The coils of the World Serpent
Step by Step
1. Choose Race (and Origin Continent)
1a. There are two ‘Primary’ Continents, home to most of the Races allowable. Ansalon (Krynn) and Faerun (Toril). If choosing a Half Elf, different rules apply to each Continent for them. Use the rules which apply to the Continent of birth.
1b. For a list of allowable PC races, see Here.
2. Roll Attributes
2a. Roll 4d4+4 Six Times, noting each score.
2b. Assign each score as desired, modifying for Racial bonuses/penalties.
3. Choose Class (or Class Combinations).
3a. Attribute minimum requirements for Classes ARE being enforced. If you definately want to play a specific Class that is hard to make, then you have to assign your scores (in step 2, above) appropriately. If you are STILL not able to do so, the GMs MAY choose to boost you to the minimums (See Jim and JJ).
3b. Any Race can be any Class, with no Level Limits.
3c. Both Humans and Non Humans can Dual Classed or Multiclassed.
3d. Paladins can be of any Alignment (not just Lawful Good) as long as they worship a Deity of the same Alignment. Custom Tenets may apply.
3e. With Multiclass combinations, only one Class from each “Group” (Warrior, Wizard, Priest, Rogue) can be taken (No Thief/Bard or Paladin/Rangers).
3f. If a Kit is desired, only ONE Kit can be chosen, regardless of how many Classes you have. The Kit must be legal for at least one of your Classes, and all restrictions apply.
3g. With a Multiclass – Always choose the Best of each option, (Weapons allowed, Armour, etc) except as follows:
3g(i). Any Combination that includes (Standard) Wizard can not wear any Armour (except Elven/Drow Chainmail, or Elven Platemail) and you likely WON’T be starting with any.
3g(ii). Any Combination which includes (Generic) Cleric is limited to Bludgeoning (Type B) Weapons.
3g(iii). Any Combination which includes Thieving Skills, or other Armour-limiting function, still affects the character in the same way (Such as a Rangers Sneaking skills).
3g(iv). Advantages and Limitations SPECIFICALLY mentioned in Kit or Class description (such as a Speciality Priest being able to use a Sword) takes precedence over these rules.
4. Determine Starting Social Status
4a. Generate the Characters Social Background on the Social Status table on page 97 (95 in paper copies) of the Tales of the Lance (Dragonlance) Boxed Set.
4a(i). Reroll any that are outright impossible given the characters Kit(s). For example a “Cavalier” would not be a Slave or Peasant, but might be Martial, Middle, or Upper and above.
4b. Note the bonuses (and penalties) the Social status grants you, and any free Proficiencies (which are added to the ones generated in step 6).
5. Generate Bloodline(s)
5a. Roll for Bloodline Strength (Table 10 on page 20 of the Birthright Campaign Setting book), and generate specific Bloodline Score (as per table) these are known as Blood Points.
5b. Determine number of Derivations/Lines (1d4), and determine each Derivation (Roll on Table 11 on page 21 of the Birthright Campaign Setting book, Rerolling any duplicates).
5c. Buy Powers with Blood Points – 3 points for a Minor ability, 6 points for a Major ability, and 9 points for a Great ability. Each Derivation MUST have at least one (legal) Power.
5d. For ease of reference, its useful to list Blood Powers by Derivation (do not forget to make a note of the level of the Blood Power).
6. Determine Proficiency Slots
6a. Add together the BASE Weapon Proficiencies from EACH Class you have. For example, if you are a Fighter/Wizard, you would have 4 (for the Fighter) +1 (For the Wizard) total: 5
6b. Do the same for the BASE Non-Weapon Proficiencies.
6c. Each Character has a bonus number of Proficiencies according to his Intelligence (“Max Languages” is used as “Bonus Proficiencies” and Languages are bought with Proficiency Slots).
6c(i). These ‘Bonus’ slots can be spent as Weapon and Non-Weapon Proficiences as desired.
6d. Some Non-Humans have bonus proficiencies (Elven “Culture” proficiencies and Dwarven “Craft” proficiencies, for example).
6d(i). Elven Characters gain 3 “non Adventuring” Proficiency slots for being 100 years old, and then 1 per 10 years of starting age, up to age 200, and then 1 per 100 years after that.
6d(ii). Dwarven Characters gain a ‘Craft’ Proficiency for free (Stonemason, Carpentry, Armourer, Weaponsmith, Leatherworker, etc)
6e. Languages: All characters share a Common language (called, unsurprisingly, “Common”). Non-Humans also have their “default” Racial Tongue, and their own Subracial “Dialect”
6e(i). A Wood Elf from Krynn would start with Common, Elvish and Kagonesti. A Mountain Dwarf from Faerun would start with Common, Dwarvish and Shield Dwarf.
6f. Read/Write (Literacy). Because of the vast number of Languages in the game, the Read/Write Proficiency applies to a specific Alphabet, not a Language.
6f(i). This means if a Character knows more than one Language that shares an Alphabet (Elvish and Halfling, Dwarven and Gnomish, for examples), they read all the Language of that type.
6f(ii). The Three primary Alphabets are Thorass (Common), the delicately flowing Espruar (Elven), and the harsh, runic Dethek (Dwarven).
6g. Non-Weapon Proficiencies taken from groups your Character does not have “base access” to, cost +1 Slot (not Double Slots)
7. Generate Starting Cash and Equipment
7a. If playing a Multiclass Character, the most beneficial Roll type from all appropriate Classes is permitted.
7b. Starting Cash can be modified by Kit, and Social Status, so make any necessary adjustments.
7c. Use the starting cash to get equipment as desired for the new Character.
7d. Some Races, Kits and Social Statuses grant “free” equipment., This obviously does not cost any of your starting funds.
7e. For story purposes, the GM may choose to assign “cool”, “interesting”, “magical” or “important” items to PCs. This is NOT a guarantee for EVERY character.
7f. Anything left after equipment has been determined, from your starting cash, is considered to be “in your pocket” unless prohibited by Class, Kit or Background.
7g. Encumbrance Rules are being used. Make sure you know the weight of your equipment and your encumbrance level.