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In my various campaign rules postings, I have listed my preferences as a GM. However, I would like it explicitly stated that I believe in the Rule of Yes: if it is not forbidden or defined, it's allowable; and even if it is forbidden and/or defined, we can discuss a workaround... - and am willing to discusses and make exceptions to my preferences and even the game rules on a case-by-case basis. I like working with my players, and enabling them to accomplish their goals for their characters.
A cat like me sees a lot of things sitting in odd corners. Few sentients pay attention to cats, unless we are making noise, or are trying to communicate on the move. Over the years, I have collected a number of interesting odds and ends. I once tried giving away a bunch of them, but it turned out that the operation of the various and sundry proved so complex, that it did not work out well for the poor recipient.
So I thought I would give some of them away one at a time. Drop me a line,
Unless specified otherwise on a per campaign basis, character generation uses the following method (please see further requirements at the end of this post):
4d6, drop lowest die, generate column of six stats.
Repeat twice more, generating two more columns.
No switching numbers between columns.
Pick best column.
Assign numbers from chosen column to stats as you see fit.
Apply racial / template / etc., adjustments.
For general clarification, here is a list of things that are generally allowed, individual campaigns may vary...:
Chapter one: all.
Chapter two: all but the prestige versions of bard, paladin, and ranger; the gestalt characters (unless and until i run a gestalt campaign, that is), and the generic characters.
Chapter three: character traits, flaws, and spelltouched feats.
Chapter four: action points.