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Character Creation rules Name: GENDER: (OPTIONAL) Race: Class: Level: XP" STR: DEX: INT: WIS: AC:

<-MOD= ATT, ADDED TO HP ROLLS, AND FORT SAVE <-MOD= REF SAVE, AVOIDANCE, DISARM, AND PART OF AC <-MOD= SEARCH CHECKS, AND 1D4 x INT MOD= ARCANE MP/LVL <-MOD= WILL SAVE, 1D8 x WIS MOD= DIVINE MP/LVL <-(10 + DEX MOD + ARMOR)

ACCURACY: HP: MP: WEALTH: WEAPONS: ARMOR: FEATS: ----------------------------------------------------------------------------------------------------------Above is the character sheet for the game. Next couple of sections we'll cover character creation. ----------------------------------------------------------------------------------------------------------STEP 1: ROLL 1D20 4 TIMES. RECORD THE RESULTS. YOU CAN REROLL YOUR LOWEST RESULT ONCE. ANY RESULT LOWER THAN 5 IS A 5 AUTOMATICALLY. ----------------------------------------------------------------------------------------------------------STEP 2: CHOOSE A CLASS - CLASSES CAN BE RANDOMLY GENERATED BY ROLLING A D4. CLASSES: 1. FIGHTER: HIT DIE D10; FIGHTERS GET AN AUTOMATIC SCORE OF 18 FOR THEIR STR ABILITY. FIGHTERS WITH A STR SCORE OF 22-23 AND A

MODIFIER OF +6 MAY BEGIN SPLITTING THEIR ATTACK BONUSES AS THEY SEE FIT AND ATTACK TWICE ON THEIR TURN. FIGHTERS TRAINING GIVES THEM A 10% BONUS TO ACCURACY WHEN A WEAPON ASSIGNED TO THE WEAPON FOCUS FEAT IS USED FOR ATTACK. FIGHTERS GET A BONUS FEAT EVERY FOUR LEVELS. 2. ROGUE: HIT DIE D6; ROGUES GET AN AUTOMATIC SCORE OF 18 FOR THEIR DEX ABILITY. ROGUES WITH A DEX SCORE OF 22-23 AND A MODIFIER OF +6 CAN CONVERT THEIR DEX MODIFIER INTO AN ACCURACY RANGE BONUS, INCREASING RANGE FOR CHECKS. ROGUES ALSO ADD 1D6 (SNEAK ATTACK DAMAGE) TO DAMAGE DONE DURING AN ATTACK MADE ON A TARGET CREATURE ALREADY ENGAGED IN COMBAT WITH ANOTHER PLAYER (TWO ON ONE IN THIS GAME IS KNOWN AS FLANKING), OR IF THE ROGUE CHOOSES A TARGET LOWER IN THE INITIATIVE AND HASNT ACTED YET. 3. MAGI: HIT DIE D4; MAGI GET AN AUTOMATIC SCORE OF 18 FOR THEIR INT ABILITY. MAGI WITH AN INT SCORE OF 22-23 AND A MODIFIER OF +6 CAN ATTACK AND CAST ONE SPELL IN ONE ROUND. (MEANING CLERIC CANNOT BE USED IF THE MAGI CHARACTER ATTACKS THAT ROUND). 4. CLERIC HIT DIE D8; CLERICS GET AN AUTOMATIC SCORE OF 18 FOR THEIR WIS ABILITY. CLERICS WITH A WIS SCORE OF 22-23 AND A MODIFIER OF +6 GET A 10% BONUS TO ACCURACY WHEN MAKING ATTACKS AGAINST THE UNDEAD AND GAIN THE ABILITY TO CAST ONE SPELL AND MAKE ONE ATTACK IN A ROUND. REPLACE ONE OF YOUR ROLLED ABILITY SCORES FROM BEFORE WITH THE SCORE OF 18 GRANTED TO YOUR CLASS. ----------------------------------------------------------------------------------------------------------STEP 3: CHOOSE A RACE - RACES CAN BE RANDOMLY GENERATED BY ROLLING 1D4. RACES: 1.HUMAN: PLAYER CAN ADD +2 TO THEIR CHOICE OF ONE ABILITY. 2. DWARF: PLAYER ADDS +1 TO STR AND +1 TO WIS 3. ELF: PLAYER ADDS +2 TO INT AND +1 TO DEX 4. HALFLING: PLAYER ADDS +1 TO THEIR CHOICE OF INT WIS, THEN +1 TO DEX.
AFTER PLACING YOUR 18 SCORE WHERE IT BELONGS AND ARRANGING YOUR

REMAINING THREE SCORES WHERE YOU WISH, ADD THE RACIAL ADJUSTMENTS AS NOTED ABOVE. ALSO CHOOSE YOUR 1ST LEVEL FEAT.

