3pp of the Month (July)

 OGL / CUP Compliance


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Character Creation Outline

Here is a quick outline of the character creation process:

0) Get a Character Sheet!

You can either use an online sheet such as the ones at DNDSheets.net or use a Google Spreadsheet or a downloaded PDF, or a piece of lined paper, whichever is most convenient for you and agreeable with your GM.

To the right are a few links to online options, though the trusty notepad and pencil are often your best tools.

There are certainly many other fine sheets. We have included a few links to some we like.

1) Determine Ability Scores

Start by generating your character's ability scores. These six scores determine your character's most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities. There are several methods to choose from for generating these scores so consult your GM to determine which method he is using.

If your GM is using a point buy method, the point amounts and costs of attributes are included at right for your convenience.

Note: Your choice of Race will offer one or more bonuses to apply to your Ability Scores.

Table: Ability Score Points

Campaign Type Points
Low Fantasy
10
Standard Fantasy
15
High Fantasy
20
Epic Fantasy
25

Table: Ability Score Costs

Score Points
7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17

2) Pick Your Race

Next, pick your character's race, noting any modifiers to your ability scores and any other racial traits (see Races). There are seven basic races to choose from, although your GM might have others to add to the list. Each race lists the languages your character automatically knows, as well as a number of bonus languages. A character knows a number of additional bonus languages equal to his or her Intelligence modifier.

Ability Score Bonuses

Race Ability Bonus
Dwarf +2 Constitution, +2 Wisdom, –2 Charisma
Elf +2 Dexterity, +2 Intelligence, –2 Constitution
Gnome +2 Constitution, +2 Charisma, –2 Strength
Half Elf +2 to One Ability Score
Halfling +2 Dexterity, +2 Charisma, –2 Strength
Half Orc +2 to One Ability Score
Human +2 to One Ability Score

3) Pick Your Class

A character's class represents a profession, such as fighter or wizard. If this is a new character, he starts at 1st level in his chosen class. As he gains experience points (XP) for defeating monsters, he goes up in level, granting him new powers and abilities.

If your character is a spell caster that prepares spells (such as a wizard) you will need to determine the spells your character starts with. Consult your GM to determine this list.

Favored Class: Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Prestige classes (see Prestige Classes) can never be a favored class.

Alchemist
Inquisitor
Monk
Summoner
Witch
Wizard

4) Pick Skills

Determine the number of skill ranks possessed by your character, based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans). Then spend these ranks on skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one).

Each level thereafter, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill.

You can refer to Table: Skill Ranks at right to determine your starting Skill ranks.

Table: Skill Ranks

Class Skill Ranks per Level
Alchemist

Barbarian 4 + Int modifier
Bard 6 + Int modifier
Cavalier

Cleric 2 + Int modifier
Druid 4 + Int modifier
Fighter 2 + Int modifier
Inquisitor

Monk 4 + Int modifier
Oracle

Paladin 2 + Int modifier
Ranger 6 + Int modifier
Rogue 8 + Int modifier
Sorcerer 2 + Int modifier
Summoner

Witch

Wizard 2 + Int modifier

5) Select Feats

After skills, determine how many feats your character receives, based on his class and level, and select them from those presented in Feats.

  • All characters begin with 1 feat.
  • If you are human you get 1 additional feat (total 2).
  • If you are a fighter you get another feat (total 3).

Non-human, non-fighter: 1 feat

Human, non-fighter: 2 feats

Human fighter: 3 feats

6) Determine Hit Points (HP)

A character or creature gains maximum hit points at 1st level or if its first Hit Die roll is for a character class level.

To determine a character or creature's hit points for levels beyond 1st, roll the dice indicated by its Hit Dice. Creatures whose first Hit Die comes from an NPC class or from his race roll their first Hit Die normally.

HD by Class

Class HD
Barbarian
d12
Bard
d8
Cleric
d8
Druid
d8
Fighter
d10
Monk
d8
Paladin
d10
Ranger
d10
Rogue
d8
Sorcerer
d6
Wizard
d6

7) Buy Equipment

Each new character begins the game with an amount of gold, based on his class, that can be spent on a wide range of equipment and gear, from chainmail armor to leather backpacks. This gear helps your character survive while adventuring. Generally speaking, you cannot use this starting money to buy magic items without the consent of your GM.

The armor or other protective devices you purchase may affect his starting Armor Class (AC), so once you have purchased armor or other protective devices you can determine your Armor Class (AC).

Character Above 1st level: If you are creating a character or creature at a level higher than 1st you should consult the Wealth for Higher Level PC's table or your GM to determine your starting gold. Table: Character Wealth by Level is included at right for your convenience.

Table: Starting Character Wealth

Class Starting Wealth Average
Barbarian 3d6 × 10 gp 105 gp
Bard 3d6 × 10 gp 105 gp
Cleric 4d6 × 10 gp 140 gp
Druid 2d6 × 10 gp 70 gp
Fighter 5d6 x 10 gp 175 gp
Monk 1d6 × 10 gp 35 gp
Paladin 5d6 × 10 gp 175 gp
Ranger 5d6 × 10 gp 175 gp
Rogue 4d6 × 10 gp 140 gp
Sorcerer 2d6 × 10 gp 70 gp
Wizard 2d6 × 10 gp 70 gp

Table: Character Wealth by Level

PC Level* Wealth
2 1,000 gp
3 3,000 gp
4 6,000 gp
5 10,500 gp
6 16,000 gp
7 23,500 gp
8 33,000 gp
9 46,000 gp
10 62,000 gp
11 82,000 gp
12 108,000 gp
13 140,000 gp
14 185,000 gp
15 240,000 gp
16 315,000 gp
17 410,000 gp
18 530,000 gp
19 685,000 gp
20 880,000 gp
* For 1st-level PCs, see table 6–1 in Equipment.

8) Determine Saving Throws, Initiative, and Attack Values

Determine all of a character's other details, such as saving throws, initiative modifier, and attack values. All of these numbers are determined by the decisions made in previous steps, usually determined by your Class choice.

 

9) Description & Personality (age, alignment, height and weight)

Decide your character's name, age, alignment, and physical appearance (such as height and weight etc). It is best to jot down a few personality traits as well, to help you play the character during the game.