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Character Generation Guide

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Dungeon Master
"Dragon Tamer"

Posts 69300
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PostDraxion August 20th 2014, 6:22 pm

Character Creation Guide

Before you begin in following this guide to create your character as efficient as possible, you must first "activate" it. To do this, click your name, and click on D&D Character Sheet on the farthest right side of your tabs. After you activate the sheet, you will have to exit and go back in to edit it.

While you are following this guide, if you get stuck and are unsure what to do or have any questions... please feel free to request help from the Dungeon Master or experienced players. Plenty are here to assist.

Character Generation Guide 8d852410

Left Column

Name: Simply put a name you would like your character to be addressed in the game. For hidden aliases or secret names, use parenthesis after the name. For example... William (Slayer).

Race: Choose the race you want your character to be. Please read through them and choose carefully since a lot of traits will affect your character via saving throws, skills, feats, size, special abilities, and so forth.
Sources: Core Races & Requested Races

Primary Class: This is your class that you first choose at level 1 when starting out. Classes act like your character's lifetime background training. Just like races, choose one carefully as they will affect your character throughout the entire game as you progress.
Sources:  Core Classes & Requested Classes

Multiclassing: Leave blank for now as this isn't needed until your character gains their first level. Another guide has more information regarding this.

Hit Points: These points represent the overall health of your character. You start at the fullest capacity possible at level one. Refer to your Primary Class chosen for more information regarding this. Once it reaches below 0, your character has taken so much damage that they're now starting to slowly bleed out. -10 means they're dead. This cap increases with level (-10 at level 1, -11 at level 2, and so forth).

Experience Points: This field cannot be modified by players and only the Dungeon Master since it calculates how much points you need in order to level up and grow more in power.

Level: This field cannot be modified by players and only the Dungeon Master since this shows what the overall level of your character is.

Alignment: This field represents the moral standing of your character being good, evil, chaos, or lawful. There are nine levels of alignment in the game ranging in this order: Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, True Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil, and Chaotic Evil. You start at being True Neutral (unless your primary class indicates otherwise) and what actions you take during the game, it will depict where the level drops or rises from good or evil. If your character's backstory influences alignment, it is possible to start at another level than True Neutral. Refer to the Dungeon Master for details.

Gender: Simply choose what gender you want your character: Male or Female.

Deaths: This is the number of times your character has died in the game. This field can only be edited by the Dungeon Master.

Physical Description: Optional, you can fill out the physical description about what your character appears like (unless you uploaded a photo).

Craft Points: The number of craft points your character has. 
Source: Crafting Guide

Skills: Skills show what your character is specially trained in and is well at doing. You spend a certain number of points on ranks to show which skills you're trained in more than others. Spend time reading them carefully since they're are tons to choose from.
Source: Skills

Total: This is the total score after adding Rank, Ability Bonus, and any other bonuses from Misc. Mods.
Rank: This is the score from the points you spent when choosing which skills to be skilled more in.
Ability Bonus: These are granted from having high ability scores. Which ability goes with what has been shown on your character sheet, as well as in the Skill List link above.
Misc. Mod: All other bonuses granted from race, class, feats, spells, and the like are posted here.

Wizard Specialization: If your primary class isn't Wizard, you can skip this step. Otherwise, please read the class information for more details.
Source: Wizard Class Information

Spell Saves: This table is normally filled by the Dungeon Master but if you have played the game before and know what goes in, feel free to fill it out. The table shows what your spell resistance is, how many spells you can use per day, and what bonus spells you get based on your ability score levels. Refer to your Primary Class for more information on this.

