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snflwer98
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This message was updated on 5/25/2003 2:13:49 PM by snflwer98

D&D 3E Character Creation Example
replied on: 5/25/2003 1:53:19 PM

I am going to be listing here, a character created by the Dungeons and Dragons 3rd Edition. This is simply a reference guide for those who are unfamiliar with 3E rules. I am not going to go into detail about some things as it should be common knowledge.

Now, the first part is rather simple. Just like any other creation out there. Going about rolling Attributes. Simple. 4d6-L (in the SRD, it is Point-Buy). For those who don't what 4d6-L means, its means roll 4 d6's and add only the 3 highest. Roll 6 times for the attributes.

Our Rolls:
15, 17, 16, 14, 13, 12.

Now, choose what Race and Class you want to be. For this example we are rolling up an Elven Rogue.

Assign and adjust your attribute scores, as you desire for the concept. For this example, our Rogue is going to be more dextrous.

Our arranged rolls:
12, 17, 16, 15, 13, 14.

Now add in your Racial Bonuses or Penalties. For an Elf, you get a bonus of 2 to DEX, and a penalty of 2 to CON.

Our Attributes:
STR 12, DEX 19, CON 14, INT 15, WIS 13, CHA 14.

Record the Modifiers now.

STR 12 +1, DEX 19 +4, CON 14 +2, INT 15 +2, WIS 13 +1, CHA 14 +2.

Record your Racial and Class Features.

Elf: Immune to Sleep spells and effects, +2 racial save bonus against Enchantment spells or effects; Low Light Vision; Proficient with Longsword or Rapier, short bow, long bow, composite long bow and composite short bow; +2 racial bonus to Listen, Spot, and Search; Passing within 5 foot of a secret door, they are entitled to a Spot check; Automatic Languages are Common and Elven; Favored Class: Wizard.

Rogue: Weapon Proficiency, Rogue Weapons; Armor Proficiency, Light Armor; Sneak Attack +1d6; Traps.

Select Skills according to how you want to play your character. For this Rogue, we are going to have her be an Archer, so we are going to select skills that will best suit this. To buy Skills, you are given a certain amount of Skill Points as per Class. Rogue get 8 plus INT modifer time 4 at first level. Giving us (8+2)*4=40. Each Rank in a Class Skill (skills listed under the Class' Description) cost 1 point. Each Rank in a Cross-Class Skill (A non-exclusive Skill, not listed) cost 2 points. You may buy Exclusive Class Skills as normal (1 Rank = 1 Point) if they are apart of your Class. You may not spend more than 4 points in a Skill at first level. For this example, we can have 10 Skills maxxed.

Alchemy +2, Balance +4, Bluff +4, Craft(Bowyer/Fletcher) +4, Hide +4, Listen +4, Move Silently +4, Spot +4, Tumble +4, Use Magic Device +4

Once all the Skills are bought, add in modifiers from your Attributes and/or Race.

Alchemy(INT) +4, Balance(DEX) +8, Bluff(CHA) +6, Craft(INT) +6, Hide(DEX) +8, Listen(WIS) +7, Move Silently(DEX) +8, Spot(WIS) +7, Tumble(DEX) +8, Use Magic Device(CHA) +6.

Now onto Feats. For becoming First Level you gain 1 Feat. Humans and Fighers gain an additional Feat. Since this character is an Elven Rogue, she receives the one starting Feat. Since we are making her an Archer, we are going to take Point Blank Shot.

Our character is nearing complete creation. We can now select our Equipment. Our starting cash is 5d4*10. We rolled 12*10 which gives us 120gp.

The Equipment we selected:
Studded Leather, Rapier, Shortbow, 20 arrows, Backpack, Bedroll, Flint and Steel, Trail Rations (1 wk.), Waterskin, Explorer's Outfit, Acid (flask), Alchemist's Fire (flask)

Money Remaining: 2gp, 4sp.

We now record the necessary information for Combat and Skills. This includes our saves, base attack, attack modifiers, iniative, AC and hit points. At first level, Rogues have:
+0 Fort, +2 Ref, +0 Will, +0 BAB (Base Attack Bonus). Armor affects all skills which involve physical movement, expect Swim, which is treated differetly. Add in appropriate modifiers from attributes and/or feats, skills and Armor Check Penalties.

Our Combat and Saves:
Fort +2, Ref +6, Will +1; BAB +0; Melee +1, Ranged +4; Iniative +4; AC 17; HP 8.

Our new Skills:
Alchemy(INT) +4, Balance(DEX) +7, Bluff(CHA) +6, Craft(INT) +6, Hide(DEX) +7, Listen(WIS) +7, Move Silently(DEX) +7, Spot(WIS) +7, Tumble(DEX) +7, Use Magic Device(CHA) +6.


Explanation of the above information: Saves are modified by attributes. Fort is CON, Ref is DEX, and Will is WIS. Attack modifiers as STR for Melee, and DEX for Ranged. Iniative is by DEX. AC is base 10 plus armor (studded leather gives +3) plus DEX (unless your armor's maximum DEX adjustment is lower than your DEX modifer, then you only get the max DEX adjustment). Hit points are modified by CON, all characters begin at first level with max HP for their dietype.

Finally, we can add the details. How tall is our character, her weight, eye color, etc.

Our Character is now complete!
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