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D&D 3.5 Character Creation

Nov 11th, 2014
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  1. ------------------------------------------------
  2. ---------- D&D 3.5 CHARACTER CREATION ----------
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  4.  
  5. For any questions try looking it up in http://dndtools.eu/ first. It is a good resource to use in character creation and development.
  6.  
  7. ----- Ability Scores -----
  8. Basic races start with base ability scores of 8 for all stats (not including racial modifiers), they then have 25 points to spend on increasing their stat levels, you can get some leverage on the amount of points you have to spend by lowering some of the stats below their base level. However this is inadvisable unless you know what you are doing as it means you suffer penalties when making dice rolls based on that stat. Additionally you get 1 point to spend on abilitys every 4 levels (4,8,12...) upto level 20.
  9.  
  10. Use an ability score calculator to work out what's best for your character:
  11. http://tools.digitalightbulb.com/pbcalc.html
  12.  
  13. Look at the "Ability Modifiers and Bonus Spells" table to see what the buffs and penalties are as a result of your ability scores:
  14. http://www.dandwiki.com/wiki/SRD:Ability_Scores#Table:_Ability_Modifiers_and_Bonus_Power_Points
  15.  
  16. Hit points = The amount of hit points gained per level depends on your class (see "Hit Die" on your class' page in DNDtools). E.g. a wizard will start with 4 health + any constitution modifiers + Misc buffs (amulets, spells, etc).
  17.  
  18.  
  19. ----- Choosing A Race -----
  20. When choosing a race your character gains and looses ability points in some areas. A human has no ability adjustments; whereas a dwarf gets +2 Constitution but suffers -2 Charisma (so they're a bit more tanky but aren't the best negotiators). Depending on what race you choose determines your limitations in the following areas:
  21. -- Relations
  22. -- Alignment (chaotic evil, neutral neutral, lawful good, you get the picture, just make sure it's fitting.)
  23. -- Religion (make sure this is allowed by your alignment, e.g. You can't worship Pelor unless you are neutral good, allowances can be made however.)
  24. -- Languages known
  25.  
  26. Some of them can be altered by your class (e.g. wizards can learn some languages regardless of their race). But for the most part they are common sense (e.g. a dwarf won't have an elvish sounding name). For the specifics about each of the main races see pg 11 - 20 Player's Handbook.
  27.  
  28.  
  29. ----- Classes -----
  30. If you use http://dndtools.eu/ to find your class there is usually a table for it to show BAB and other useful things. Try looking there before bothering with the stuff below as it may save you some time.
  31.  
  32. BAB:
  33. When calculating Base Attack Bonus (BAB), your class determines whether you have a good, average or poor BAB. pg 22 Players Handbook explains in greater detail but essentially. Barbarians, Fighters, Paladins etc. have good BAB; Clerics, Druids, Rogues etc. have average BAB; and Sorcerors, Wizards etc. have poor BAB. When reading the "Base Save And Base Attack Bonuses" table, when a BAB says +12/+7/+2, this means at that level you can attack 3 times per round, with each attack having those bonuses from left to right, e.g. 1st attack = +12, 2nd = +7, 3rd = +2.
  34.  
  35. Feats:
  36. You get 1 feat point to spend at level 1 and at every level divisible by 3 (3rd, 6th, 9th, etc). This is in addition to any feat points granted as class features and the bonus feat granted to human characters. To buy a feat you must have the prerequisites.
  37.  
  38. Fortitude:
  39. If you use your chosen class' "Advancement" table on http://dndtools.eu/ you can just take your corresponding Fort score from there.
  40. In game Fort is used by adding it to your Constitution score. If the enemy'd dice roll is higher than that then they hit you and damage/effects is calculated from there.
  41.  
  42. Reflexes:
  43. If you use your chosen class' "Advancement" table on http://dndtools.eu/ you can just take your corresponding Ref score from there.
  44. In game Ref is used by adding it to your Dexterity score. If the enemy'd dice roll is higher than that then they hit you and damage/effects is calculated from there.
  45.  
  46. Willpower:
  47. If you use your chosen class' "Advancement" table on http://dndtools.eu/ you can just take your corresponding Will score from there.
  48. In game Will is used by adding it to your Wisdom score. If the enemy'd dice roll is higher than that then they hit you and damage/effects is calculated from there.
  49.  
  50. Specials:
  51. If you use your chosen class' "Advancement" table on http://dndtools.eu/ you can use the corresponding specials information from there. E.g., if it says "Bonus Feat" then you get to choose 1 free feat; it can be whatever you like provided you meet that feat's prerequisites.
  52.  
  53.  
  54. ----- Skills -----
  55. You can attempt any skill without levels in it provided it isn't a "trained only" skill. Those skills need at least 1 point in the before they can be attempted (e.g. knowledge of arcane).
  56.  
  57. At level 1 the amount of skill points you have to spend is determined by your ((class + int modifier) * 10) (see your class page on http://dndtools.eu/, under the title "Skill points", and http://www.dandwiki.com/wiki/SRD:Ability_Scores#Table:_Ability_Modifiers_and_Bonus_Power_Points for your int modifier). E.g. A lvl 1 halfling rogue with 14 int would have 40 skill points to spend (8 + 2 = 10; 10 * 4 = 40). Some races get additional skill points, this should be noted in the http://dndtools.eu/ page under "Racial traits".
  58. Each skill point yo spend on a a class skill (these are skills associated with your chosen class, e.g. rogue gets lock picking but a barbarian does not; there should be a "Class Skills" table for every class on DnDTools) gets you 1 point in that skill, to a maximum of 4. When buying cross-class skills (E.g. you want your barbarian to pick locks) then each point spent gets you 1/2 a skill point in that skill, to a maximum of 4. 1/2 a point in a skill doesn't do anything so try to avoid being left with any.
  59. When levelling up you gain a number of additional skill points to spend (see your class page on DnDTools). It is simply, the modifier listed under "Skill Points" + your intelligence modifier. Some races (e.g. Humans) get additional skill points to spend per level. You can increase any skill you like this time, even if it exceeds the 4 point limit; however, the skill level cannot exceed your character's new level + 3 (lvl 5 cannot have class skills higher than 8). If it's a cross-skill however each point spent is still only worth 1/2 a skill level and you may only increase a skill to half your character level (lvl 5 cannot have a cross-class skill higher than 2.5).
  60.  
  61.  
  62. ----- The Easy Part -----
  63. -- Name
  64. -- Gender
  65. -- Appearance
  66. -- Age
  67. -- Personality
  68. -- Background
  69.  
  70.  
  71. ----- Equipment -----
  72. To find your starting gold look here: http://www.dndarchive.com/forums/depth-roleplay-qa/character-wealth-level
  73. Then spend it on whatever you feel is befitting of your class & play style (adventuring kit, armour and weapons are a good start; normal clothing is free). Record the stats of any tools, weapons, magical items, etc. you buy for use within the game.
  74.  
  75.  
  76. ----- Advancing In Levels -----
  77. When it is time for you to level your character up (the DM should tell you when this happens), find your "Advancement" table on http://dndtools.eu/ and increase your character to the appropriate level, adopting the skills, feats and specials granted by being that level (Note: for specials you retain all those specials prior to your level).
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