any prerequisites of the new class.

Improvements

Using Improvement Points

Characters receive 5 improvement points per level with which they can buy special improvement bonuses.

Improvements
Improvement IP Cost Max Bonus
Improvement bonus to Str, Con, Dex, Int, Wis, or Cha10 per +15
Improvement bonus to DeC10 per +15
Improvement bonus to Fort, Ref, or Will5 per +15
Improvement bonus to HP, SP, or PP2 per +125
Improvement bonus to (non-prestige) skill level10 per +15

Permanent Skill Access (optional rule for more varied characters): Characters can spend 10 improvement points to buy permanent secondary access to a skill, and they can spend 20 additional improvement points to improve a permanent secondary access to permanent primary access. Permanent access means that the character can spend skill points (0.5 for secondary and up to 1 for primary) to improve that skill when they gain a level (even if the chosen class has no access to that skill).

A character is only able to circumvent class restrictions when using this rule, but it does not circumvent other skill prerequisites.

Advantages and Disadvantages (optional rule for more varied characters): Characters can spend improvement points to buy special advantages, and they can acquire additional improvement points by accepting special disadvantages.

All advantages and disadvantages are subject to DM approval. Many of them should typically only be allowed for newly generated characters, and no character should be allowed to buy advantages for more than 10 IP nor acquire more than 10 IP from disadvantages. However, the DM should feel free to award or require IP for advantages or disadvantages gained later in a character's career.

In most cases, a character should be able to pay IP to reduce or remove a disadvantage acquired at an earlier level. The player and DM should together try to explain exactly how this is accomplished. Note that a character should not be allowed to get rid of a disadvantage without paying the required IP.

Advantages
# Advantage IP Cost
1Adapt to environmental effect (reduce penalties)Usually 5 per point
2Allied organization/individual2
3Disease immunity2 per disease
4Good reputation (improvement bonus for some social actions)2 for +4 bonus, 5 for +8, 10 for +12
5Longevity (add 50% to age ranges)5
6Lucky (start with additional fate points)5 per fate point
7Magically gifted (+2 improvement bonus on all spell-related skill checks (not attacks), but same bonus applies to such checks against you)5
8Magically resistant (+2 improvement bonus to MR but also -2 improvement penalty on all spell-related skill checks)5
9Member of organization (bonus influence points)1 per 2 infl
10Permanent beneficial spell1 per 2 PL
11Poison immunity2 per poison
12Reduce cultural or racial penaltyUsually 10 per point
13Sleep immunity5
14Special equipment (family heirloom)1 per 500 sp
15Unusual training (choose any class for background skills and racial levels)15
Disadvantages
# Disadvantage IP Cost
1Addiction-2
2Allergy-2
3Bad reputation (improvement penalty on some social actions)-2 for -4 penalty, -5 for -8, -10 for -12
4Bastardy (-2 improvement penalty on some social actions)-2
5Color blindness-2
6Crippled (one or more limbs)-5 for -2 penalty with one limb, -10 for missing or useless limb
7Dark secret (exposure would result in reduced SC or WC)Varies
8Disease (chronic)Varies
9Distinguishing mark (hard to conceal and easily identified)-2
10Duty to organization/individual-2
11Enemy organization/individual-2
12Eyesight, impaired-5 for -10 Spot penalty, -10 for blindness
13Fury (you are easily provoked and fight with abandon; Will check required to inflict non-lethal damage or break off a fight)-2 for +5 vs Will, -5 for +10
14Hearing, impaired-5 for -10 Listen penalty, -10 for deafness
15Insanity or amnesiaVaries
16Low SC-2 for SC -1, -5 for SC -2
17Low WC-2 for WC -1, -5 for WC -2
18Mute (unable to communicate verbally or perform actions with a verbal component)-5
19Obesity-2 per +1 EC
20Permanent curse (debilitating spell)-1 per 2 PL
21Phobia-2 for mild, -5 for severe
22Scars, disfiguring (-2 improvement penalty on some social actions; easily identified)-2

Random Advantages and Disadvantages (optional rule for more varied characters): The player or DM can roll randomly for advantages and disadvantages. Roll d% → 01-50: No ad or disad, 51-75: One random advantage and roll again, 76-100: One random disadvantage and roll again. The character's improvement points should be adjusted accordingly.

