D&D 3rd Edition - Player's Handbook (text) - wtc11550.pdf
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Character Creation Basics
Follow these steps to create a beginning, 1st-level character. You will need a photocopy of
the character sheet, a pencil, some scratch paper, and four six-sided dice.
0. CHECK WITH YOUR DUNGEON MASTER
Your Dungeon Master (DM) may have house rules or campaign standards that vary from
the standard rules. You might also want to know what character types the other players
are playing so that you can create a character that fits in well with the group.
1. ABILITY SCORES
Roll your character’s six ability scores. Determine each one by rolling four six-sided dice,
ignoring the lowest die, and totaling the other three. Record your six results on scratch
paper.
If you roll really poorly, you can roll again. Your scores are considered too low if your
total modifiers (before changes according to race) are 0 or less, or if your highest score
is 13 or lower.
2. CHOOSE CLASS AND RACE
You want to choose your character’s class and race at the same time because some races
are better suited to some classes. The description of each class in Chapter 3: Classes
includes an entry labeled “Races.” You can look there to see what class and race
combinations are most common. Write the character’s class and race on the character
sheet.
Take some time to think about what sort of person your character is going to be. You
don’t have to develop his or her whole personality at this point, but now’s a good time to
start thinking about it.
The classes are barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue,
sorcerer, and wizard. The races are human, dwarf, elf, gnome, half-elf, half-orc, and
halfling.
3. ASSIGN AND ADJUST ABILITY SCORES
Now that you know your character’s class and race, assign the scores you rolled in Step 1
to your character’s six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom,
and Charisma. Adjust these ability scores up and down according to his or her race, as
indicated on Table 2-1: Racial Ability Adjustments.
Put high scores in abilities that work for your character’s class. Each class description
includes an entry called “Abilities” that points out important abilities for that class. You’ll
also want to assign abilities according to your concept of what sort of person the
character is, and his or her strengths and weaknesses.
For each ability, record the character’s modifier. See Table 1-1: Ability Modifiers and
Bonus Spells. This number essentially tells you how far above (or below) average your
character is in regard to that ability.
4. REVIEW THE STARTING PACKAGE
Look at the class’s starting package at the end of each class description in Chapter 3:
Classes. It offers a fast way to complete the next several steps of character design. If
you like the feat, skills, and equipment listed there for a character of the class you’ve
chosen, then you can record this information on your character sheet. You can also use it
as a guideline for making your own decisions from scratch.
5. RECORD RACIAL AND CLASS FEATURES
Your character’s race and class grant him or her certain features. Most features are
automatic, but some of them involve making choices. Some decisions require thinking
ahead about one of the upcoming character steps. For instance, to know whether you want
to give a fighter Exotic Weapon Proficiency as a bonus feat, you need to know something
about exotic weapons (described in Chapter 7: Equipment). Look ahead when you need to,
and don’t be afraid to backtrack and do something over.
6. SELECT A FEAT
Each 1st-level character starts with a feat. See Table 5-1: Feats for a list of available
feats. Some feats refer to equipment or skills, so you may need to look ahead at other
chapters to decide whether you want one of those feats for your character.
7. SELECT SKILLS
Depending on your character’s class and Intelligence modifier, you get a certain number of
skill points to spend on skills as a 1st-level character. Skills are measured in ranks. Each
rank adds +1 to checks (rolls) you make to successfully use that skill. At 1st level, your
character can buy up to 4 ranks in a class skill (a skill from your class’s list of class skills)
or up to 2 ranks in a cross-class skill (a skill from some other class’s list of class skills).
Your class skills are listed in the description of your class in Chapter 3: Classes, and all
skills are listed on Table 5-2: Skills and described in Chapter 5: Skills.
Buying skills goes faster if you spend 4 skill points (your maximum) on every skill you
buy, following the example of the skills in each class’s starting package.
Each skill has a key ability associated with it. When you list the skills on your character
sheet, fill in the space on the ability modifier column with the appropriate ability modifier
(which you recorded back in Step 3).
8. REVIEW DESCRIPTION
Look over Chapter 6: Description. It helps you detail your character. You can decide these
details now or wait until later, but they’re at least worth reviewing at this stage.
9. SELECT EQUIPMENT
If you don’t use the equipment in the starting package for your character’s class, you
randomly determine the value of his or her starting equipment (see Table 7-1: Random
Starting Gold) and then select it piece by piece. You still might want to use the equipment
listed for the starting package as a guide.
10. RECORD COMBAT AND SKILL NUMBERS
Based on your race, class, ability modifiers, feat, and equipment, figure out your saving
throws, Armor Class, hit points, initiative modifier, melee attack bonus, ranged attack
bonus, weapon statistics, and total skill bonuses. Fill in the character sheet with base
attack and saving throw bonuses from your character’s class table. Create a total bonus
(or maybe a penalty) for each saving throw, for melee and ranged attacks, for attack and
damage for each weapon, for each skill, and for initiative.
Determine the character’s Armor Class (AC). This represents how difficult the
character is to hurt in combat, based on his or her armor, shield, and Dexterity modifier.
Each character has hit points (hp), representing how difficult he or she is to kill. At 1st
level, wizards and sorcerers get 4 hp. Rogues and bards get 6 hp. Clerics, druids, and
monks get 8 hp. Fighters, paladins, and rangers get 10 hp. Barbarians get 12 hp. To this
number, add your character’s Constitution modifier.
11. DETAILS GALORE
Now invent or choose a name for your character, determine his or her sex, choose an
alignment, decide how old he or she is and what he or she looks like, and so on. As Chapter
6: Description shows, there’s no end to how thoroughly you can detail your character’s
looks, personality, and personal history.
There’s no need to develop the character completely. With your DM’s permission, you
can always add, or even change, details as you play and as you get a better feel for your
character.
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