[Statistical] Cleron's World | The Misty Isle

Discussion in 'Interest Checks' started by Spaughtyena, Jun 19, 2014.

1. I used to read storybooks. You know, the kinds with dragons and knights saving princesses. Lately, however, I've found myself reading a different novel. A novel in my mind. It doesn't have dragons, or Knights, or princesses. Instead, it has Rain, thunder, and famine. It looks so real... Like I could just, reach out and touch it. There are strange people there. elongated faces, covered in matted fur.

Every night I lay down, torn into this strange land of strife and starvation. I sometimes ask the people there who they are. 'The Misted' they say, with the same sad looks. I ask: Where am I? 'The Misty  Isle' they always say. But, where is that? Why is my head thinking of this place? Why can't it just... stop?

The human world, and all other worlds have been beckoned. After a millennia, the time has come for all to be beckoned. Ships sail and carriages ride. Cars, planes, bikes; lost as they enter. The snakelike tendrils of forced intrigue pull any and all to the misty docks of the fabled Island of which The Misted call home. It is a place of turmoil, fear and expectation of all who walk along its beaches. Many may die, but all will eventually.
The Misty Isle's darkness grows. It has called out to the realms and planets for worthy men and women to travel its land and make names for themselves. It has called them to fight and die. Willing, or unwilling, the Island always wins. Is it a place of nightmares? Or a desperate being, onto its last breaths?
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Okay, so the general synopsis is this: Your world (wherever your character comes from) has acquired a strange gate, door, or portal to the ship that will inevitably take them to The Misty Isle/Cleron's World. A large, western-medieval Island that has created dimensional way-points throughout the universe to guide people to its shores in its time of need. However, what the island's need is, is unclear.
I will be posting all rules down below that detail playable Races, Classes, and overall Character Creation. PLAYERS HANDBOOK - IMPORTANT - CLICK HERE

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Races:
A race is a group of character types that share certain attributes. There are several to choose from, each with their own strengths and weaknesses relative to others.

Human: Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Favored class (Any): When determining whether a multiclass human suffers an XP penalty, the human gains no penalty.

Special abilities:
Quick to Master: 1 extra feat at 1st level. They also gain feats every 2 levels, as opposed to other races gaining them every 4.

Skilled: 4 extra skill points at 1st level, plus 1 additional skill point at each following level.

Dwarf: Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.

Dwarven ability adjustments: +2 Con, -2 Cha

Favored class (Fighter): A multiclass dwarf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
Special abilities

Stonecunning: +2 racial bonus on Search checks made in subterranean areas.

Darkvision: Dwarves are able to see in the dark.
Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons.

Hardiness vs. Spells: +2 racial bonus on saving throws against spells.

Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs.

Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears).

Defensive Training vs. Giants: +4 dodge bonus to AC against giants.

Skill Affinity (Lore): +2 racial bonus to lore checks.

Elf: Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.

Elven ability adjustments: +2 Dex, -2 Con

Favored class (Wizard): A multiclass elf's wizard class does not count when determining whether he suffers an XP penalty for multiclassing.

Special Abilities:

Sleeplessness: Immune to spells and effects of the 'Sleep' subtype.

Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.

Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow)

Skill Affinity (Listen): +2 racial bonus to listen checks.

Skill Affinity (Search): +2 racial bonus to Search checks.

Skill Affinity (Spot): +2 racial bonus to Spot checks.

Keen Senses: Elves make active Search checks automatically and with no movement penalties.

Low-light Vision: Allows them to see better than normal in the dark.

Half-Elf: Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180 years.

Favored class (Any): See: Human Favored Class
Special abilities:

Sleeplessness: Immune to spells and effects of the 'Sleep' subtype.

Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.

Partial Skill Affinity (Listen): +1 racial bonus to listen checks.

Partial Skill Affinity (Search): +1 racial bonus to Search checks.

Partial Skill Affinity (Spot): +1 racial bonus to Spot checks.

Low-light Vision: Allows them to see better than normal in the dark.

Halfling: Halflings are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.

Halfling ability adjustments: +2 Dex, -2 Str

Favored class (Rogue): A multiclass halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.