Learning Skills

Acquiring Skills

Characters gain skill points as they increase in level, and those skill points can be used to buy levels in a wide variety of skills. Each skill point is worth one skill level. For each increase in TL (i.e. racial level or class level), a character can spend 0, 0.5, or 1 skill points on primary skills and 0 or 0.5 skill points on secondary skills.

Some skills provide a number of specializations, and these specializations cost additional skill points. Each specialization costs 1 skill point, but this cost does not count against the number of skill points that can be spent per skill and level.

A maximum of 1 skill point per level can be spent on so-called prestige skills, either 1 point on a single prestige skill or 0.5 points each on two prestige skills.

Background Skills

Player characters (and most other creatures) acquire some skills before they even start their class training. Each culture has one or more class equivalences, and an adult member of that culture receives background skill points as if it had (RL + 1) levels in one of those classes.

Optional Skill Rules

Out-of-Class Skill Access (optional rule for more varied characters): Each character can choose one skill that he always has primary access to, regardless of class choice.

Retraining (optional rule for simpler character generation): Each character can redistribute (effectively retrain) a certain number (DM's choice) of previously earned skill points at each level. This is in addition to and separate from the skill points normally used to improve or learn new skills.

  • Skill points can be moved from any skill, but no more than 1 point can be moved per skill and level.
  • The moved skill points can be assigned according to the skills available to the levelled class. Primary skills can be increased by 0.5 or 1 points, while secondary skills can only be increased by 0.5 points. As noted above, this is in addition to the regular skill training.
  • The maximum number of total skill points that may be allocated to any skill at any time is (TL + 1).

Other Characteristics

Health Scores

Calculate HP, SP, and PP.

HP = Con + (HP bonus per class and level) + (HP bonus per race and level) × size factor

SP = Con + (SP bonus per class/race and level)

PP = Wis + (PP bonus per class/race and level)

Defense Scores

Calculate DeC, Fort, Ref, and Will.

DeCp (passive DeC) = 10 + Dex mod (if negative) + TL + size mod + other modifiers

DeCa (active DeC) = DeCp + Dex mod (if positive) + parry bonus + other modifiers

Fort = 10 + Str mod + Con mod + TL + skill mod + other modifiers

Ref = 10 + Dex mod + Int mod + TL + skill mod + other modifiers

Will = 10 + Wis mod + Cha mod + TL + skill mod + other modifiers

Resistance Scores

Unless a character’s race states otherwise, the character starts with damage resistance, energy resistance, and magic resistance at 0. Equipment and magic can be used to improve these resistances later on.

Initiative Modifier

Init = Dex mod + other modifiers

Social Scores

Characters start at social class 0 and wealth class 0. The DM may allow other starting values under special circumstances.

SC = 0

WC = 0

Infl = Cha + (Infl bonus per class/race and level) + SC bonus + other modifiers

The player should choose the focus of his character’s influence, but this choice is subject to DM approval.

Rep = TL + SC + WC + other modifiers

The player should choose the nature of his character’s reputation, but this choice is subject to DM approval.

Action Points

AP = 10 + TL (unless otherwise specified for the character’s race)

Fate Points

Player characters start the game with 3 fate points.

Appearance

Choose (or randomly generate) the character’s appearance, based on the physical description of the character’s race. Consider at least the following aspects:

  • Height and weight
    • For random height, multiply average height by (75+5d10)% (in other words, 80% to 125% of average).
    • For random weight, multiply average weight by (height multiplier)×(75+5d10)%.
  • Skin (or fur) color
  • Eye color
  • Hair color and hairstyle
  • Facial hair
  • Distinguishing marks

Personality

Alignment is no longer a PC characteristic as such. The player should choose a personality for his or her character and act accordingly. The DM will observe a character’s actions and may use this to maintain a secret alignment evaluation (for the purposes of detection spells, class restrictions, items limited to certain alignments, etc). If the character wants to find out about his alignment, asking the DM is not the way to do it; he or she will have to find and ask a trustworthy cleric. The cleric may even be able to explain why the character has that alignment, but this explanation will be from the cleric’s point of view, of course.

