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Professor Tahiri
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PostPosted: Mon Jun 11, 2012 9:08 pm


For those of you who do not know how to make a character sheet or are unfamiliar with Version 3.5, there are six important Ability Scores. They are Strength(Str), Dexterity(Dex), Constitution(Con), Intelligence(Int), Wisdom(Wis), and Charisma(Cha). Each Ability governs a skill or a save or both. I'll outline all you need to know about them here. For each two points above ten, you get a+1 modifier. For example, at 12, you get +1,14 is +2, 16 is +3, etc.

For our campaign, we will have the stats 18, 16, 14, 12, 10, 10. Also, there is a useful guide located here: D20 SRD.
PostPosted: Mon Jun 11, 2012 9:57 pm


Once you have your Ability Scores placed, the next thing you need to figure out is your HP. To do that, you take the Ability Score Modifier for your Constitution and add it to whatever your class' Hit Dice is. For example, a Fighter has a Hit Dice of d10. If your Con score is a 16, then at first level you have 13 HP.

Professor Tahiri
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Liberal Lunatic

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Professor Tahiri
Captain

Liberal Lunatic

8,700 Points
  • Invisibility 100
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PostPosted: Mon Jun 11, 2012 10:02 pm


Once you have your Hit Points down, we'll cover your saves. Each class has different saves, but since for example we used the fighter, I'll continue on with that. The Fighter starts out at Level 1 with a +2 Fortitude Save, a +0 Reflex Save and a +0 Will save. To calculate the final Fortitude Save, you take the base and add the Constitution modifier. So, we said our Fighter has a 16 Con, so the final Fort Save is +5. Our Fighter has a 14 Dexterity, which we apply to the Reflex Save, making the final Save a +2. For Will, however, our Fighter only has a Wisdom score of 10, so he gets no bonus to his Will Save, leaving it at +0.
PostPosted: Mon Jun 11, 2012 10:07 pm


After Saves, we'll cover Base Attack Bonus. Like Saves, each class has a different Base Attack Bonus(BAB). At Level 1, the Fighter's BAB is +1. When you want to know what the Fighter's melee bonus is, you add Strength. Our Fighter has a Strength Score of 18, so his final Melee Score is +5. Ranged Score is calculated the same way, but by adding Dexterity, rather than Strength. So our Fighter's Ranged Score, then, is +3.

Professor Tahiri
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Liberal Lunatic

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Professor Tahiri
Captain

Liberal Lunatic

8,700 Points
  • Invisibility 100
  • Money Never Sleeps 200
  • Forum Junior 100
PostPosted: Mon Jun 11, 2012 10:13 pm


The next thing we are going to add to our character sheet are Feats. Feats allow the character to do certain things, while others grant improvements to Skills or Saves. Most classes also give you feats at a certain class level. You can find the list of Feats here. If you are making a human, then at Level 1 you are given choice of two Feats. A non-Human race does not get the bonus Feat. The Fighter class also gets a bonus Feat at Level 1. So, our Fighter will be getting 2 Feats at Level 1. So, at Level 1, our Fighter is taking Weapon Focus (Longsword), Power Attack and Cleave.
PostPosted: Mon Jun 11, 2012 10:24 pm


The next thing we'll cover in character development is often times the most difficult. That is Skills. Each class has their own set of skills, listed underneath. They also get a certain number of skill points, depending on their class. For instance, the Fighter's fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str). Intelligence dictates how many points each class gets. The Fighter, at first level, gets (2 + Int Modifier) times 4. Being Human adds 4 points at 1st Level and 1 point per level. So, with an Intelligence of 12 at 1st Level, our Fighter gets 16 skill points. His skills are as follows:

Climb: +7
Craft:
Handle Animal: +0
Intimidate: +3
Jump: +7
Ride: +3
Swim: +7

Four points went into Climb, Jump and Swim each, totaling 12. Craft was passed up on. No points went into Handle Animal. Intimidate received 3 points and Ride received 1.

Professor Tahiri
Captain

Liberal Lunatic

8,700 Points
  • Invisibility 100
  • Money Never Sleeps 200
  • Forum Junior 100

Professor Tahiri
Captain

Liberal Lunatic

8,700 Points
  • Invisibility 100
  • Money Never Sleeps 200
  • Forum Junior 100
PostPosted: Mon Jun 11, 2012 10:32 pm


Equipment will be next. Each player may have any basic equipment (Weapons and Armor) they like, and have a 100 Gold Piece(GP) limit for other equipment. Any Weapon after the first costs GP. So, our Fighter will take a Longsword, which deals 1d8 + Strength damage, with a 19 to 20 critical hit range. He will also take Breastplate, which grants a 6 to Armor Class Bonus, allows for up to 3 to be added for Dexterity bonus, however, it carries a -4 Armor Check Penalty.

Speaking of Armor Class(AC), let us cover that now. Armor, Dexterity, size and natural bonuses are used to calculate AC. Our Fighter is a normal size Human with no natural bonuses. So, his Armor bonus is 5 and he has a Dexterity of +2. The formula is: 10 + Armor Bonus (5) + Dex Bonus (2) = 17.

Also under Armor Class, we have Touch and Flat Footed. Touch is when your opponent touches you. You are denied your Armor bonus when Touched. Flat footed is when you are hit unawares. Therefore, you are denied your Dexterity Bonus. So, our Fighter's Touch is 12 and his Flat Footed is 15.
PostPosted: Mon Jun 11, 2012 10:38 pm


One of the last things we're covering is Initiative. This determines which place your character will be during encounters. Initiative is determined as your Dexterity Modifier unless you have a Feat that modifies it. So, our Fighter's Dexterity is 14, giving him an Initiative of +2.

Another thing to cover is currency. 1 Platinum Piece is worth 100 Gold Pieces, 1 Gold Piece is worth 100 Silver Pieces and 1 Silver Piece is worth 100 Copper Pieces.

Each character has an Alignment. The Alignments are Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, True Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil and Chaotic Neutral. Some deities require you to be one Alignment whereas some classes require it. For instance, Barbarians cannot be Lawful whereas Monks cannot be Chaotic.

If you want to play a Spell Caster, I'll converse with you personally. Spells are a complicated thing to explain.

Professor Tahiri
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