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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.
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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.
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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 |
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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.
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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 |
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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.
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Alchemist Summoner
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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.
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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).
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Non-human, non-fighter: 1 feat
Human, non-fighter: 2 feats
Human fighter: 3 feats
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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.
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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 |
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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.
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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. |
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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.
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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.
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