Realm of Aesair
Welcome to Aesair! We are glad to have you here to play with us. Rules are rather lax so sit back and try and enjoy yourself. Here at Aesair, we want you to be as comfortable as possible. As we have just gotten things up and running, we are a little vacant right now, but any suggestions are welcome for improving your Forum going experience.

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Realm of Aesair
Welcome to Aesair! We are glad to have you here to play with us. Rules are rather lax so sit back and try and enjoy yourself. Here at Aesair, we want you to be as comfortable as possible. As we have just gotten things up and running, we are a little vacant right now, but any suggestions are welcome for improving your Forum going experience.
Realm of Aesair
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Character Creation Summary

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Character Creation Summary Empty Character Creation Summary

Post by Support Team Wed Jan 29, 2014 1:26 pm

CHARACTER CREATION
Review Chapters 1 through 5, then follow these steps to create a 1st level character. You need the character sheet, a pencil, scrap paper, and four 6-sided dice.

CHECK WITH YOUR DUNGEON MASTER
Your DM may have house rules or campaign standards that vary from these rules. You should also find out what the other players have created so that your character fits into the group.
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.

ROLL CHOOSE ABILITY SCORES
Roll your character’s six ability scores. Determine each one by rolling four six-sided dice, ignoring the lowest die roll, and totaling the other three. Record your six results on scrap paper. See Chapter 1 (beginning on the next page) for more details.
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 in Chapter 3 [You must be registered and logged in to see this link.], are barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard plus more to come. Each class description includes a “Races” section that provides some advice.
The Races, described in Chapter 2 [You must be registered and logged in to see this link.], are human, dwarf, elf, gnome, halflings, half-elf, and half-orc. And more to come
Write your class and race selections on your character sheet.

ASSIGN AND ADJUST ABILITY SCORES
Now that you know your character’s class and race, take the ability scores you rolled chose earlier and assign each to one of the six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Adjust these scores up or down, according to your race, as indicated on Table 2–1: Racial Ability Adjustments (page 12) Your chosen races adjustments. Put high scores in abilities that support your class selection. Each class description includes an “Abilities” section that provides some advice.
For each ability score, record the character’s modifier, as indicated below on Table 1–1: Ability Modifiers and Bonus Spells (page Cool. Ability modifiers adjust many die rolls in the game, including attack rolls, damage rolls, skill checks, and saving throws. Record your adjusted ability scores and their modifiers on your character sheet.

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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 (see page 62). Skills are measured in ranks. Each rank adds +1 to skill checks made using a specific skill.
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) (page 63) lists all the skills in the game and indicates which skills are class skills for which Core classes.

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SELECT A FEAT
Each 1st-level character starts with a feat. Table 5–1: Feats (page 90) [You must be registered and logged in to see this link.] lists all feats, their prerequisites (if any), and a brief description.

REVIEW DESCRIPTION CHAPTER
Look over Chapter 6: [You must be registered and logged in to see this link.]. It helps you detail your character. You can this now or wait until later.

SELECT EQUIPMENT
Use the equipment from your class’s starting package, or randomly determine your starting gold (see page 111) indicated in the class description and buy your own gear piece by piece, using the information in Chapter 7: [You must be registered and logged in to see this link.]

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

Support Team
Admin

Posts : 1163
Join date : 2014-01-28

https://realmofaesair.rpg-board.net

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