The game uses a modified version of 2nd Edition AD&D using the Skills & Powers options. You'll be using point pools to make your characters. No random rolling of dice will be involved.
RACES:
Given the nature of this game, only the basic races are allowed. They are listed in the order of most common to least common: Humans, Half-elves, Elves, Dwarfs, Halflings and Gnomes.
Humans:
Human characters will already be citizens of Cynalon. There are two portions to the kingdom, the Inner Kingdom and Outer Kingdom. Depending on where you you grew up you may have some different perspectives.
Dwarfs:
Dwarfs typically come from Rockhome, the cradle of their civilization. Rockhome lies to the north of the area the games starts in, so they are close.
Elves:
Most elves hail from the Dorwynn Elfholds. This is a great elfin forest that lies to the west of the starting area. There are seven main elf clans in the Elfholds and each has different traits. There is also an elf clan that lives in the Cynalon lands.
Half-Elves:
Half-Elves are common in this setting. They typically grow up among humans, as only elves are typically allowed in the Elfholds.
Gnomes and Halflings:
While these races are not as common in Cynalon, all such characters hail from the Five Shires, an area on the southern coast that is surrounded by Cynalon.
CLASSES:
PC's can be any class or subclass if they meet the Stat-Minimums for that class. The only limitation is those classes where Alignment is an issue. You won't find any Paladin/Druid combination in this game!
Thus unusual classes are available to players. A dwarf could be mage for instance. Demi-humans can be paladins, and gnomes can be invokers.
Humans can freely advance in as many as two classes at the same time. Demi-Humans can advance in as many as three classes. Single classed characters are more specialized in their class and those with multiple classes are more generalists. There is no level advancement limits.
Characters can only have one class from each of the four main class groupings: Warriors, Wizards, Priests, and Rogues. So you won't find any Bard/Thief's or Ranger/Paladins.
Psionics are not used in this game.
All the classes in the Players Handbook (PHB for short) are available. All the various sub-classes presented in the Players Option: Spells & Magic (PO: S&M for short) are available.
The number of points to spend to build your character's classes varies from class to class. Let me know what class(es) you are interested in and I'll send you the pertinent data. The majority of the class building tables can be found in Player's Option: Skills & Powers (PO: S&P for short).
CLASS SPECIFIC NOTES:
Bards:
There is no limit to the number of spells a Bard can learn. However they are limited by the number of spells they can hold in memory.A bard can also make use of the Spells from the Bard's Handbook.
Mages:
There is no limit to the number of spells a mage can learn. They are still limited by how many spells they can memorize at one time. Mage spells are drawn from a very wide number of sources include PHB, PO: S&M, the Tome of Magic (TOM for short), the Wizard's Handbook (WHB for short), and the Wizard's Spell Compendium (WSC for short).
A starting mage will know four spells. One of these spells is automatically Read Magic. The other three are of your own choice from the selection in the Players Handbook.
Paladins:
All Paladins serve a specific god and each god offers some different abilities to the Paladin. Contact me with which god you are interested in and I'll send you the particulars of that deity. The Paladin's deity may have spells unique to them which can be used in addition to the standard spells. Check out the Gods page for the listing of dieties. Not every god has paladins.
Priests:
Like Paladins, each priest serves a specific god. Every god is different and their clergy will have different skills and limitations. Some priests are better in some areas than others. Refer to the God List to find a deity to your liking and I'll send you more info about them.
All priests can 'burn' an existing spell in memory and convert it into a healing spell. The only spells that can be converted over to are Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, and Cure Critical Wounds. The spell burned must be of a level equal to or greater than the spell gained. So a 3rd level spell can be converted to gain a Cure Moderate Wounds spell (2nd Level), but cannot gain a Cure Serious Wounds spell (4th level).
Good aligned priests can convert spells into the various Cure spells. Evil priests can only gain access to the reversed version of these magicks, the Cause Wound spells. Neutral priests can use either version freely.
Priests can draw upon the PHB, TOM, and PO: S&M for their spell lists.
Rangers:
Like Paladins, Rangers serve a specific god, but not every god has Rangers. Depending on the god, special spells might be available to them. Rangers can also draw upon the spells from the Ranger's Handbook (RHB for short).
