2e Cheat Sheets

Character Creation

Must be done in the following order:

  1. Create a Character page
    • Copying format from the Template can be helpful for organization.
    • Note: This requires an Obsidian Portal account and write permissions on this site. Message the DM with your username to be added.
  2. Roll for Ability Scores: roll 4d6 (take the highest 3) twelve times. Take the numbers in order and apply them to: Stamina, Muscle, Aim, Balance, Health, Fitness, Reason, Knowledge, Intuition, Willpower, Leadership, and Appearance.
    • For the purpose of Class and Kit prerequisites, your base ability scores are equal to the Average (round up) of the two relevant sub-ability scores.
      Thus Strength would be equal to Stamina + Muscle / 2.
    • See also Improving Ability Scores
  3. Choose a Race
  4. Choose a Class: limited by Race choice and ability requirements.
    • 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.
  5. Apply Racial Ability Modifiers
  6. 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).
  7. Choose a Homeland: limited by Class, Race, and Abilities.
    • A character may only have one homeland.
  8. 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.
  9. Select Non-weapon Proficiencies: determined by Class, Kits, Homeland, and Abilities
    • Proficiencies listed as “Bonus” for a given Class, Kit, Homeland, or Race are granted for free at no cost.
    • Proficiencies listed as “Required” for a given Class, Kit, Homeland, or Race must be purchased at 1st-level.
    • 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).
  10. Select Weapon Proficiencies: determined by Class, Kits, and Abilities
    • Weapon proficiencies listed as a Bonus or Required by a Kit or Homeland are available regardless of class limitations. Priests also gain these bonus or required proficiencies, but must still abide by the weapon restrictions of their priest class with regards to what weapons they actually wield in combat (unless the kit specifically states otherwise).
  11. Wizards (including Mages, Specialists, Bards, Lone Wolves, and Shadow-Walkers), should choose Paths for their starting spells.
  12. 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.
  13. 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.

Spell Lists

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.

Compiled Priest Spells

Compiled Wizard Spells


Additional Rules

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

Combat Rules

Injury and Death

Initiative

Morale

Surprise

NPC Reactions

Armor Modifiers

Experience

Climbing and Listening

Encumbrance

Item Saving Throws


Improving Abilities:

Through extensive training and practice, all characters can eventually improve their core attributes. At 10th level (and again at 20th level and 30th level), the character may add 1 point to a single sub-ability score. In addition, many magic items can increase a character’s ability scores and certain kits may grant additional opportunities to improve the character’s abilities. Any such effects will be described in the specific entry for the kit or magic item in question.

2e Cheat Sheets

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