3rd Edition - Players Handbook, Rpg, D&D 3ed

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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 characterÆs 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 characterÆs 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 ÃRaces.Ä You can look there to see what class and race
combinations are most common. Write the characterÆs class and race on the character sheet.
Take some time to think about what sort of person your character is going to be. You donÆt have to develop his or her whole
personality at this point, but nowÆs 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 characterÆs class and race, assign the scores you rolled in Step 1 to your characterÆs 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 2Á1: Racial Ability Adjustments.
Put high scores in abilities that work for your characterÆs class. Each class description includes an entry called ÃAbilitiesÄ that points
out important abilities for that class. YouÆll 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 characterÆs modifier. See Table 1Á1: 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 classÆs 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 youÆve 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 characterÆs 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 donÆt be afraid to backtrack and do something over.
6. SELECT A FEAT
Each 1st-level character starts with a feat. See Table 5Á1: 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 characterÆs 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 classÆs list of class skills) or up to 2 ranks in a cross-class skill (a skill
from some other classÆs 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 5Á2: 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 classÆs 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 theyÆre at
least worth reviewing at this stage.
9. SELECT EQUIPMENT
If you donÆt use the equipment in the starting package for your characterÆs class, you randomly determine the value of his or her starting
equipment (see Table 7Á1: 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 characterÆs 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 characterÆs 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 characterÆs 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, thereÆs no end to how thoroughly you can detail your characterÆs looks,
personality, and personal history.
ThereÆs no need to develop the character completely. With your DMÆs permission, you can always add, or even change, details as you
play and as you get a better feel for your character.
J
ust about every dice roll you make is going to be modified based on your characterÆs abilities. A tough character has a better chance of
surviving a wyvernÆs poison sting. A perceptive character is more likely to notice bugbears sneaking up from behind. A stupid character
is less likely to find a secret door that leads to a hidden treasure chamber. Your ability scores tell you what your modifiers are for rolls
such as these.
Your character has six abilities: Strength (abbreviated Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), and
Charisma (Cha). Each of your characterÆs above-average abilities gives you a benefit on certain die rolls, and each below-average ability
gives you a disadvantage on other die rolls. You roll your scores randomly, assign them to the abilities you like, raise and lower them
according to your characterÆs race, and then raise them as your character advances in experience.
YOUR ABILITY SCORES
To create an ability score for your character, roll four six-sided dice (4d6). Disregard the lowest die, and total the three highest dice.
This roll gives you a number between 3 (horrible) and 18 (tremendous). The average ability score for the typical commoner is 10 or
11, but your character is not typical. The most common ability scores for player characters (PCs) are 12 and 13. (ThatÆs right, the
average player character is above average.)
Make this roll six times, recording the result each time on a piece of paper. Once you have all six scores, assign each score to one of
your six abilities. At this step, you need to know what kind of person your character is going to be, including his race and class, in order
to know where best to place your characterÆs ability scores. Remember that choosing a race other than human or
half-elf causes some of these ability scores to change (see Table 2Á1: Racial Ability Adjustments, page 12).
ABILITY MODIFIERS
Each ability, after changes made because of race, will have a modifier ranging from Á5 to +5. Table 1Á1: Ability Modifiers and Bonus
Spells (see the next page) shows the modifier for each ability, based on its score. It also shows bonus spells, which youÆll need to know
about if your character is a spellcaster.
The modifier is the number you add to or subtract from the die roll when your character tries to do something related to that ability.
For instance, you add or subtract your Strength modifier to your roll when you try to hit someone with a sword. You also use the
modifier with some numbers that arenÆt die rolls, such as when you apply your Dexterity modifier to your Armor Class (AC). A positive
modifier is called a bonus, and a negative modifier is called a penalty.
ABILITIES AND SPELLCASTERS
The ability that spells relate to depends on what type of spellcaster you are: Intelligence for wizards; Wisdom for clerics, druids,
paladins, and rangers; or Charisma for sorcerers and bards. In addition to having a high ability score, a spellcaster must be of sufficient
level in order to gain a bonus spell of a given level. (See the class descriptions in Chapter 3 for details.) For instance, the wizard Mialee
has a 15 Intelligence, so sheÆs smart enough to get one bonus 1st-level spell and one bonus 2nd-level spell. (She will not actually get the
2nd-level bonus spell until she is 3rd level, the minimum level a wizard must be to cast 2nd-level spells.)
If your characterÆs ability score is 9 or lower, you canÆt cast spells tied to that ability. For example, if MialeeÆs Intelligence dropped to
9 because of a poison that reduces intellect, she would not be able to cast even her simplest spells until cured.
REROLLING
If your scores are too low, you may scrap them and roll all six scores over. 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.
Table 1Á1: Ability Modifiers and Bonus Spells
ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ Bonus Spells (by Spell Level) ÂÂÁÂÂÂÂÂÂÁÂÂÂÂÂÂÂÂÂÂÂÂÂ
Score
Modifier
0
1
2
3
4
5
6
7
8
9
1
Á5
ÂÂÂÂÂÂÂÂÁÂÂÂÂÂÂ CanÆt cast spells tied to this ability ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ
2Á3
Á4
ÂÂÂÂÂÂÂÂÁÂÂÂÂÂÂ CanÆt cast spells tied to this ability ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ
4Á5
Á3
ÂÂÂÂÂÂÂÂÁÂÂÂÂÂÂ CanÆt cast spells tied to this ability ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ
6Á7
Á2
ÂÂÂÂÂÂÂÂÁÂÂÂÂÂÂ CanÆt cast spells tied to this ability ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ
8Á9
Á1
ÂÂÂÂÂÂÂÂÁÂÂÂÂÂÂ CanÆt cast spells tied to this ability ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ
10Á11
0
Â
Â
Â
Â
Â
Â
Â
Â
Â
Â
12Á13
+1
Â
1
Â
Â
Â
Â
Â
Â
Â
Â
14Á15
+2
Â
1
1
Â
Â
Â
Â
Â
Â
Â
16Á17
+3
Â
1
1
1
Â
Â
Â
Â
Â
Â
18Á19
+4
Â
1
1
1
1
Â
Â
Â
Â
Â
20Á21
+5
Â
2
1
1
1
1
Â
Â
Â
Â
22Á23
+6
Â
2
2
1
1
1
1
Â
Â
Â
24Á25
+7
Â
2
2
2
1
1
1
1
Â
Â
26Á27
+8
Â
2
2
2
2
1
1
1
1
Â
28Á29
+9
Â
3
2
2
2
2
1
1
1
1
30Á31
+10
Â
3
3
2
2
2
2
1
1
1
32Á33
+11
Â
3
3
3
2
2
2
2
1
1
34Á35
+12
Â
3
3
3
3
2
2
2
2
1
36Á37
+13
Â
4
3
3
3
3
2
2
2
2
38Á39
+14
Â
4
4
3
3
3
3
2
2
2
40Á41
+15
Â
4
4
4
3
3
3
3
2
2
42Á43
+16
Â
4
4
4
4
3
3
3
3
2
44Á45
+17
Â
5
4
4
4
4
3
3
3
3
etc. . . .
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