STATS:
You have 85 pts to purchase your characters starting stats. The cost of stats is shown below:
Stat Value | Point Value |
---|---|
3-14 | Point value equals stat value |
15 | 16 pts |
16 | 18 pts |
17 | 20 pts |
18 | 22 pts |
19* | 24 pts |
20* | 26 pts |
* Only if the race can naturally have a 19 or 20 stat. This does not apply to purchasing your character's strength
Use this table for Exceptional Strength:
Stat Value | Point Value |
---|---|
18/01-50 | 24 pts |
18/51-75 | 26 pts |
18/76-90 | 28 pts |
18/91-99 | 30 pts |
18/100 | 32 pts |
In all cases you must meet the Stat Minimums for your race and classes. You also cannot exceed your racial Stat Maximums as well. For your convience the racial requirements are listed for the main PC Races.
Race | STR | DEX | CON | INT | WIS | CHR |
---|---|---|---|---|---|---|
Dwarf | 8/18 | 3/17 | 11/19 | 3/18 | 3/18 | 3/16 |
Elf | 3/18 | 6/19 | 7/17 | 8/18 | 3/18 | 8/18 |
Gnome | 6/18 | 3/18 | 8/18 | 6/19 | 3/17 | 3/18 |
Half-Elf | 3/18 | 6/18 | 6/18 | 4/18 | 3/18 | 3/18 |
Halfling | 7/17 | 7/19 | 10/18 | 6/18 | 3/17 | 3/18 |
Human | 3/18 | 3/18 | 3/18 | 3/18 | 3/18 | 3/18 |
Skills and Powers introduced the idea of Sub-Stats. Each stat is split into 2 sub-stats. For strength, the sub-stats are Muscle and Stamina. The standard stat tables are split in half to cover the sub-stats. Each sub-stat will average out to the value of the primary stat. However, the sub-stats can be as far as 4 pts different between them.
For instance, if you have 10 Strength, then your Muscle and Stamina could also be 10. Or you could make your Muscle 12 and your Stamina 8. Or they could be 11 and 9, as long as the total is double the value of the primary stat and within 4 of each other.
High Wisdom and Intelligence are very important for Priest and Mage characters as it determines the maximum level of spells available to them and if they receive any bonus spells. Also the stat minimums and number of points available to build your character varies from priesthood to priesthood.
WIS/INT | Bonus Spells* | Clerical Spell Level** | Mage Spell Level** |
---|---|---|---|
11 | -- | -- | 1st |
12 | -- | 1st | 2nd |
13 | -- | 2nd | 3rd |
14 | -- | 3rd | 4th |
15 | +1 1st | 4th | 5th |
16 | +1 2nd | 5th | 6th |
17 | +1 3rd | 6th | 7th |
18 | +1 4th | 7th | 8th |
19 | +1 5th, +1 1st | Quest Spells | 9th |
20 | +1 6th, +1 2nd | True Dweomers+ | True Dweomers+ |
* Bonus spells are cumulative. Someone with a 19 stat would gain 2 extra 1st level spells, and one extra spell for levels 2-5. Of course you have to be high enough level to cast spells of that level to gain the bonus spell. All spellcasters can gain bonus spells, so the bonus column applies to spell casting Rangers, Paladins, and Bards as well.
** Highest level of spells the individual can learn/pray for.
+ Caster must also be at least 20th level to cast True Dweomers.
KITS:
Kits are available to players should they desire to take one. Having a kit is not required. You can either take one of the kits from PO: S&P or you can take a class specific kit from one of the Class Handbooks. One or the other, you cannot have both. Further more you can only have 1 kit.
NON-WEAPON PROFICIENCIES/WEAPON PROFICIENCIES/TRAITS:
Characters gain CP's based on how many classes they have. A single classed character will gain 4 CP's each time they advance to a new level. A dual-classed character earns 3 CP's each time they gain a new level. A tri-classed character gains 2 CP's each time they reach a new level in any class.
Starting point totals are as follows:
Class | NWP | WP |
---|---|---|
Warriors | 6 | 8 |
Wizards | 8 | 3 |
Priests | 8 | 8 |
Rogues | 6 | 6 |
For those characters with 2 or more classes, use the highest starting total for NWP/WP's available to their classes.
Priests and Mages can make use of the NWP's featured in the PO: S&M book.
Refer to the Languages Page for those languages, both spoken and written, available in the game.
STARTING GEAR:
For the purposes of this game, new characters are poor and down on their luck. You start out with the minimum among of gold to buy your starting gear. For Warrior classes this is 50 gold. For Priests its 30 gold. For Wizards and Rogues its a mere 20 gold. There is a signing bonus for joining the army in this game that will give you money for more gear. This is just your starting point in the game.
If you have any other questions, feel free to ask!