CHARACTER CREATION Review Chapters 1 through 5, then follow these steps to create a 1st level character. You need a photocopy of the character sheet, a pencil, scrap paper, and four 6-sided dice.
CHECK WITH YOUR DUNGEON MASTER Your DM may have house rules or campaign standards that vary from these rules. You should also find out what the other players have created so that your character fits into the group.
ROLL ABILITY SCORES Roll your character’s six ability scores. Determine each one by rolling four six-sided dice, ignoring the lowest die roll, and totaling the other three. Record your six results on scrap paper. See Chapter 1 (beginning on the next page) for more details.
CHOOSE YOUR CLASS AND RACE Choose your class and race at the same time, because some races are better suited to certain classes. The classes, detailed in Chapter 3, are barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard. Each class description includes a “Races” section that provides some advice. The Races, described in Chapter 2, are human, dwarf, elf, gnome, halflings, half-elf, and half-orc. Write your class and race selections on your character sheet.
ASSIGN AND ADJUST ABILITY SCORES Now that you know your character’s class and race, take the ability scores you rolled earlier and assign each to one of the six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Adjust these scores up or down, according to your race, as indicated on Table 2–1: Racial Ability Adjustments (page 12). Put high scores in abilities that support your class selection. Each class description includes an “Abilities” section that provides some advice. For each ability score, record the character’s modifier, as indicated on Table 1–1: Ability Modifiers and Bonus Spells (page 8). Ability modifiers adjust many die rolls in the game, including attack rolls, damage rolls, skill checks, and saving throws. Record your adjusted ability scores and their modifiers on your character sheet.
REVIEW THE STARTING PACKAGE There is at least one starting package at the end of each class description. Look at the class’s starting package. It offers a fast way to complete the next several steps of character creation. If you like the feat, skills, and equipment listed there, record this information on your character sheet. Otherwise, use this information as a guide and make your own decisions.
RECORD RACIAL AND CLASS FEATURES Your character’s race and class provide certain features. Most of these are automatic, but some involve making choices and thinking ahead about upcoming character creation steps. Feel free to look ahead or to backtrack and do something over if you need to.
SELECT SKILLS Your character’s class and Intelligence modifier determine how many skill points you have to buy skills (see page 62). Skills are measured in ranks. Each rank adds +1 to skill checks made using a specific skill. At 1st level, you can buy as many as 4 ranks in a class skill (a skill on your class’s list of class skills) for 4 skill points, or as many as 2 ranks in a cross-class skill (a skill from another class’s list of class skills) for the same cost. (You get more out of purchasing class skills.) Buying skills goes faster if you spend 4 skill points (your maximum) on every skill you buy, as we’ve done in the starting packages. Once you’ve selected your skills, determine the skill modifier for each one. To do this, add the skill ranks to the ability modifier associated with the skill and record it on your character sheet. Table 4–2: Skills (page 63) lists all the skills in the game and indicates which skills are class skills for which classes.
SELECT A FEAT Each 1st-level character starts with a feat. Table 5–1: Feats (page 90) lists all feats, their prerequisites (if any), and a brief description.
REVIEW DESCRIPTION CHAPTER Look over Chapter 6: Description. It helps you detail your character. You can this now or wait until later.
SELECT EQUIPMENT Use the equipment from your class’s starting package, or randomly determine your starting gold (see page 111) and buy your own gear piece by piece, using the information in Chapter 7: Equipment.
RECORD COMBAT NUMBERS Determine these statistics and record them on your character sheet. Hit Points: Your hit points (hp) determine how hard your character is to kill. At 1st level, wizards and sorcerers get 4 hp; rogues and bards get 6 hp; clerics, druids, monks, and rangers get 8 hp; fighters and paladins get 10 hp; and barbarians get 12 hp. To this number, add you character’s Constitution modifier. Armor Class: Your Armor Class (AC) determines how hard your character is to hit. Add the following numbers together to get your AC: 10 + your armor bonus + your shield bonus + your size modifier + your Dexterity modifier. Initiative: Your character’s initiative modifier equals your Dexterity modifier. The Improved Initiative feat provides an additional modifier if you select it. Attack Bonuses: Your class determines your base attack bonus. To determine your melee attack bonus for when you get into closecombat fights, add your Strength modifier to your base attack bonus. To determine your ranged attack bonus for when you attack from a distance, add your Dexterity modifier to your base attack bonus. Saving Throws: Your class determines your base saving throw bonuses. To these numbers, add your Constitution modifier to get your Fortitude save, your Dexterity modifier to get your Reflex save, and your Wisdom modifier to get your Will save.
DETAILS, DETAILS, DETAILS Now choose a name for your character, determine the character’s gender, choose an alignment, decide the character’s age and appearance, and so on. Chapter 6: Description can help with this. There’s no need to develop your character completely. With your DM’s permission, you can always add or even change details as you play and as get a better feel for your character.