Grimmest and Most Frostbitten Kvlt of Fool's Gold  

Go Back Grimmest and Most Frostbitten Kvlt of Fool's Gold > Entertainment > Games

Thread Tools
Rolling Characters by Yourself!

The following has been taken from a previous thread and is a general help thread as for rolling characters.

Before you begin rolling a character. You will need two resources. These being the Player Handbook (from now on I shall reference the Player's Handbook as "PH") and A Character sheet/template. I would recommend using the links found in the resource thread...

You may wish to create a new folder for all of your D&D files. Don't forget to >Save As when creating new characters~

Now, this is the way that I roll my characters. It is the way I find to do easiest. As you go along, you might find a few things you might want to do differently for future characters, and that is fine. Work on your character however you want to. I am also rolling a new character as I type this, I shall provide examples as I go along.

You'll might want to check with the GM/DM of the Campaign you are going to play. But for most purposes; creating a character of the seven Races and 11 Classes listed in your PH will be an extremely safe bet. (Author note: and fiddling around with numbers from other races is just annoying.)

Firstly, I will be rolling my ability scores. For this you will want to rolll four six-sided dice
(4d6). If you do not have any dice, use and set the variables at 1 and 6. Disregard the lowest die roll and total the three highest ones. The result is a number between 3 (horrible) and 18 (tremendous). Make this roll six times, once for each ability (Str, Dex, Con, Int, Wis, Cha).
After these rolls I have ended up with the following stats; 17, 17, 16, 14, 10, 7.
There is a rule for re-rolling which I have currently forgotten about. Will edit when remember...

At this time you will want to decide what race and class you are going to play as. I'll give a small description of each.

Each race (apart from Humans) have varying ability score modifications (not to be confused with ability modifiers).

Humans: No change to ability scores. Extra feat.
Dwarves: +2 Con, -2 Cha
Elves: +2 Dex, -2 Con
Gnomes +2 Con, -2 Str
Half-Elves: Human-Elf hybrid. No change in ability score, don't get the extra feat, gain a few Elf abilities such as immunity to sleep.
Half-Orc: +2 Str, -2 Cha, -2 Int
Halflings: +2 Dex, -2 Str

Beside each I shall list the abilities they rely on the most (which you'll usually want your highest score to be). The first being 9 out of 10 times the most important to that class.

Barbarian (Str, Con, Dex, Wis): A ferocious warrior who uses fury and instinct to bring down foes.
Bard(Wis, Cha, Dex, Int): A performer whose music works magic—a wanderer, a taleteller, and a jack-of-all trades.
Cleric(Wis, Con, Cha): A master of divine magic and a capable warrior as well.
Druid(Wis, Dex): One who draws energy from the natural world to cast divine spells and gain strange magical powers.
Fighter(Str, Con, Dex): A warrior with exceptional combat capability and unequaled skill with weapons.
Monk(Wis, Dex, Str): A martial artist whose unarmed strikes hit fast and hard. A master of exotic powers.
Paladin(Cha, Wis, Str): A champion of justice and destroyer of evil, protected and strengthened by an array of divine powers.
Ranger(Dex, Str, Wis): A cunning, skilled warrior of the wilderness.
Rogue(Dex, Int, Wis): A tricky, skillful scout and spy who wins the battle by stealth rather than brute force.
Sorcerer(Cha, Dex, Con): A spellcaster with inborn magical ability.
Wizard(Int, Dex, Con): A potent spellcaster schooled in the arcane arts.

You'll find more information on the respective pages in your PH.

After taking my rolls, for this example; I have chosen my character to be a Dwarf Rogue. (Not very common, but not entirely odd considering Dwarves have a love for gold.) I have allocated my rolls as such;

Str: 17 (+3)
Dex: 17 (+3)
Con: 18 (+4)
Int: 14 (+2)
Wis: 10 (0)
Cha: 5 (-3)

The numbers in brackets are the ability modifiers. If you are using the interactive character sheet; they will change automatically according to the numbers entered. You may be wondering why my Con is now 18 and my Cha is now 5 when I didn't roll them? That is because of the +2 Con and -2 Cha change that a Dwarf incurs as mentioned above. (I know this probably isn't the wisest option, but I'm trying to keep this as simple as possibly, and my characters don't tend to be very talkative or attractive. )

At this point you may enter a few of the formalities of your character sheet. You may give your character a name and a gender. You may add your characters height and weight. You may add your characters eye, hair, and skin colour/tones. You may add the size of your character; "S" for Small for Gnomes and Halflings. "M" for any other race. Do not worry about Alignment or Deity/Religion just yet.

You may now edit your Saving Throws. If you are using your interactive character sheet (which I know you are), your ability modifiers from your ability scores will automatically fill in the appropriate slots. The the base save; you will need to find your Class table listed in your PH. The Rogue, at level 1, gets a base Reflex save of +2;

Before going off to choose weapons, armor, and gear; I like to choose/note down my Feats and Special abilities. The Player's Handbook entries on your Class and Race will note the abilities of those aforementioned. For example; Dwarves get a number of special abilities like Darkvision and Stonecunning, an Elf would be immune to Sleep spells, or a Halfling having a +2 racial bonus on Listen checks for they have keen ears. I like to enter any Weapon and Armor feat that is acquired racially under Special Abilities, just because it has more room. As for feats. Every character starts with one. Except for Fighters. Who gain a bonus Fighter feat (has to be a specific feat, I believe a feat that has a 1 next to it in the PH). A Human gets a bonus feat, but does not have to be a specific feat, they just have to meet the prerequisites. A Human Fighter would therefore gain a bonus feat for being a Human, and then a bonus Fighter feat for being said class. Spellcasters may wish to opt for a Metamagic feat rather than the General ones. For this example; I have chosen Point Blank Shot;

There is a list of feats on I think page 90 in your PH.

