Rolling

On most people's pages you will find a whole 10 page essay on rolling a character. Truth of the matter is that it is really not that hard. In fact this page will prove how incredibly simple it really is.


Note: This is how I view rolling. I have messed up so many times doing this, but from my long experience this is how it should be done.

First you need a good roll of at least 640. Rolling it by hand is boring as hell so get an auto-roller. It is just the only way to go. If you have a lot of time go for 650, but 640 will do well too. If you can avoid it, do not take any really low rolls. But if you have a 655 with a 30 in it, that will be good.


Here is the order to put your stats in:

  1. Discipline
  2. Aura
  3. Dexterity
  4. Intelligence
  5. Logic
  6. Reflexes
  7. Wisdom
  8. Constitution
  9. Strength
  10. Charisma

Statistics Bonus: Aura (AU) and Intelligence (IN) +10 Each (Max 100)

The last three are interchangeable however you like them, but the first four are key. Those must stay as they are to be a good wizard. Anything other than that will just take away from your character. That's how simple it is. I did not even break two pages. Your discipline should be 100 to start and your aura should be 100 by about 6. Those are key. Aura, Intelligence, Dexterity, and Logic gain the fastest for a wizard. While Strength, Wisdom, Charisma, and Constitution progress the slowest.

Here are the race bonuses which add to the roll bonus, not the actual roll.

Race ST RE CH WI AU CO DE DI LO IN HPF Max HP
1 Human +5 0 0 0 0 0 0 0 +5 +5 6 150
2 Giantman +15 -5 +5 0 -5 +10 -5 0 0 -5 7 200
3 Half-Elf 0 +10 +5 0 +5 0 +5 -5 0 0 5 135
4 Sylvankind 0 +5 +5 0 +5 0 +5 -5 0 0 5 130
5 Dark Elf 0 +5 -5 +5 +10 -5 +10 -10 0 +5 5 120
6 Elf -5 +15 +15 0 +5 0 +5 -20 0 0 5 130
7 Dwarf +10 -5 -10 0 -10 +15 0 +10 +5 0 6 140
8 Halfling -20 +10 -15 0 -5 +10 +15 -5 +5 +10 4 100

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