Cleric's 1st Domain,
Cleric's 2nd Domain,
Cleric's Domain (table): If you didn't choose Cleric as your Primary Class go ahead and skip this step. If you did, follow your classes' information to assist with what this means.
Source: Cleric Domains

Animal Companion: If you didn't choose Druid as your Primary Class, go ahead and skip this step. If you have, refer to your class information to assist in choosing which animal you would like.
Source: Animal Companion (Druid)

Familiar: If you didn't choose either Wizard or Sorcerer as your Primary Class, go ahead and skip this step. If you did, refer to your class information to assist you in choosing the familiar you want.
Source: Sorcerer or Wizard Class Information

Undead Companion: If you didn't choose Necromancer as your Primary Class, you can skip this step. Otherwise, refer to the necromancer class information.
Source: Necromancer Class Information

Companion/Familiar: This table showcases your companion's stats. If you have played the game before and know how to fill it out, feel free. Otherwise, please inform an experienced player or the Dungeon Master and they'll gladly help you out.

Right Column

DM Notes: You don't have to worry about this field. This is primarily for the dungeon master to record notes about your character.

Armor Class: This simply shows how strong the defense of your character is when getting hit in an attack and to see if they actually do take damage. Many factors govern this score from armor being worn, what shield is equipped, size, the toughness of their skin, and so forth.

Total Score: This is the total AC (Armor Class) score added from your Base Score, Armor Bonus, Shield Bonus, Dex Bonus, Size modifier, and any other bonuses added from other sources.
Base Score: This is your character's natural skin, always being 10.
Armor Bonus: This score is based on the armor your character is wearing. Information for this is on the armor.
Shield Bonus: Like Armor Bonus, this is based off the shield your character has equipped.
Dex Bonus: This is based on the bonus obtained from your Dexterity score.
Size Modifier: This is based on the size of the Race you chose. Refer to that information for the trait.
Misc Mod: This is any other bonuses given by other sources: magic items, feats, and so forth.

Abilities: There are six abilities for your character that indicate how strong, flexible, healthy, smart, common sense, persuasion, and so forth they have. To determine your character's scores, please follow these steps carefully and then relate to the information below for needed guidance in choosing. Roll the dice on this thread.

1.) Roll four six-sided dice
2.) Take out the lowest value (i.e. on a roll of 4, 4, 6, 2. 2 is taken away and you're left with 4, 4, 6 = 14)
3.) Repeat steps #1 and #2 six more times so you end up with seven total numbers.
4.) Take out the lowest value again out of those seven numbers (i.e. on the result of 14, 11, 10, 9, 12, 15, 8. 8 is taken away and you're left with 14, 11, 10, 9, 12, and 15.)

Strength (STR): Strength measures your character's muscle and physical power. It also limits the amount of equipment your character can carry. (Carrying Capacity [Link WIP])
You apply your character's Strength modifier to:
• Melee attack rolls
• Damage rolls when using a melee weapon or a thrown weapon (including a sling).
• Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability.
• Strength checks (for breaking down doors and the like).
Dexterity (DEX): Dexterity measures hand-eye coordination, agility, reflexes, and balance. This is for anyone who wants to be a skilled archer.
You apply your character's Dexterity modifier to:
• Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes and other ranged weapons.
• Armor Class (AC), provided that the character can react to the attack.
• Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
• Balance, Escape Artist, Hide Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope checks.
Constitution (CON): Constitution represents your character's health and stamina. The bonus increases a character's hit points so the ability is important for all classes. If a character's Constitution score changes enough to alter the modifier, the character's hit points also increase or decrease accordingly.
You apply your character's Constitution modifier to:
• Each roll of a Hit Die
• Fortitude saving throws, for resisting poison and similar threats.
• Concentration checks.
Intelligence (INT): Intelligence determines how well your character learns and reasons. This is important for any character who wants to have a wide assortment of skills.
You apply your character's Intelligence modifier to:
• The number of languages your character knows at the start of the game.
• The number of skill points gained each level.
• Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft checks.
Wisdom (WIS): Wisdom describes a character's willpower, common sense, perception, and intuition. While Intelligence represents one's ability to analyze information, Wisdom represents being in tune with and aware of one's surroundings.
You apply your character's Wisdom modifier to:
• Will saving throws, for negating the effect of charm person and other spells.
• Heal, Listen, Profession, Sense Motive, Spot, and Survival checks.
Charisma (CHA): Charisma measures a character's force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents the actual strength of personality, not merely how one is perceived by others in a social setting.
You apply your character's Charisma modifier to:
• Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, and Use Magic Device checks.
• Checks that represent attempts to influence others.
• Turning checks to turn zombies, vampires, and other undead.

