Footnotes Page 1
<1> Character nr's are assigned according to order of character entry into the campaign. Or character creation order. As characters perish other characters move in character nr. Character nr. is also used by the DM in order to determine certain other random factors, as well as order of play.
<2> This area is reserved to record the characters level, race, and class. For example 12th level Human Paladin/Inquisitor
<3> Characters must select from the races presented by the DM as acceptable races.
<4> A 1st level characters starting age must be determined by using table 10 in the PHB, pg 33.
<5> A characters height and weight must be determined by using table 13 in the PHB, pg 33.
<6> The characters homeland is usually provided by the DM.
<7> Some classes/races will have a tribe or clan association provided by the DM.
<8> Whether or not a character has brothers & sisters is generally left up to the player.
<9> Social ranks are highly dependent on a characters background, and or Class. See S&P pg 65.
<10> See house rules for determining renown score.
<11> Under most circumstances the characters base of operations will be the city of Whillip in Hadeska.
<12> A mentor or sponsor will be discovered/revealed through role-playing.
<13> A character must contract trainers/instructors on their own.
<14> If not provided by the DM, a player may make up a background with the DMs approval. Background events can be found in S&P pgs 9-11.
<15> A characters Profession/Class, etc must be selected from those viable options presented/permitted by the DM. The PHB, and the Complete series of handbooks are used. Do not use Skills & Powers to build Classes/Professions.
<16> priest, warrior, wizard, rogue, psionicist
<17> cleric, specialty priest, druid, fighter, ranger, paladin, illusionist, necromancer, thief, bard
<18> arctic druid, plains druid, sea ranger, brute (barbarian), chevalier (paladin), Undead master (necromancer), loremaster (bard)
<19> beastfriend (druid), pacifist priest, gladiator (warrior), expatriate (paladin)
<20> Sub-abilities from S&P are used in addition to the standard ability scores. See S&P pgs 13-21.
<21> A character with thieving abilities may modify these abilities based on his/her DEX/BAL score. See House Rules.
<22> A character with thieving abilities may modify these abilities based on his/her DEX/AIM score. See House Rules.
<23> The racial & age adjustments to ability scores should be factored into the appropriate ability scores but also listed here.
<24> characters receive Base Hit Die Fatigue Points. i.e. Warriors receive 10, Wizards receive 4. This number is modified by various factors. (Str/Sta, Con/Fit & level) See Combat & Tactics pg.28
<25> The Endurance skill also modifies ones fatigue score. See C&T pg.79 (+50%)
<26> Warrior type characters gain 1 fatigue point per level. Non-Warrior types gain 1 fatigue point every other level.
<27> This is the characters fatigue point total used during combat.
<28> Critical Damage is special damage caused by a Critical hit. Such as having an arm or leg severed, etc. The critical wound should be recorded here, along with any attack or movement penalties.
<29> Here is where the characters Base/Uninjured hit points are recorded. As with all scores that change frequently during the course of an adventure, the starting score should be recorded on the character sheet and all losses/recoveries etc. should be recorded on scrap paper.
<30> Spell points are Computed/Calculated according to the appropriate House Rules.
<31> Wizards may not wear suits of armor that are composed mainly of metal armor. See house rules/DM.
<32> See S&P page 15.
<33> This may be due to some character trait; such as tough hide, or because of some racial characteristic; such as a base AC.
<34> In general this may be due to some magic item or enchantment.
<35> No Dex/Bal adjustment to AC is permitted if your character is surprised.
<36> A character attacked from behind is afforded no protection from DEX/BAL or a shield; Unless s/he can see or sense the opponent in some significant manner. Simply knowing that an opponent is behind you does not afford a DEX/BAL bonus. If one were to make a blind fighting proficiency check (keep in mind that you may attempt to perform such a check at the DMs discretion, even if the character does not possess the proficiency) then a DEX/BAL adjustment would be afforded.
<37> Without armor means; Without a suit of armor. When the character is not wearing his suit of armor, or carrying a shield. It does not mean the character has no protective devices. For example a ring of protection might still be worn.
<38> Characters attacked from the rear flank may use their Dex/Bal adjustment to their AC but not their shield Bonus. They can see the attack coming but cannot get their shield to cover that area.
<39> Characters attacked while defenseless (i.e. tied up, asleep, highly disoriented, etc.) gain no AC bonus due to armor worn, shields, or Dex/Bal. Only special protections like a ring of protection will afford any protection.
<40> Characters may not play evil characters.
<41> Characters may choose deities from the Forgotten Realms or Greyhawk pantheons. The DM may permit characters to worship deities outside of these pantheons.
<42> Base movement rates for standard character races can be found on page 157 of the PHB. A character can normally walk his movement rate in tens of yards in a round. An unencumbered human (Base 12 movement rate) can walk 120 yards, (360 feet) in one round/minute while in a familiar/safe setting.
<43> Base movement is modified by the amount of equipment, armor, and weapons carried. See tables 47, and 48 in the PHB pg 103. Modified movement rate is determined by cross indexing STR/STA with the weight of gear. Bulk rules from S&P are not used.
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