The Cormyr Conspiracy
Creating A Character
Hey guys, you can find this information within the Player’s Handbook, but I thought it’d be nice to make it conveniently available here.
Creating a character isn’t as difficult as it may seem, and when you learn how to do it, the process can become very quick and easy. Here’s the steps to know in order to complete the process:
1. Always check with the Dungeon Master to see if there are any restrictions on characters you can make
Most campaigns don’t allow players to just wander around as Beholders, and some campaigns start at different levels. This campaign is restricted to starting at level 1, and let me know what race/class combination you have in mind to see if it is allowed (I don’t expect many conflicts though). I also want to avoid characters with any Evil alignment for this campaign, but if you really want it, let me know.
2. Figure out what kind of character you want
Healbitch? Tankbitch? The damn rogue who fucking takes all the loot and there’s nothing you can do about it? Maybe the overpowered spellslinger that laughs as he rains destruction on basic kobolds simply because he can? Think about the style of fighting (melee, magic, neither, both), as well as what alignment you’re leaning towards (this is crucial to the way in which you roleplay).
3. Choose your Race and Class
Race and Class choice don’t have to compliment each other (Yes, you can have a Halfling Barbarian and a Half-Orc Rogue). It’s all up to you! However, many people choose their race and class based on roleplaying reasons, while others choose their class and roleplay around their choice. Again, your call. Just make sure you become familiar with the rules which apply to your choices.
4. Ability Scores!
How you acquire ability scores depends on the DM’s preference, so here’s mine: Roll 4 d6s, then remove the lowest roll, and add the remaining three together (leaving you with a range of 3-18). Repeat this process 5 times (you will have 6 scores to allocate in total), but redo the process for results under 10. Then, assign these numbers to each of your Abilities (Str, Dex, etc.). How you do this is entirely up to you, but it’s always good to keep in mind that some classes rely on certain Ability Scores (a Tank may need more Con, while a Wizard needs more Int). Now you can determine your Ability Modifiers, which are entirely based on your score (ex. an 18 grants a +4, while a 10 or 11 grants +0; there’s a table in the handbook that shows these modifiers).
Note: For some people, their Ability Scores has an impact on how they roleplay (A character with an Intelligence of 10 probably isn’t the one who comes up with the best plan….but if his Charisma is 18, he may be able to make it seem like the best plan!).
5. Every Race is Special
At this point, make note of all your racial features (especially ability score bonuses and racial abilities). Adjust your Ability Scores (and Ability Modifiers) accordingly. Personally, I usually throw racial abilities and features in my feats section, but where it is on the sheet doesn’t really matter.
6. Skills to Pay the Bills (HA! I’M FUNNY)
Use your Intelligence modifier in conjunction with your class to determine your amount of skill points (you will find this formula with your class description). Then, assign your skill points. NOTE: SKILL POINTS AND SKILL RANK ARE NOT THE SAME THING! AGH!
Buying a rank in a class-skill costs 1 point, buying a rank in a cross-class skill requires 2 points (your class description tells you what your class skills are). The maximum number of ranks you can have in a class skill is 3+your level (4 at level 1), while the maximum rank for a cross class skill is half of that rounded down (2 at levels 1 and 2).
7. Feats can be ridiculous
Usually not at level 1 though. Feats are just something out of the ordinary your character is capable of doing, like using a table leg as a functional weapon capable of killing demons (not a joke); this is why I usually list racial abilities with feats. Feats really help create the exact type of character you want to make, so choose wisely. Unless stated otherwise in the book (example, being a fighter or a human), level 1 characters start with 1 feat, and gain one every 3rd level (level 3, 6, 9, etc.).
Note: Many feats have requirements in order to obtain them (level, class, etc.)
8. Starting gear
After some thought, I’ve decided to challenge you guys (I’ve never tried this before but it sounds really fun) by giving you guys a starting money pool of 500 gold (40 × 7 players, rounded up). Buy stuff. I like buying stuff. Collaborate with each other and decide how best to spend this money. Buy gear appropriate for your characters and your budget. Also consider buying starting supplies of food rations and maybe a pack mule (I bought one once and brought into combat with me because I made a bard with 1hp). It’s up to you to decide how the money is spent, but everyone has to agree with this decision.
9. The numbers
Once you’ve followed all of these steps, fill out those pesky numbers all over your character sheet (HP, AC, Initiative, etc.). If you aren’t sure how to, either ask someone or look in that handy handbook.
10. Now you can create your character
What’s he/she like? Do they like ponies? Maybe they have a rumbly that only human hands can satisfy. Perhaps they worship a golden bovine because that’s what their mummy thought was appropriate to raise them to do. It’s up to you to decide what’s important for everyone to know about their character.
Note: If there are aspects of your character meant to be kept a secret, tell me (the Dungeon Master). I can make notes about it and even include it in the campaign (if you’re ashamed of being a werewolf, you may attempt to hide it from the party. It may even work…for a time).
Oh my goodness it’s finally done. Enjoy your character!
Note: If you have any questions about creating your character that isn’t addressed in this guide, simply ask someone or look for the answer in the Player’s Handbook!