Things You'll Need:
- D&D Player's Handbook 3.5
- Notebook
- Character Sheet
- Pencil
- Dice Set (D20, D12, D10, D8, D6, D4, and Percentile)
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Step 1
ROLL STATS: Take four D6 dice (six sided dice) and roll them. Take the three highest numbers of these four and add them together. Write this number on a sheet of paper and repeat this process for a total of six rolls. Set these numbers aside for a moment.
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Step 2
RACE: There are several races to choose from in the Player's Handbook. Each race has certain characteristics that will improve your character's abilities. This step and the next should be determined together, because there are some races that work better with certain character classes than others. Races are found starting on page 11 of the Player's Handbook.
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Step 3
CHARACTER CLASS: Choose a character class that you want to play. There are several to choose from that will determine what kind of playing you will be. (i.e. Melee Combat, Ranged Combat, Spell Caster, Healer, etc.) It is best to choose a character class that you like because these characters can be around sometimes for a very long time. Classes are found on page 21 of the Player's Handbook.
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Step 4
ABILITY SCORES: Now that you have your race and character class, take those numbers that you rolled in step one and apply them to your ability scores. They need not be the same order you rolled them. Assign your highest number to your most important ability need. The Player's Handbook describes under the character classes which ability scores are most important for each class. Make sure to add or subtract anything your race requires (i.e. Elf has +2 DEX/-2 CON) and use this new number as your base ability score on your character sheet. There is a chart with these adjustments on page 12 in the Player's Handbook.
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Step 5
ABILITY MODIFIERS: These ability modifiers are found in a chart on page 8 of the Player's Handbook and effect much of your game play, so it is important to get these down right. Find the number (+/-) that corresponds with your recently written ability score on the chart on page 8 and write it next to the ability score on your character sheet.
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Step 6
SPECIAL FEATURES: Each race and class has special features associated with it (i.e. Halflings have "small" size modifier, Rogues get the ability to "Backstab"). Make a note of these special features good and bad on either your character sheet or a separate piece of paper to help you make your next few decisions.
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Step 7
SKILLS: Each character is given a certain number of skill points based on your Intelligence Modifier (the +/- number next to your Ability Score) and your chosen character class. Also some races give you bonus points so be sure to add those in when you figure your point totals. Do the math as indicated in your class description to find out how many points you have to spend on skills. On page 63 of the Player's Handbook, there is a chart listing all the skills and whether or not they are class skills or not. Choose which skills you want to use (the descriptions follow the chart) and spend your skill points to "buy" them. Class skills cost you 1 skill point per rank, while non-class skills cost you 2 skill points per rank. Spend these points wisely and be sure to add your Ability Modifier to your ranks to get the Skill Modifier that you will add to your die roll. NOTE: There are several skills that you can use without any ranks (untrained), so take that into consideration if you do not have a lot of points to spend. See page 61 of the Player's Handbook for the beginning of the skill descriptions.
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Step 8
FEATS: Every character gets at least one feat at level one and a subsequent feat level 3 and one more every three levels after that. Check your list of Race/Class special features to see if your chosen Race/Class gets any bonus feats and what kind of feats they need to be. Page 87 of the Player's Handbook starts the section on Feats.
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Step 9
GEAR: There are two basic ways to get gear for your starting character if your Dungeon Master does not allot a certain set to you. The easiest is to look at the end of your class description where the randomly generated character is and take its gear as your own. The other way is to determine your starting gold amount (page 111 of the Player's Handbook if not determined by the Dungeon Master) and buy your character's gear from the lists in the book. Equipment descriptions and prices follow the gold generator referenced above.
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Step 10
HIT POINTS: Your class determines what your hit die is (the die you roll to determine hit points). At first level, all characters get the maximum hit point allotment of your hit die. Add to this number your Constitution Modifier (the +/- number after your Ability Score) to get your total hit points for level one. When you level up, you will roll your hit die and add your Constitution Modifier to the number you rolled.
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Step 11
ARMOR CLASS: On your character sheet, you should find a line starting with a black box saying "AC." This is where your gear comes in. Any armor your character has will give you an armor bonus rating. Put this number in the box labeled "Armor Bonus." If you character has a shield do the same thing, but put the number in the "Shield Bonus" box. Put your Dexterity Modifier in the next box and put your size modifier in the box after that. Size modifiers can be found in your race descriptions, but are generally 0 for anything human sized. Now add all those numbers to 10 and put the total in the box labeled "Total" and you have your Armor Class (AC).
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Step 12
INITIATIVE: Find the line starting with "Initiative Modifier" in a black box. Put your Dexterity Modifier in the first box after the "=" sign and any armor/shield penalties added together in the second box. Add these two numbers together and that is your Initiative Modifier.
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Step 13
ATTACK BONUS: Your base attack bonus is listed in your class description. When fighting face to face (melee combat), add your Strength Modifier to this number to get your attack bonus. When shooting a missile weapon, add your Dexterity Modifier to get your attack bonus.
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Step 14
SAVING THROWS: Like your attack bonus, your base saving throw numbers are determined by class. Find that number and put it in the "Base Save" box beside its corresponding saving throw. In the "Ability Modifier" box, put your Constitution Modifier for Fortitude, Dexterity Modifier for Reflex, and Wisdom Modifier for Will. Add these numbers together to get the individual saving throw totals for your new character.
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Step 15
FLESH IT OUT: Now that you have all the stats filled out, add a few details of your own. What is your character's name? Where did he/she come from? What is your alignment/deity (if any)? What do you look like? How old are you? How did you get into adventuring/What is your history? All these questions are up to you to answer to flesh out your character and give it personality.








Comments
edieness said
on 7/15/2009 Informative article on How to Create a Character in Dungeons and Dragons 3.5. 5*