----------------------------------------------------------------------------------------------------------ABILITY MODIFIERS TABLESCORE_____MODIFIER 5___________-3 6-7_________-2 8-9_________-1 10-11________0 12-13_______+1 14-15_______+2 16-17_______+3 18-19_______+4 20-21_______+5 22-23_______+6 24-25_______+7 26-27_______+8 28-29_______+9 30 (MAX)____+10

----------------------------------------------------------------------------------------------------------Step 4: You have two choices here. Roll 1d100/level for your wealth in gold and look at the Weapons and Armor Tables to buy your equipment. Put left over gp in the wealth section on your sheet.....or.....You can go the level 1 route and roll randomly for your weapon(s) and Armor, and start with 1d100GP regardless of your level. ----------------------------------------------------------------------------------------------------------Step 5: Now that you have armor (and possibly a shield) you're going to want to figure your AC (armor Class) out. It is 10 + your Dex mod + Armor Bonus + Shield = AC. -----------------------------------------------------------------------------------------------------------

Step 6: Accuracy. You've heard the sayings, "The one that got away" and "near miss". In the Q4S system a 1 rolled on a d20 is not a fumble, a miss most likely, but not a fumble. Minimum Accuracy at level one is 25%. Roll 1d100 once for each class level you have. If making a level 1 character you would roll once, a level 2 you would roll twice..etc. Take the highest result or in the case of level 1, if the result of your one roll is under 25%, then you keep the minimum Accuracy. As you gain levels, you gain in Accuracy the same way. Leveled up to level five? roll 1d100 5 times and take the highest result. Once your character achieves 100% Accuracy, checks for accuracy won't be needed. ----------------------------------------------------------------------------------------------------------Step 7: Now that you have your Ability stats, class high stat, and racial adjustments in place, to calculate HP and roll your Class hit die(Magi d4, Rogue d6, cleric d8, fighter d10)and add your STR mod for each level after level 1 (1st level gets Max Hp). Mp: Max MP at level 1. Roll class hit die and multiply by your INT modifier (Magi) or your WIS modifier (Cleric) for each class level thereafter. Magi and Clerics get all spells they have MP for even if they can only cast a given spell only once. ----------------------------------------------------------------------------------------------------------

Leveling up:
Rolling hit points for your new level is as easy as rolling your hit die and adding your STR modifier. Add the result to your present total of Hit points. MP for a magi or clerics new level is acquired like this. Roll your hit die (d8 for cleric, d4 for magi) and multiply the roll by your INT modifier for Magi, or your WIS modifier for Clerics. Every new level your character gets 1 ability point to spend on any ability score of the players choice. The player cannot, however, place an ability point in the same ability score as in the previous level. A player can alternate between two scores each level if they wish. Roll 1d100 once for each class level you now have and take the highest result as your new Accuracy range. If you achieve 100% accuracy, you wont need to roll Acc checks anymore.

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FEATS: FEATS ARE ACQUIRED AT 1ST LEVEL AND EVERY 3RD LEVEL AFTER (3RD, 6TH, 9TH, 12TH, 15TH, 18TH)
ALERTNESS: CAN ONLY BE TAKEN ONCE. THIS FEAT ADDS +2 TO SEARCH, AVOIDANCE, AND INITIATIVE ROLLS.

CLEAVE: IF AN ATTACK KILLS A TARGET, ROLL ANOTHER ATTACK AGAINST ANOTHER TARGET YOU IMMEDIATELY THREATEN WITHOUT MOVING. DAMAGE REDUCTION: CAN BE TAKEN ONLY ONCE. GAIN DAMAGE REDUCTION EQUAL TO HALF CHARACTERS LEVEL AGAINST MUNDANE NON MAGICAL ATTACKS. DODGE: CHARACTER MAY CHOOSE ONE TARGET PER ROUND TO DODGE, DECREASING THAT TARGETS ACCURACY RANGE BY 5%. EVASION: YOU TAKE NO DAMAGE FROM TRAPS OR DRAGON BREATH IF YOU MAKE YOUR AVOIDANCE CHECKS FOR HALF DANGER OR REFLEX SAVES FOR HALF DAMAGE. PRECISION: THIS FEAT CAN ONLY BE TAKEN ONCE. GAIN 5% ACCURACY FOR EVERY TWO CLASS LEVELS. PRECISION, GREATER: MUST TAKE PRECISION AND HAVE A ACCURACY RANGE OF 75% AS A PREREQUISITE FOR TAKING THIS FEAT. CHARACTER GAINS 5% ACCURACY FOR EVERY CLASS LEVEL. FEAT UPGRADE, EFFECTS DO NOT STACK. POWER ATTACK: SUBTRACT FROM YOUR ATTACK MODIFIER AND ADD THAT NUMBER TO DAMAGE. FIGHTERS CANNOT ATTACK TWICE IN A ROUND IF THEY USE UP THEIR ATTACK MODIFIER UP WITH POWER ATTACK. CLERICS AND MAGI CANNOT CAST A SPELL IN THE SAME ROUND THEY USE POWER ATTACK. ROGUES CAN STILL DO SNEAK ATTACK DAMAGE WHEN THEY USE THIS FEAT. SPELL RESISTANCE: CHARACTER GAINS A 5% CHANCE PER CLASS LEVEL THAT A SPELL WILL FAIL AGAINST THEM. TOUGHNESS: +4 HP. CAN BE TAKEN MANY TIMES. TOUGHNESS, GREATER: MUST TAKE TOUGHNESS FIRST AS A PREREQUISITE FOR THIS FEAT. +2 HIT POINTS PER LEVEL UP. WEAPON FOCUS: CAN BE TAKEN MANY TIMES BUT APPLIES TO A DIFFERENT WEAPON EACH TIME. THIS FEAT PROVIDES A +1 TO ATTACK WITH CHOSEN WEAPON.. WEAPON FOCUS, GREATER: CAN BE TAKEN MANY TIMES BUT APPLIES TO A DIFFERENT WEAPON EACH TIME. THE CHARACTER MUST HAVE WEAPON FOCUS FOR THE WEAPON CHOSEN BEFORE TAKING THIS FEAT.

PROVIDES A +2 TO ATTACK AND +1 TO DAMAGE WITH CHOSEN WEAPON. UPGRADE FEAT. EFFECTS DO NOT STACK.

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