Base Score: This is the normal score you picked after rolling for abilities.
Racial Bonus: This is the bonuses gained from the race you chose.
Total Score: This is the total score added by both the Base Score and Racial Bonus.
Bonus Modifier: This is the bonus gained by how high or how low your total ability score is. Follow the following to help you.
Possible Bonuses: 10-11: 0, 12-13: +1, 14-15: +2, and so forth.
Negative Bonuses: 8-9: -1, 6-7: -2, 4-5: -3, and so forth.

Saving Throws: There are three saving throws your character has in order to save themselves from all sorts of situations being resisting poison, avoiding traps, and going against your will from spells.

Total Score: This the total score added from Base Score, Ability Modifier, and Misc Modifiers.
Base Score: This is the score obtained from the Primary Class you chose.
Ability Modifier: This is obtained from your ability modifiers based on how high or low your ability scores are.
Misc Mod: This is any other bonuses gained from various sources: feats, spells, special abilities, race traits, and so forth.

Fortitude (Fort): These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Checks can be made against attacks or effects such as poison, disease, paralysis, petrification, energy drain, and disintegrate.
Reflex (Ref): These saves test your ability to dodge area attacks. Checks can be made against attacks or effects such as pit traps, catching on fire, fireball, lightning bolt, and breath weapons.
Will (Will): These saves reflect your resistance to mental influence as well as many magical effects. Saves can be made against attacks or effects such as charm person, hold person, and most illusion spells.

Base Attack: There are two types of attack bonuses used by your character: melee and ranged. Each of them clearly is what they are used for.

Total Score: This is the total score added from Base Attack and Ability Bonus.
Base Attack: This is gained by the Primary Class you chose for your character in the beginning.
Ability Bonus: This is gained from the ability modifier based on low or high your ability score is. Str for melee, Dex for ranged.

Equipped Weapon(s): This table simply is used as a reference for the equipped weapons your character has. Refer to the information where you bought the weapon to fill it out nicely.

Armor & Shield: Just like the Equipped Weapons table, refer to the information to fill out this table nicely.

Treasure: Even though there are multiple currencies in the world, the main four used are platinum, gold, silver, and copper. You start out with as much gold as your Primary Class states.

Other Treasure: This box is for the information you can record not related to coins such as art, gems, letter of credits, etc.

Body Equipment: Because of the multiple uses of magical items and their abilities that influence your character, this table provides a more detailed version of what they are wearing.

Carrying Capacity: This table shows how much weight you can carry regarding light, medium, and heavy. Along with this are the penalties associated with the amount carried.

Lifting and Pulling: Just like the Carrying Capacity table, this table simply shows how much weight your character and push, pull, or lift.

Carried Weight: Simply self-explanatory, this indicates how much weight your character is currently carrying.

Inventory: Just like the Carried Weight being self-explanatory, this shows what you're a character is carrying on their person and it could also show what they have in storage. Whatever they do have in storage, be sure to not include that in the carried weight.

Granted Feats: These are feats granted to your character via the classes and race chose.

Feats: These are your chosen feats. Take your time in choosing them since there are tons. Be in mind though some require some stats.
Source: Feat List

30.) Spell List: This is simply your list of spells from all classes.
Sources: Spell List

Languages: This is the list of all the languages your character can speak and understand, as well as write. You start out with some and can obtain more based on the race you were chosen. For every positive modifier in Intelligence, you gain one more language.

Followers: If your character has any followers, here is where you can record their information.

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