Ruins of Adventure
2e Cheat Sheets
Must be done in the following order:
- Create a Character page
- Copying format from the Template can be helpful for organization.
- Choose a Race
- Choose a Class: limited by Race choice
- Alternatively you could choose Class first and then your race options would be limited by your class choice.
- Non-human characters may choose to Multi-class.
- Roll for Ability Scores: determined by Class choice
- Apply Racial Ability Modifiers
- Choose a Kit: limited by Class, Race, and Abilities
- Multiclass characters may only have one kit, chosen from either of their classes or from a Universal Kit.
- If a kit lists one or more weapon proficiencies as required, those weapons are automatically allowed to the character, even if his class would normally disallow them. The exception to this rule are members of any Priest class, who must always abide by the strictures of their class (unless the kit specifies otherwise). Unless otherwise noted, these required proficiencies must be purchased in the order they appear, and no other proficiencies may be gained until all required proficiencies are obtained. Weapon proficiencies listed as a Bonus may be used by the character regardless of class limitations (even by priests).
- Choose a Homeland: limited by Class, Race, and Abilities.
- A character may only have one homeland.
- Priests should choose a Religion.
- Choice of religions are limited by Alignment and priest class.
- Clerics may opt to choose a specialty priest kit as well (if they meet the prerequisites).
- Druids may opt to specialize in a terrain (Arctic, Desert, Forest, Subteranean, Mountain, Plains, or Swamp).
- Non-priests may also choose a religion, though it is not required. Non-priests may belong to any religion that allows worshipers of their alignment.
- Select Non-weapon Proficiencies: determined by Class, Kits, Homeland, and Abilities
- Note that some kits and homelands list certain “forbidden” proficiencies. These may not be taken at character creation, but the character is free to learn such proficiencies as he advances (assuming he can find a teacher).
- Select Weapon Proficiencies: determined by Class, Kits, and Abilities
- Wizards (including Mages, Specialists, Bards, Lone Wolves, and Shadow-Walkers), should choose Paths for their starting spells.
- Check for Psionic wild talents (Optional).
- All characters have a chance of possessing psionic talents. In addition to this random roll, some kits and homelands may give you automatic wild talents.
- Buy Equipment
- Note: You may select your character’s Alignment at any point in the process. Alignment restricts (or is restricted by, depending on how you think of it) the character’s Class(es), Kit, Homeland, and Religion. The character must abide by all of the alignment restrictions of each of these choices—thus some combinations may be mutually exclusive (i.e. you cannot play a Ranger from Zhentil Keep).
- Selecting an Alignment is not required, except where it applies to your other character choices. You are free to leave your alignment vague (“Non-Chaotic” or “Non-Evil” is fine). If your class or other choices demand a specific alignment (i.e. paladins must be Lawful Good) or you choose to define your character as a specific alignment, then you are required to abide by the ethos of that alignment—failure to do so may result in mechanical penalties, reduced experience awards, or story complications.
Please see below for the list of available spells for this game. This includes spells from a wide variety of sources. Consult your DM if you do not have the book(s) in question.
The rules as written assume a basic understanding of D&D mechanics and terminology. If anything does not make sense, consult your DM for clarification. If you cannot find what you are looking for here, check out the official 2e core books