Character Creation Summary
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Character Creation Summary
CHARACTER CREATION
CHECK WITH YOUR DUNGEON MASTER
We give you the Rules we allow across the forum, Which may be added or changed as we look through more books and various supplements.
On Realm of Aesair, we use a point buy system. This works this way. You start with 30 points, and you can distribute those points into any of the 6 Stats available to you. All stats start at 8 and points are spent in the following manner: 9-14 costs 1 point, 15-16 costs 2 points, 17-18 costs 3 points, and 18 is max before Racial modifiers.
CHOOSE YOUR CLASS AND RACE
Choose your class and race at the same time, because some races are better suited to certain classes. The classes, detailed The Races, described
Write your class and race selections on your character sheet.
ASSIGN AND ADJUST ABILITY SCORES
For each ability score, record the character’s modifier, as indicated below
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REVIEW THE STARTING PACKAGE
There is at least one starting package at the end of each class description. Look at the class’s starting package. It offers a fast way to complete the next several steps of character creation. If you like the feat, skills, and equipment listed there, record this information on your character sheet. Otherwise, use this information as a guide and make your own decisions.RECORD RACIAL AND CLASS FEATURES
Your character’s race and class provide certain features. Most of these are automatic, but some involve making choices and thinking ahead about upcoming character creation steps. Feel free to look ahead or to backtrack and do something over if you need to.SELECT SKILLS
Your character’s class and Intelligence modifier determine how many skill points you have to buy skills At 1st level, you can buy as many as 4 ranks in a class skill (a skill on your class’s list of class skills) for 4 skill points, or as many as 2 ranks in a cross-class skill (a skill from another class’s list of class skills) for the same cost. (You get more out of purchasing class skills.) Buying skills goes faster if you spend 4 skill points (your maximum) on every skill you buy, as we’ve done in the starting packages. Once you’ve selected your skills, determine the skill modifier for each one. To do this, add the skill ranks to the ability modifier associated with the skill and record it on your character sheet.
Table 4–2: Skills (below)
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SELECT A FEAT
Each 1st-level character starts with a feat. REVIEW DESCRIPTION CHAPTER
Look over
SELECT EQUIPMENT
Use the equipment from your class’s starting package, or randomly determine your starting gold RECORD COMBAT NUMBERS
Determine these statistics and record them on your character sheet.Hit Points: Your hit points (hp) determine how hard your character is to kill. At 1st level, wizards and sorcerers get 4 hp; rogues and bards get 6 hp; clerics, druids, monks, and rangers get 8 hp; fighters and paladins get 10 hp; and barbarians get 12 hp. To this number, add you character’s Constitution modifier.
Armor Class: Your Armor Class (AC) determines how hard your character is to hit. Add the following numbers together to get your AC: 10 + your armor bonus + your shield bonus + your size modifier + your Dexterity modifier.
Initiative: Your character’s initiative modifier equals your Dexterity modifier. The Improved Initiative feat provides an additional modifier if you select it.
Attack Bonuses: Your class determines your base attack bonus. To determine your melee attack bonus for when you get into close-combat fights, add your Strength modifier to your base attack bonus. To determine your ranged attack bonus for when you attack from a distance, add your Dexterity modifier to your base attack bonus.
Saving Throws: Your class determines your base saving throw bonuses. To these numbers, add your Constitution modifier to get your Fortitude save, your Dexterity modifier to get your Reflex save, and your Wisdom modifier to get your Will save.
DETAILS, DETAILS, DETAILS
Now choose a name for your character, determine the character’s gender, choose an alignment, decide the character’s age and appearance, and so on. Chapter 6: Description can help with this. There’s no need to develop your character completely. With your DM’s permission, you can always add or even change details as you play and as get a better feel for your character.Courtesy of 3.5 Player Handbook
Courtesy of Realm of Aesair Support Team
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