At this stage you may now choose your gear and equipment (Unless the GM/DM of the campaign gives you limitations/says otherwise). You shall most likely want to obtain both a melee and ranged weapon of your choice. Here is what I have chosen;

As for your armour, you want to do the same. Here is mine again. If you have a shield, do one for that, too. There is a list of weapons and armour from pages 116 - 123. As for other gear/possession. You can just take that which is listed from your Class listing.

With all that nonsense done; it is time to choose your characters' skills. Hey, where are you going? This is important. Just hang in there. We're almost done. Your character’s class and Intelligence modifier determine how many skill points you have to buy skills. There is a table on page 62 of your PH with your first-level skill points allocation. But here it is for easy reference. Remember that you will always get at least 4 skill points, even if you do have a negative Int modifier.

For example, Grafalcon is a 1st-level Dwarf Rogue with an Intelligence score of 14 (+2 Int modifier). At the start of play, he has 40 skill points to spend (8 + 2 = 10, 10 × 4 = 40).
At level one; you may have a mamimum of 4 ranks on a class skill. If you were to add ranks to a cross-class skill, you would have to use double the skill points. i.e. A rogue adding 2 ranks to Appraise would use up 2 skill points, while if he tried to add 2 ranks to Handle Animal - which is not one of the Rogue's class skills - it would cost him 4 skill points.

Now then. If you are rolling a spellcaster. This would be your time to choose your spells. Different classes gain their spells differently. For example; A Cleric would know of every spell of each caster level he/she has attained. Where as a Wizard can only cast the spells they have learned from scrolls or other magical writings.

After that you're pretty much done. Now you can go through filling out everything else that you may not already done. I suppose I'll touch on a few of them.

Hit Points.
At first level you will always have the maximum amount that you character may gain. Example;
HP = Hit Dice + Constitution modifier. Grafalcon - as a rogue - has a hit dice of 1D6, and a Con modifier of +4. Grafalcon's HP is 10.

Armor Class.
Fairly simple. Your AC is 10 + your armor bonus + shield bonus + dex bonus + any other applicable bonus.

Touch AC.
Your Touch AC is 10 + Dex bonus.

Flat-footed AC
This AC is 10 + your armor + shield bonuses.

Without armor; all Medium size characters move at 30ft. All Small size characers move at 20ft. The only exception to the Medium size rule are Dwarves. But they can move their full movement even when wearing heavy armors. A human wearing leather can move at 30ft. But if said race was wearing anything heavier than a chain shirt would move at 20ft. A halfling in scalemail would only be able to move 15ft.

Base Attack Bonus
Your Base Attack Bonus is located on the same class table you got your saving throws from. For a lot of classes that aren't combat specialists, this will be 0.

That's about it, really. Anything else pretty much automatically changes itself on the interactive character sheet. If you have any other problems or any questions; post 'em up!
You can't make an omelette without ruthlessly crushing dozens of eggs beneath your steel boot and then publicly disemboweling the chickens that laid them as a warning to others.

I rolled for abilities and generating the basic stats but feats etc is going to require some digging. Hopefully done this time tomorrow.
All good mate, should be a day or two before I put up the actual Campaign thread.
You can't make an omelette without ruthlessly crushing dozens of eggs beneath your steel boot and then publicly disemboweling the chickens that laid them as a warning to others.

On a side note; if anyone needs help with any aspect of character creation, feel free to ask, and someone (if not myself) is bound to help out.

Drav wrote: I rolled for abilities and generating the basic stats but feats etc is going to require some digging. Hopefully done this time tomorrow.
May I inquire as to what sort of character you are rolling?
You can't make an omelette without ruthlessly crushing dozens of eggs beneath your steel boot and then publicly disemboweling the chickens that laid them as a warning to others.

Cleric, but it's not too late for me to start over if you'd rather we create characters based on the campaign.
No. Stay with Cleric. I love you. (I almost exclusively play a Dwarf Cleric because no one thinks the "healer" is any good. Best class imo (I love to take the War or Destruction Domains with usually another depending on how I write my character's backstory. heh)

The only real restriction is that of a good and/or neutral character.
You can't make an omelette without ruthlessly crushing dozens of eggs beneath your steel boot and then publicly disemboweling the chickens that laid them as a warning to others.


Toementor fucked around with this message on 2015/09/27 at 00:40:54.

Currently Active Users Viewing This Thread: 1 (0 comrades and 1 capitalist pigs)

(View-All Members who have read this thread : 11
00000, Drav, Fidel Castro, Luth, shade, Sir Digby Chicken Caesar, Starling, Toementor, Wonderglue
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump

All times are GMT. The time now is 10:51:05.

Powered by vBulletin®, copyright ©2000 - 2020, Jelsoft Enterprises Ltd.
All posts are solely indicative of the opinions of their authors at the time they were written and
should not be construed as representing the current opinions of Fool's Gold's staff, owner, or host.
Fool's Gold contains mature content and is not intended for users under eighteen years of age.
Style designed by Haunted Horse for Fool's Gold. Banner image by
Darrell K. Sweet, lifted from the cover of Robert Jordan's Winter's Heart.