Dilanæl

An addendum to the PHB

Abilities: do not roll dice.  Simply assign abilities as appropriate to your character.  Bear in mind that the average is 9-10.  Bear in mind that a 3 is the lowest score you can posses and a high score is based on your race.  Human limit (LIMIT)is 18.  demihuman limit is 18 + your racial modifier.  Show restraint. Bear in mind that there are a handful of people with abilities beyond their racial limits due to leveling, but these levels are mythic.

All other abilities information is the same.

Races: Common races are human, dwarf (Dovish or Fannish), elf (Feirnoth or Sanamede), Gnomes (land based), and half elves (Feirnoth, Sanamede, or Rigothan).  

Uncommon Races include dwarfs (Uhlish), elves (Rigothan), halflings, and half-orcs.

Very rare races are drael (drael, trigoyans, avaier), gnomes (sea), some third thing (DM discretion).

Classes: Common classes are fighter, rogue, cleric, wizard.  

Uncommon classes are woodsman, druid, barbarian (almost universally reserved for those of true barbaric ancestry), martial artist.  

Very rare classes are bard (song-bard variation), sorcerer (only humans or halflings).

Notes: paladin is a prestige class.  Ranger class has been removed.  Characters wishing to create this sort of character may take the appropriate feats (two weapon fighting, archery feats, favored enemy, track, etc) or create a woodsman character.  Monk has been replaced with the less mystical Martial artist (though there are still places to train as a monk).  

Multiclassing: no limits exist on multiclassing characters, though it must meet DM approval.

Skills: cross class sills do not exist.  characters may take any skill they feel is appropriate.  Class specific skills may only be taken with approval and must be trained.   Characters are encouraged to invent skills if the desired abilities do not exist.

Familiars:  your familiar depends upon your spellcasting class.  Wizards have the ability to summon spirits which they bind into a stable form.  These spirits given shape empower their magic.  Human sorcerers may, by act of will, create a familiar that is an extension of the magical portion of their soul.   Halfling sorcerers may commune with the spirits of their ancestry and those spirits may choose to embody a physical creature to benefit them. (Nobody MUST have a familiar)

Feats:  Feats are mostly unchanged.  the exception is skill based feats.  Rather than use a large number of these a character may choose between a +3 bonus to one skill (called skill focus I) or a +2 bonus to two separate skills (called skill focus II).  You may only take a focus in a given skill once per ability.  A +3 to bluff and a +2 to bluff and sense motive is acceptable.  A +2 to bluff and sense motive and a +2 to bluff and intimidate is not.  Other feats: bardic knowledge, favored enemy.  Ask about others.

Combat:  We use the Grim-n-Gritty combat system (by Ken Hood).  It's linked from the page you just came from.  For now note that you will have less hit points and that you will be taking a more active role in preventing attacks on your person.  You'll love it.