Special abilities:

Skill affinity (move silently): +2 racial bonus to move silently checks.

Skill affinity (listen): +2 racial bonus to listen checks.

Lucky: +1 luck bonus to all saving throws.

Fearless: +2 morale bonus to saving throws against spells and effects of the fear subtype.

Good aim: +1 racial bonus to attack rolls made with throwing weapons.

Small stature: Halflings are small creatures, giving them some benefits and drawbacks:

+1 size modifier to attack rolls.
+1 size modifier to AC.
+4 size bonus to standard stealth and detection checks (modifies hide, listen, move silently, and spot).
Cannot use tower shields.
Cannot use large weapons.

Gnome: Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.

Gnomish ability adjustments: +2 constitution, -2 strength

Favored class (wizard): A multiclass gnome's wizard class does not count when determining whether he suffers an XP penalty for multiclassing.

Special abilities:

Hardiness vs. illusions: +2 racial bonus on saving throws against mind-affecting spells.

Offensive training vs. reptilians: +1 racial bonus on attack rolls against reptilian humanoids.

Offensive training vs. goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears).

Defensive training vs. giants: +4 dodge bonus to AC against giants.

Skill affinity (listen): +2 racial bonus to listen checks.
Skill affinity (concentration): +2 racial bonus to concentration checks.

Spell focus (illusion): Gnomes add +2 difficulty class to any illusion spells they cast. This counts as the feat so characters are able to select greater spell focus (illusion) at first level.

Low-light vision: Allows them to see better than normal in the dark.

Small stature: Gnomes are small creatures, giving them some benefits and drawbacks:

+1 size modifier to attack rolls.
+1 size modifier to armor class.
+4 size bonus to standard stealth and detection checks (modifies hide, listen, move silently, and spot).
Cannot use tower shields.
Cannot use large weapons.

Half-Orc: Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.

Orcish ability adjustments: +2 Str, -2 Int, -2 Cha

Favored class (Barbarian): A multiclass half-orc's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.

Special abilities:
Darkvision: Half-orcs are able to see in the dark.

Wolf Wolves are tall, strong and have a rugged beauty. They enjoy song, dance and place a strong emphasis on Honor. They are workers, fighters and common folks. Filling in the as the most common anthro race of the island. They stand slightly taller than humans on average, and usually reach 100 years of age.

Wolven Ability Adjustments +2 to spot and Listen

Favored Class (Fighter, Monk, or Paladin.) A multiclass wolf's class does not count when determining whether he suffers an XP penalty for multiclassing.

Fox Foxes are slim, elegant and sly. They enjoy pranks, physical activities and revel in collecting trinkets, useful or not. They are adept spies, agents and politicians. They stand as tall as humans and often have orange or brown fur with bright blue or yellow eyes. Foxes usually live to see 125.

Fox Ability Adjustments +2 to Hide and Move Silently, +1 to Dexterity

Favored Class (Rogue.) A multiclass fox's class does not count when determining whether he suffers an XP penalty for multiclassing.

Jackal Jackal's are quite, reclusive and seldom show their true feelings. They are selfish, backstabbing and loyal to whomever the highest bidder is. They enjoy gold, sex and rarely stay in one place. Their fur ranges from Onyx to a bright golden hue. Both sexes often wear jewelry, branded markings and body paintings or markings. They are slim but strong, matching the height of a fox. Jackals life expectancy is that of a wolf.

Jackal Ability Adjustments +1 to STR and CON

Favored Class (Fighter) A multiclass  Jackal's class does not count when determining whether he suffers an XP penalty for multiclassing.

Coyote Coyotes are kind, religious and social. They enjoy spreading gospel, or rumors and find great enjoyment is telling tales, true or fantasized with their peers. They regularly attend churches, chapels and temples, and donate to the poor. They wear whatever clothes they can afford, preferring comfort over vanity. Their fur ranges in all shades of browns, red and yellows, typically they have brown or green eyes, standing the same height as a human. Life expectancy 100 years.

Coyote Ability Adjustments +2 to Wisdom

Favored Class (Cleric.) A multiclass Coyote's class does not count when determining whether he suffers an XP penalty for multiclassing.

