Character Creation

Table of Contents

1. Generate ability scores
2. Choose a race
3. Choose a class
4. Allocate skill ranks
5. Choose starting feats
6. Determine starting hit points
7. Choose equipment, spells, and other options
8. Create your character sheet
9. Submit the sheet for approval
10. (Optional) Write a physical description and background/personality profile


Ability Scores

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

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. We are using the 25 point buy method; the point amounts and costs of attributes are included here for your convenience.

Note: Your choice of race will offer one or more bonuses to apply to your ability scores.

Note: Spell slots granted by high ability scores may be used to hold spells of lower level, even if the character in question cannot yet cast spells of the granted level. Example: A first level bard with a Charisma of 18 has a bonus 1st, 2nd, 3rd, and 4th level spell slot due to his high Charisma modifier; he can use those slots to prepare four 1st level spells instead. He could not use those slots for a 1st level spell affected by metamagic, as he cannot cast spells of higher than 1st level yet.


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Races Available

Race Ability Bonus
Dwarf +2 Con, +2 Wis, -2 Cha
Elf +2 Dex, +2 Int, -2 Con
Half-Elf +2 to one ability score (your choice)
Halfling +2 Dex, +2 Cha, -2 Str
Half-Orc +2 to one ability score (your choice)
Human +2 to one ability score (your choice)
Warforged +2 Str, +2 Int, -2 Cha

Pick a race, applying any modifiers to your ability scores and any other racial traits. (Verify alternate racial traits with me; they may be allowed on a case-by-case basis.) 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.

At every fourth level the player may choose one ability score to increase by one point.


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Classes

Class Notes
Alchemist None
Barbarian None
Bard Arcane Magic May Not Behave
Cleric Choose a deity and two divine flaws
Fighter None
Monk None
Paladin Choose a deity and one divine flaw
Ranger Worships nature and does not choose a deity
Rogue House rules may apply depending on talents
Sorcerer Arcane Magic May Not Behave
Wizard Arcane Magic May Not Behave

A character’s class represents inborn ability, training, and learning. Choose two classes to represent the things your character can do from the table here. As a new character, she starts at 1st level in these classes, and gains all abilities from each class that do not overlap. If two classes provide the same ability, the character gains the ability at the better or faster rate. As the character gains experience points (XP) for defeating monsters, she goes up in level, granting him new powers and abilities. (See Advancement for more information.) Class and ability restrictions apply normally from all classes the character has.

Note: Because characters are trained in two classes instead of one we will not be using the Pathfinder rules for favored classes.


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Skills

Determine the number of skill ranks your character gets based on his classes and Intelligence modifier (and any other bonuses, such as the bonus received by humans). To do this, compare the skill points provided by each class and take the larger amount.

Each class has a number of favored skills, called class skills. 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). Investing a rank in a skill represents a measure of training in that skill.

Note: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

At each level characters gain skill points equal to the greater granted by the two classes they chose at that level, plus those based upon their Intelligence modifier and other bonuses (such as from being Human).


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Feats

Determine how many feats your character receives, based on her classes and level, and select them from those presented in Feats.

Characters obtain an additional general feat at every odd level. Bonus feats may be granted by classes at certain levels as well.


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Hit Points

Compare the two classes, and choose the larger hit die. The character starts with maximum hit points from that die. At each additional level the character rolls the larger hit die from the two classes and adds that number to her total hit points. At each level she also gains a number of bonus hit points equal to Constitution modifier.


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Finishing Up

Class Starting Wealth
Alchemist 105 gp
Barbarian 105 gp
Bard 105 gp
Cleric 140 gp
Fighter 175 gp
Monk 35 gp
Paladin 175 gp
Ranger 175 gp
Rogue 140 gp
Sorcerer 70 gp
Wizard 70 gp

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 weapons to armor to miscellaneous adventuring stuff. Choose the higher value from the two classes you selected. You cannot use this starting money to buy any magic items other than potions or scrolls. Purchased scrolls should not be recorded in the character’s spellbook before play begins.

The armor or other protective devices you purchase may affect your character’s starting AC.

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, 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 then you need to pick the spells within your spellbook. 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). Sorcerers and bards should also choose their spells known. Note that the number of “spells known” by a bard or sorcerer are not increased by having a high Charisma- score.

Also begin thinking about your character’s background. Where and how did he grow up? How did he decide to become an adventurer? Based upon the answers to these questions you should choose two traits to further quantify your background. You are only allowed to choose one trait per list below, and must meet all prerequisites stated for the trait.

  • Basic
    • Combat
    • Faith
    • Magic
    • Social
  • Race
  • Regional
  • Religion

There are no regional traits currently available; in addition, I reserve the right to veto any trait chosen for any reason.


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Character Sheet

Create a character sheet based upon all of the above. At the very beginning of the “Description (Crunch)” box append the code in the box below, and update it to reflect your race/class combination. This is your change log. Whenever you level your character or change something fundamental please add a new line describing the changes you made. All previous lines should remain in place.

Date | _.Changes

06/01/2012|Character created – dwarven fighter 1//cleric 1

Edited: I found that this information will not be displayed when using a dynamic sheet, so please do not put notes for your character here as they will only be visible while you’re editing your sheet. However, this is still a good place for your change log, so please still record it there.

If you wish to add a physical description, background information, personality profile, notes, or other non-rules-based information, please put those in the “Biography (fluff)” box.

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Character Creation

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