Rolling Up Your Character
You have 3 options for determining your ability scores.
- Use a standard array of values, and use those 6 numbers to fill out your character's ability scores. The standard array is (15,14,13,12,10,8) or you could also use (14,14,14,10,10,10) for a very well-rounded character.
- Ability scores can also be determined using the point buy method with a total 27 points to spend. You can use this Attribute Point Calculator to help you create a total. The standard arrays fit this rule but it gives you a bit more flexibility if you'd like it.
- If you're feeling adventurous: Roll 4d6 (4 6-sided dice) and total 3 highest. Write down that number. Do this 5 more times. Use those 6 numbers to fill in your character's ability scores (and then apply adjustments).
Character Level and Advancement
All new characters will begin at level 2. Refer to House Rules to see explanation of character advancement.
Your character must have a name! It doesn't have to be a serious name, but the guild won't hire you without a name to put in the ledger.
- Alignments Explained
- Clerics and Paladins: Alignment must be within one step of his deity’s (A Lawful Good god could have a cleric that is Lawful Good, Neutral Good, or Lawful Neutral)
- You will not be allowed to play a character with an evil alignment.
Clerics and Paladins must select a deity. Other characters may have deities, but it's not required. Because we are centered amongst all the universes, you have a wide selection of deities to choose from. Refer to Theology for some ideas of what's possible.
- From the Basic Rules: Dwarf, Elf, Halfling, Human
- From the Player's Handbook: Dragonborn, Gnome, Half-Elf, Half-Orc, Tiefling.
- From the Elemental Evil Player's Companion: Aarakocra, Deep Gnome, Genasi, Goliath
- From Yolo's Guide to Monsters: Aasimar, Bugbear, Firbolg, Goblin, Hobgoblin, Kenku, Kobold, Lizardfolk, Orc, Tabaxi, Tortle, Triton, Yuan-Ti Pureblood