The player is recommended to describe his character’s personality with a few keywords. A couple of unusual mannerisms can also make a character more fun to play and more memorable for all involved.

Name

Choose (or randomly generate) a name that you feel is appropriate to the character’s race and culture.

SRD Fantasy Name Generator
Kassoon Fantasy Name Generator

Background and Relationships

Choose (or randomly generate) a background story for your character. Try to consider at least the following aspects:

  • History and upbringing
  • Family and relatives
  • Friends and foes
  • Reasons for choosing class and skills
  • Reasons for becoming an adventurer
  • Best and worst things that ever happened

Random Backstory Generator

Starting Wealth

When starting at 1st level, each character has 4d6×10 sp with which to buy weapons, armor, and other equipment. In addition, he automatically starts with one set of basic clothing (worth up to 5 sp).

Typical Wealth per Level
Level PC Wealth (sp) NPC Wealth (sp)
1125900
29002000
327002500
454003300
590004300
6130005600
7190007200
8270009400
93600012000
104900016000
116600021000
128800027000
1311000035000
1415000045000
1520000059000
1626000077000
17340000100000
18440000130000
19580000170000
20760000220000
21975000240000
221200000265000
231500000290000
241800000320000
252100000350000
262500000390000
272900000430000
283300000470000
293800000520000
304300000570000
314900000620000
325600000670000
336300000730000
347000000790000
357900000850000
368800000910000
379900000980000
38110000001050000
39123000001130000
40136000001220000

New characters above 1st level should not be allowed items worth more than 25% of their total wealth.

Experience and Level

In most campaigns, each player character starts at level 1 and with 0 XP. Unless the DM says otherwise, this means that races and templates with RL and/or CL modifier higher than 0 are not allowed as player character races. Likewise, starting at a SC or WC above 0 may not be allowed.

In campaigns that start at a higher level than 1, the DM should let the players know how many XP their characters have to start with. The players can themselves choose how to divide their total level between different classes. They may also be allowed to choose races that have racial levels and/or CL modifiers.

As a character adventures, he will earn more XP by overcoming enemies, obstacles, and challenges. When enough experience has been earned, the character attains a new level. When this happens, follow these steps:

  1. Choose a class in which to advance, either one already possessed or a new one. This class level increases by one.
  2. Alternatively, if the character belongs to a race with racial levels and the maximum racial level has not yet been reached, feel free to increase the racial level instead of a class level.
  3. Increase HP, SP, and PP according to the new level.
  4. Increase Infl according to the new level and increase Rep by 1.
  5. Increase your AP total by 1.
  6. You may use improvement points (new and/or saved ones) to improve your character.
  7. You gain skill points according to the new level. Use them to gain new or improve old skills.
    • Each primary skill of the chosen class can be improved by 0, 0.5, or 1 skill point.
    • Each secondary skill of the chosen class can be improved by 0 or 0.5 skill points.
    • Any primary or secondary skill specialization can be bought (or improved) for 1 skill point.
    • Skill points have to be spent; they cannot be saved for future use.
  8. Note any new class traits provided by the level.
  9. If you have improved arcane, divine, or psionic spell skills, choose new spells and variations.
  10. Recalculate any characteristics that are dependent on level or skill improvements.
    • Defenses.
    • Attack and damage bonuses.

The character is assumed to spend time between adventures training and studying, automatically learning how to use his new abilities and skills.

Level Training (optional rule for more realistic campaigns): Instead of automatically granting a new level whenever a character accumulates sufficient XP, a certain amount of time (x days, weeks, or even months) needs to be spent training and studying. Optionally, the assistance of a teacher or master may also be required (and somehow paid for).

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