- 0) Get some Dice!
- 1) Get a Character Sheet
- 2) Determine Ability Scores
- 3) Choose a Race
- 4) Choose a Class
- 5) Allocate Skill Ranks
- 6) Choose Feats
- 7) Determine Starting Hit Points (HP)
- 8) Get Equipped
- Making a Character Above 1st level
- 9) Determine Saving Throws, Initiative, and Attack Values.
- 10) Description & Personality
- 11) Other (Starting Spells)
Here is a quick outline of the character creation process:
We’ve got dice in the Open Gaming Store! Check these out!
You can either use an online sheet such as this Google Spreadsheet, or a downloaded PDF, or for a true old-school feel, a standard piece of lined paper, whichever is most convenient for you and agreeable with your GM. Many GM’s like to be able to refer to a player’s character sheet between sessions so it is more common now to use some sort of online resource but use whatever works for you and your GM. There are even nice character generator programs available, many for FREE!
Here are a few excellent options!
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.
Point Buy: If you will be using a “point-buy” method, the two following tables include the costs of purchasing ability scores.
If you’d like to roll your scores randomly using the Standard (4d6) method…click here!
3) Choose a Race
Pick a race, applying any modifiers to your ability scores and any other racial traits. Each race lists the languages a character of that race automatically knows, as well as a number of bonus languages it may learn. A character knows a number of additional bonus languages equal to his or her Intelligence modifier.
Note: See the Linguistics skill for more information pertaining to Languages.
A character’s class represents a profession, such as fighter or wizard. If this is a new character, he or she starts at 1st level in this chosen class. As the character 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.
Discussion of Skills via Youtube
Class Skills Each class has a number of favored skills, called class skills. Refer to Table: Skills Summary and look for your chosen class across the top row (abbreviated name.) Look down the column for your chosen class. Any skill with a “C” in it is a Class Skill for your class. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into.
Then allocate these ranks to desired 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 (below) to determine your starting Skill ranks.
Note: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
A character starts with maximum hit points at 1st level (the maximum number on its Hit Die) or if its first Hit Die roll is for a character class level.
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. Usually you cannot use this starting money to buy magic items without the consent of your GM.
If you are creating a character or creature at a level other than 1st you should consult your GM and the Wealth for Higher Level PC’s table to determine your starting gold. See Table: Character Wealth by Level for details.
Determine all of the character’s other mechanical details, such as his or her 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.
Choose or make up a name for your character (or generate one randomly!), determine his or her age, alignment, and physical appearance (such as height, weight, eye and hair color etc). It is helpful to think of a few unique personality traits as well, to help you play the character during the game.
If your character is a wizard (or any class that uses spellbooks) then you need to pick spells. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level wizard spells of his choice. The wizard also selects a number of additional 1st-level wizard spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).