Tiger Tiger's are graceful, well-kept and noble. They wear the finest clothes they can afford and usually only associate with other tiger if they can. They are narcissistic and spiteful. Caring only for themselves. Everyone else is to be looked down upon in a tiger's eyes. Their fur is typically a bright orange, or a pale snow color. They can expect to see 150 years of age.

Tiger Ability Adjustments +2 to spellcraft and Concentration +1 to Charisma

Favored Class (Wizard or Sorcerer.) A multiclass tiger's class does not count when determining whether he suffers an XP penalty for multiclassing.

Bear: Bears are large, gentle giants. But fearsome foes when enraged or when proctecting friends or family. They stand slightly taller than humans, with a much wider chest. They like social gatherings, feasts and good company. They are light-hearted and open minded with little use for academic ventures. Their fur ranged from light browns to onyx, with a life expectancy of 80-90.

Bear Ability Adjustments +1 to STR and CON -2 to INT

Favored Class (Fighter or Barbarian.) A multiclass Bear's class does not count when determining whether he suffers an XP penalty for multiclassing.

Lizardfolk Lizardfolk of the island are tall, independent and sure. They enjoy reading and academics, but are loving of strength and beauty too. They are people of equal ambition, but loved by little. They are looked down by other races, seen as inferior and ugly. Loved only by their own kind or other exceptions. Their scales range most any color, and they often have jeweled horns atop their head. They live to see 125 years of age.

Lizardfolk Ability Adjustments +2 to Craft Trap, Weapon and Armors

Favored Class (Any) See: Human Favored Class
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Abilities and Ability Scores:
Abilities: An ability is one of six basic character qualities, each representing a different aspect of a character's presence in the world.

Strength (STR): Strength measures the muscle and physical power of a character. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat.

Skills: The skill to which the strength modifier is added is discipline.

Specials: The strength modifier is added to most melee attack and damage rolls, both subject to provisions detailed below.

The strength score is used to determine how much weight a character can carry before becoming encumbered.

Strength tends to be of some importance to all characters, as encumbrance limits can be a major irritation, and the limits for the lowest strength scores are not always sufficient for what some players consider "normal" gear, much less that gear plus the loot to be carried out of a dungeon. For characters who focus on melee combat, though, strength is of greater importance, as a high strength causes more hits and more damage per hit. As a result, strength-based characters (those striving for as high a strength as feasible, once the other abilities are at acceptable levels) tend to be good choices for new players and those who prefer to keep the game simple, as well as those who just enjoy the massive damage. Even those who take a different approach to melee combat (such as the more defensive dexterity-based approach) generally find value in strength for the bonus to damage.
While the strength modifier is normally added to melee attack rolls,the 'weapon finesse' feat allows the dexterity modifier to be used instead if certain weapons are being wielded.

The bonus to damage from strength can be affected by several considerations. The "normal" situation is adding the strength modifier to damage inflicted by a melee weapon or by certain thrown weapons (specifically, darts and throwing axes). Other ranged weapons place a limit on how much of the strength modifier can be added to damage, often preventing any addition at all; see 'mighty.' (a feat) Furthermore, a two-handed weapon, excluding double-sided weapons, adds 1.5 times the strength modifier to damage, while an off-hand weapon adds only half the modifier. (Fractions are rounded down.) Double-sided weapons are a special case because their ends are treated separately, with hits from the main-hand side adding the (full) modifier to damage, and hits from the off-hand side adding half the modifier.

One consequence of the way strength modifies damage for different types of weapons is that a character with lower strength tends to inflict more damage when dual-wielding, while one with a higher strength tends to inflict more with a two-handed weapon. The dividing line between these cases is not simple to specify, but it is related to how the strength modifier compares to the damage from other sources (e.g. base damage of the weapon).

Dexterity (DEX): ­­­Dexterity measures agility, reflexes, and balance. This ability is most important for rogues, but also for characters who typically wear light or medium armor (barbarians and rangers) or none at all (monks, wizards, and sorcerers), or for any character who wants to be a skilled archer.

Saves: The saving throw to which the dexterity modifier is added is reflex.

