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The Games of Saberhaven
Character Generation Guidelines

Rules
       Characters must be generated using AD&D 2nd Edition rules (not the new 3rd edition). The Player's Option books are not allowed in character generation. Please read all the Character Generation Guidelines, House Rules and Arena Rules of Engagement before creating a character. It will save you a lot of trouble.

Statistics
       Use 85 points to create stats (the six normal ones). Assign them as you see fit. Roll percentage strength yourself. Racial stat limits are in effect for initial generation. Stats may be raised above racial limits by certain items or spells. Note a few races have lower limits as well. All stats must be at least 3. (Example: A minotaur could have a natural 20 STR, but a human could have 18/00 at best. Either of them could use an ioun stone of +1 STR to raise it to 21 or 19, respectively.)

Hit Points
       Players should roll their own hit points, with an upper limit of 80% of maximum.

Races
       Any TSR approved PC race is allowed. Some other races can be used, but require extra point expenditures. Please see races list for a list of races and their associated additional costs. See below for explanation of our Character Point system.

Classes and Kits
       Classes and kits can be from any 2nd edition TSR source. (Note that some older NPCs may follow 1st edition rules even though PCs must use 2nd edition to generate characters.) No Great Net Book classes or kits may be used.

Multi-Classing
Characters may only use multi-class combinations allowed for their race. However, XP does not have to be evenly split between the classes.

Levels
       Character may be of any level attainable under the Character Point system. Racial level limits are not in effect.

Background
       Every character must have at least a minimum background. If the character comes from another world (besides Terra Dyne), he must adhere to that world's generation rules and have background to support it.

The Character Point System
       Characters should strike a balance between level and magic items. Each player starts with 1,000 Character Points (CP) to generate the intital character. Each CP is worth:

- 1,500 experience points towards your class(es)
- or 50 xp worth of magic items
- or 1,500 gold pieces in monetary treasure
- also you can spend 20 CP for 1 additional point on your character's statistics (limit 5 CP towards stats)
- 0.75 CP/level for additional spells (mentioned under spellbooks below)

       Example: you could use 800 CP to buy 1,200,000 experience, making you a 12th level paladin, then still spend the remaining 200 CP for 10,000 xp in magic items.)
All CP leftover from intitial generation will be lost. "Use 'em or lose 'em."

If you have trouble with this system, submit the character as is and the DMs can help standardize it.

Magic Items
       Magic items can come from any official TSR publication (DMG, ToM, PO books, Dragon magazines, Encyclopedia Magica, etc.) XP values should accompany your submissions. No original items will be accepted. Artifacts, Relics, unique items or any item associated with a god need not apply.

Spellbooks
       Mages are the most time consuming, but desirable, characters to generate due to their spellbooks. The DMs must approve all spellbooks before the character can compete. See spellbooks page for information on number of spells allowed for a mage's spellbook. For the basis of spellbook calculation, take the base level of the mage (the level you bought with Points) plus any items (like manuals) that actually give the character xp. This is a mage's base level that his spell books are calculated from. Items (like ioun stones) that temporarily raise levels do not count towards the base. If a temporary item raises the mage to sufficient level to give him a step up in levels of spells, the mage will receive half the normal number of spells for that higher level.
       Additional spells may be purchased for 0.75 CP per spell level.

Spells
       Spells may be taken from any official TSR product (rules books, complete books, Dragon magazines, modules, etc.).
No original spells or Web spells (Great Net Spellbook or otherwise) will be accepted.

Spell Components
Characters do not have to pay for spell components. It is assumed they have full access to all components they want.

Contingencies
       Characters are strongly urged to find a contingency to join or group to sponsor them. Few solo competitors have a change to stand against a well prepared opponent from a contingency or a high powered Top 8 competitor. For more, check out the Sponsors pages. Please also that the contingencies listed on the Sponsors pages are not exclusive. Players should consider forming their own contingencies to be an option, as well. All PC contingencies should be made up of Arena-qualifying characters. The DMs must approve non-contingency sponsorships.
       Benefits of various groups you join or start may include:

  • Living expenses (food and place to live)
  • Salary
  • Charging magic items
  • Money for normal equipment
  • Bonuses for winning fights
  • Free healing/raise dead (or payment for city insurance)
  • Tactics/fight planning
  • Slaves/servants
  • Identifying rings or amulets
  • Parties/revelry
  • Training area (for combat practice)
  • Sparring partners
  • Library/study area
  • Laboratory/alchemical materials
  • Spell components/materials
  • Notoriety

Benefits will not include sharing magic items.

Tips on Making Characters
       Don't underestimate your opponents! The DMs (and other players) are out to win, not let the players win no matter what. DMs will be fair, but will use all methods at their disposal to defeat you, so you have to be on your toes. There are a few important things to consider when you are generating your character:

  • Most successful characters are dual or multi classed, using the best of abilities of two or more classes into dangerous combinations.
  • Many characters use and defend well against magic.
  • Many characters use and defend well against psionics.
  • Common tactics include flight, missile/ranged weapons and invisibility.


       Keep these things in mind as you make your character, otherwise you might find yourself in a fight flat footed against a seemingly simple tactic.


       Now that you've read the rules, go to the
character form.

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