Determine Ability Scores
Generate your character's six ability scores by distributing 20 points among them. Each point will raise an ability score by 1 point, non-human ability scores start at 10, while human ability scores start at 12. Record your choices on a piece of scrap paper. No stat can be over 18 before racial ability score modification.
See Chapter 1 of the Player's Handbook for more details.
Choose Your Class And Race
Choose your class and race because some races are better suited to certain classes. Click here
to view a list of available classes for the campaign. Each class will have a short description with important information about the class and races in relation to the campaign.
to view a list of available races for the campaign.
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 created earlier and assign each to one of the six abilities. Adjust these scores for your racial modifications as indicated in the racial description.
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: Abilities Modifiers and Bonus Spells, page 8 of the Player's Handbook. 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 your class's starting package. It offers a fast way to complete the next several steps of characer 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. For non-humans, an important choice to make at this time is whether or not to take a level in your race or a level in your chosen class.
Non-human races gain special abilities that improve as the character gains experience and ages. This is done by taking levels in the racial package instead of the class. If a race level is taken as the character's first level, then the skill points gained from that level are multiplied by 4 to determine the total available.
Your character's class or racial level and intelligence modifier determine how many skill points you have to buy skills. See the individual racial package or page 62 of the Player's Handbook.
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 or race skill (a skill on your class's list of class skills or listed in the racial package) 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 has been 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 of the Player's Handbook lists all skills in the game and indicates which skills are class skills for which classes. For any House Rules skills or racial skills, check the appropriate areas of the site.
Only human characters are allowed to select feats at first level. All other races gain the Wilder feat at 1st-level instead of selecting one. Table 5-1: Feats page 90 of the Player's Handbook lists all feats, their prerequisites (if any), and a brief description.
Review Description Chapter
Look over Chapter 6: Description of the Player's Handbook. It helps you detail your character. You can also use the character creation section of the site to help determine other details of your character such as height, weight, hair color, eye color, name, etc.
Use the equipment from your class's starting package, or randomly determine your staring gold (see page 111 in the Player's Handbook) 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.
Wound/Vitality Points: Your wound points are equal to the value of your Constitution score and determine how much critical damage your character can take. Your vitality points determine how hard your character is to kill through normal damage. At 1st level, you get a number of vitality points according to what class you are or if you have taken a level in your race. Check the appropriate section of the Player's Handbook or this site to determine how many points you receive. You get the full value of the die that you roll, plus your 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 selected it.
Attack Bonuses: Your class or racial package determines your base attack bonus. To determine your melee attack bonus for when you get into close-combat 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 racial package 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
(no Evil alignments are allowed), decide the character's age and appearance, and so on. Chapter 6: Description in the Player's Handbook can help with this along with some of the sections of this site.