Skills: The skills to which the dexterity modifier is added are hide, move silently, open lock, parry, pick pocket, ride, set trap, and tumble.

Specials: The dexterity modifier is added to armor class and to certain attack rolls (normally those made with ranged weapons), both subject to provisions detailed below.

The importance of dexterity depends on the type of character being played, with a good number of characters being dexterity-based (striving for as high a dexterity as feasible, once the other abilities are at acceptable levels). Characters that are not dexterity-based tend to have a goal modified dexterity based on the maximum dexterity bonus of the type of armor they plan to wear. This goal is typically 12, given the +1 maximum dexterity bonus of full plate. Some players like to have their base dexterity score equal to their goal, while others go with a lower base dexterity, assuming they will be able to find sufficient ways to augment the ability. (Exceptions to these generalizations do, of course, exist.)

The addition of the dexterity modifier to armor class is subject to the maximum dexterity bonus of the character's worn armor, which can result in a lesser amount being added. Furthermore, no addition is made when the character is flat-footed, unless the character has uncanny dodge or defensive awareness. (Feats)
Attacks made with a ranged weapon normally add the dexterity modifier to the attack roll, but zen archery (feat) allows the wisdom modifier to be used instead. Similarly, attacks made with a melee weapon normally do not use the dexterity modifier, but for certain melee weapons, weapon finesse (feat) allows the dexterity modifier to be used instead of the normally-used modifier (strength).

Constitution (CON): Constitution represents the health and stamina of a character. High constitution increases the number of hit points a character has (affecting how much damage they can take), and this makes it important for everyone, but especially so for fighters. If constitution ever increases, hit points increase retroactively as well. Spellcasters also need strong constitution to keep their spells from being interrupted during combat.

Saves: The saving throw to which the constitution modifier is added is fortitude.

Skills: The skill to which the constitution modifier is added is concentration.

Specials: The constitution modifier is added to the hit points gained each character level, subject to a minimum of 1 hit point per level.

Constitution is unusual among the abilities in that, while it is useful for all characters, few characters benefit enough from exceptional constitution to make it worth the cost. Consequentially, few players will leave constitution as low as possible, but at the same time, few choose constitution when a base ability score can be increased (every four levels). Among those who do choose to increase the base constitution score, most are satisfied upon reaching a base score of 22, the first increase in the constitution modifier after qualifying for 'epic damage reduction.' (epic feat)
The addition to hit points is dynamic in that whenever a character's constitution changes (up or down), the hit point bonus (or penalty) is recalculated, changing that character's maximum and current hit point levels. Bonus hit points from constitution are added "underneath" a character's rolled hit points. That is, damage is taken first from the rolled hit points, then from the bonus from constitution. The result is that the difference between maximum and current hit points is retained. Thus, a creature with few hit points may be killed by a reduction in constitution. For example, if a level 4 character has been reduced to 3 hit points, then reducing that character's constitution modifier by 1 will immediately remove 4 hit points from the character's maximum and current hit points, leaving the character dying with -1 hit points. (bleeding out.)

Wisdom (WIS): Wisdom describes a character's willpower, common sense, perception, and intuition, whereas intelligence represents the ability to analyze information. An "absent-minded professor" has low wisdom and high intelligence. A simpleton with low intelligence might nevertheless be very perceptive (have high wisdom). Wisdom is important for clerics and druids, affecting the strength and number of their spells, and is also significant for paladins and rangers. It is very important for monks as well, modifying many of their abilities. The wise character is capable of intuitively understanding others, occasionally having insights into their motivations.
Saves: The saving throw to which the wisdom modifier is added is will.

Skills: The skills to which the wisdom modifier is added are heal, listen, and spot.

The main appeal of investing in wisdom for most characters is the impact on will saving throws. This makes wisdom a less likely "dump" stat (one intentionally left as low as possible) than others, but dumping wisdom is not uncommon. By the same token, high (base) wisdom scores are typically not worth the cost, unless a character has a class that benefits from high wisdom. Even paladins and rangers, who do benefit from high wisdom, often do not have a base wisdom over 14, as that is all that is needed for their spellcasting.

