Character Creation:
One of two methods are allowed for rolling starting characters, both of which have to be done in the presence of the DM.
1) roll 3d6 6 times and place in whichever attributes are desired.
2) roll 4d6, using the best 3 rolls, but the attributes must be rolled in order.
I know it looks bad, but I would kinda like to have some characters who don't have 2 or more 18s. If you are worried about that one class you were hoping to make, well I'm not doing prime requisites in the same way, "So you really want that fighter character but only got a strength of 6, well sure you can go ahead and try..."
And yes if you do pull an Aaron-day and roll so pathetically that your character's only possible vocation will be carrion, I will probably take pity and let you re-role, but remember it has to be at least as bad as the worst attributes on any character I have ever played, and this is me we're talking about here.

Characters all start at 0th level, with no class, 3 hp (modified by CON), their native language (speaking only), and up to the value listed on the INT chart for languages of non-weapon proficiencies. Slots may be saved, but not used for weapons. All proficiencies must be things the character could have learned during her background, which you should clear with me first. I am also experimenting with fractional proficiency slots, check with me if you are interested. As for character background, you should make up a short (or detailed if you are bored) history of what the character has done and where he came from. Remember this is essentially a 0th level peasant, not an adventurer. Farm boy, spoiled noble, blacksmith's apprentice and prostitute would all be acceptable. The character's age should be in the 14-18 range for humans and the equivalent for other races.

Don't worry your character shouldn't stay like this for long, by the end of your first adventure you should have a class, a positive level, a party to watch your back, and more problems than most mortal folk can handle.

As for classes and races, well most of the old ones don't exist anymore. The other files on the Paradys page contain info on races and magic using classes. Other classes are as follows:

Fighters:
Can use most kits from the Fighter's handbook, but don't have to
take a kit.

Rangers:
Same as per fighter, but kits form Ranger's handbook are allowed
or ignored as desired. Remember this is going to be a mostly
city-based campaign, not all rangers will be suitable.

Paladins:
Paladins have their own order in this world and no kits are allowed.

Priests:
Check out the Wizards of Paradys file for magic users, these all
count as both classes and kits.

Wizards:
Same as priests above.

Thieves:
Thieves are allowed to take kits from the thieves handbook
(oh joy kits with only detriments and requirements!) I will
probably allow most of the required proficiencies as bonus
in order to make them more balanced.

Bards:
Bards must use a kit from the Bard's handbook, almost all
of which are allowed. An additional class, The Paranormal
Investigator, is allowed and uses the bard rules.

Psionicists:
Psionicists must take one of the following kits:
Telepath
Dreamer
Medium
Knights Templar, Order of the Mind
If you have an additional idea for a kit I'll listen, but
the general idea was to make a psionicist more focused, like
what was done with magic users.

Multi Classes:
Multi-classed characters may take a kit which satisfies any
portion of their class. With the following exceptions:
Magic users cannot have a separate kit.
Bards cannot have an additional kit.
Most of the specifically multi-class kits in the PHB race
supplements will not be allowed, since the races have been
changed.
Ask me for the multi-class options for any given race, they
are not the same as those listed in the PHB.

Misc.
Some of the additional kits listed in the Guide to
Humanoids will be allowed, particularly with 1/2 ogre, goblin
or faerie characters.


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