Intelligence (INT): Intelligence determines how well a character learns and reasons. Intelligence is important for wizards because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It is also important for any character who wants to have a strong assortment of skills; however increasing intelligence will not grant bonus skill points retroactively.

Skills: The skills to which the intelligence modifier is added are appraise, craft armor, craft trap, craft weapon, disable trap, lore, search, and spellcraft.

Specials: The (base) intelligence modifier is added to skill points gained each level, subject to a minimum of 1 skill point per level. (At character level 1, this is done before quadrupling the points.)

Intelligence is a moderately important ability for many players, as a shortage of skill points is often a concern. On the other hand, increasing intelligence at the expense of other abilities is typically not beneficial to anyone but a wizard. Base scores of 10-14 are fairly common, with the higher end often motivated by feat prerequisites. Some players will, though, do without the skill points and "dump" intelligence, intentionally leaving it as low as possible so that more ability points are available for other uses in the 'point buy system.'

Charisma (CHA): Charisma measures a character's force of personality, persuasiveness, ability to lead, and physical attractiveness. It represents actual personal strength, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, as it affects their ability to turn undead. All characters benefit from having a high charisma when speaking with others in the world. Charisma affects an NPC's initial reaction to the player and it modifies the player's persuasion skill checks.

Skills: The skills to which the charisma modifier is added are animal empathy, bluff, intimidate, perform, persuade, taunt, and use magic device.
Charisma may be the least important of the abilities, as far as gameplay is concerned. Other than affecting the skills and classes listed above, the effects of this ability are typically restricted to characterizations and roleplaying concerns, with little to no impact on what can be accomplished. Furthermore, the degree to which conversations are affected depends largely upon how much time a writer was able to spend on each conversation. This has led numerous players to "dump" charisma, intentionally leaving it as low as possible so that more points are available for the other abilities in the point buy system.

The Point Buy System The point buy method is a fast and fair way to assign attribute scores for your PC's six basic abilities (str, dex, con, int, wis, cha). To use this system, start each ability at 8, and spend points on raising them. Your DM will tell you how many points total you have to spend. (Default is 30)

For all characters, Stats start at 8. Expressed like this:

STR 8 (-1)
DEX 8 (-1)
CON 8 (-1)
WIS 8 (-1)
INT 8 (-1)
CHA 8 (-1)

However, if character's have chosen races that effect the ability scores. (such as elf, with -2 CON and +2 DEX. It would be expressed like this:
STR 8 (-1)
DEX 10 (0)
CON 6 (-2)
WIS 8 (-1)
INT 8 (-1)
CHA 8 (-1)

Keep in mind the player still has the default 30 points to spend in all skills, with the maximum of each at 18 for 1st level. The bonused skills simply costing less to reach 18, while the lower skills costing more.
The point costs for attributes are:
Stat|Cost
8      0
9      1
10    2
11    3
12    4
13    5
14    6
15    8
16    10
17    13
18    16

Ability Modifier: An ability modifier is a number representing how much an ability score affects the game. Often, this involves adding the modifier to a die roll, such as an attack roll, saving throw, or skill check. A positive modifier is called a bonus, and a negative modifier is called a penalty. The modifier for a given ability is +1 for every 2 points above 10 in that ability score (or -1 for every 2 points below 11). Mathematically, the modifier is (score − 10) / 2, rounded down. For example, an ability score of 14 corresponds to an ability modifier of +2, while a score of 9 corresponds to -1.

An ability modifier cannot be directly modified, only indirectly modified as a result of modifying the corresponding ability score. (Thus the +12 ability cap translates into a cap of +6 for the ability modifier.) When a modifier is indirectly increased by magical means, it is shown in green on the character sheet; when is it decreased, it is shown in red. When a modifier is neither increased nor decreased by magical means, it is shown in white. One major exception to this is the dexterity modifier, as the character sheet will show the dexterity modifier subject to the maximum dexterity bonus, and if this maximum is less than a character's base dexterity modifier, it will be displayed in red (even if no magical decrease is present).

Spellcasting:

Spellcasters receive bonus spell slots for high casting abilities. As with most in-game effects of abilities, these bonuses are determined by the modifier for the relevant ability: intelligence for wizards; wisdom for clerics, druids, paladins, and rangers; and charisma for sorcerers and bards. In order to receive a bonus spell slot of a given level, the caster must have spell slots of that level by virtue of class level. For this purpose, having "0" spell slots counts (but having "-" spell slots does not).

As a general rule, the number of bonus spell slots of a given level is (modifier − spell level)/4 + 1, rounded down. There are never bonus spell slots for cantrips (level 0 spells).

Ability Score: An ability score is the numeric rating of one of the six abilities. Humans establish the scale for these ratings, with a "typical" human having a score of 10 in each ability (and with a score of 0 corresponding to no ability). In most cases, the ability score is "primary" in that it is what gets modified through various means, but it is the derived ability modifier that actually affects what happens in the game.

Increasing scores:

Player characters are assigned ability scores from 8 to 18, before applying any racial modifiers, at character creation through a point buy system. In addition, every four character levels a single ability score can be increased by one. Furthermore, certain feats (dragon abilities of red dragon disciples and the "great ability" epic feats) can increase base scores.
Items, spells, etc. ("magical means") can further affect ability scores, subject to the +12 ability cap. When a score is increased by magical means, it is shown in green on the character sheet; when is it decreased, it is shown in red. When a score is not modified (or has a net modifier of +0) by magical means, it is shown in white. It is this unmodified score (the base score) that matters when meeting the prerequisite of a feat.

Spellcasting

Ability scores affect the highest level spell that can be cast or known by a spellcaster. The ability that is the casting ability depends upon class: intelligence for wizards; wisdom for clerics, druids, paladins, and rangers; and charisma for sorcerers and bards.
In order to prepare or cast a known spell, the caster must have both a base casting ability score and a modified casting ability score of at least 10 + spell level. This requirement also extends to learning spells by scroll for wizards. Classes that manually select spells when leveling up (bard, sorcerer, or wizard) will only need the base casting ability score to meet or exceed 10 + the spell's level to learn the spells of that level; while the other classes learn their allotted spells automatically from leveling. Whenever the casting ability is reduced, all spell slots that are too high a level for the reduced ability will be lost.
Feats: It would be frivolous, and uneeded to manually post every feat available. So I am providing a link to an article that lists them all. However, all races and classes (Excluding human.) gain 2 feats at 1st level, plus 1 every four levels. Humans gaining 3 feats at 1st level, and 1 every 2.

http://nwn.wikia.com/wiki/Category:Feats

Skills Again, I am posting an article link. However, every character gains 12 skill points. (+2/-2 for every bonus/penalty of your intelligence modifier at level one. Gaining 2 +/- intelligence skill modifier every level.) http://nwn.wikia.com/wiki/Category:Skills (scroll down)

Spells See: Above reason. http://nwn.wikia.com/wiki/Category:Spells

Classes Classes is your characters skill or vocation. It represents what is it he/she is able to do. The 8 basic character classes can approximate most any character concept. http://nwn.wikia.com/wiki/Category:Classes

Character Sheets:
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[b]Weight:[/b]
[b]Type:[/b]
[b]Size:[/b]
[b]Special Properties:[/b]

[b]Weapon 2:[/b]
[b]Total Attack Bonus:[/b]
[b]Damage:[/b]
[b]Crit:[/b]
[b]Range:[/b]
[b]Weight:[/b]
[b]Type:[/b]
[b]Size:[/b]
[b]Special Properties:[/b]
[b]
Armour/Protective Item:[/b]
[b]Type:[/b]
[b]Max Dex:[/b]
[b]Damage Reduction:[/b]
[b]Check Penalty:[/b]
[b]Speed:[/b]
[b]Weight:[/b]
[b]Size:[/b]
[b]Special Properties:[/b]
[b]
Other Gear:[/b]

[b]Gold:[/b]

[size=120][b]Character Notes[/b][/size]
=============================
[i](Background information, personality traits etc)[/i]

#1
2. I'm going to assume the rules listed above were either too complex, it was too long, or just the general fact that people don't want to learn a new system. Especially one that seems very alien to them. So I want know if changing this to freeform would get any more attention. Otherwise this is going into The Forgotten Reams.