Resistance: 3.5ed Character Creation.

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Stirling
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Resistance: 3.5ed Character Creation.

#1 Post by Stirling »

CHARACTER CREATION

We are using the D&D 3.5ed Players Handbook.

Review Chapters 1 through 5, then follow these steps to create a 1st level character. We are using the Unseen Servant die roller to create and maintain your character. Please link all rolls in the die roller for transparency.

ROLL ABILITY SCORES
Roll your character’s six ability scores. We are using the [4d6c1] method and I am quite happy for players to assign scores to specific stats as they prefer. I would like players to run a character concept they enjoy and am happy for you to 'aye & nay' accepting rolled results until you achieve a suitable roll.

Just be aware the more heroic and buffed your characters are, the greater the challenges you face.

CHOOSE YOUR CLASS AND RACE

Record in the character sheets Note section a note for information on your race and class.

The Races, described in Chapter 2, are human, dwarf, elf, gnome, halflings, half-elf, and half-orc.

Adjust your rolled Ability scores up or down, according to your race, as indicated on Table 2–1: Racial Ability Adjustments (page 12).

The classes, detailed in Chapter 3, are barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard.

Each class description includes a “Races” section that provides some advice. 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: Ability Modifiers and Bonus Spells (page 8). 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 the class’s starting package. It offers a fast way to complete the next several steps of character 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.

SELECT SKILLS
Your character’s class and Intelligence modifier determine how many skill points you have to buy skills (see page 62).
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 skill (a skill on your class’s list of class skills) 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 maxi-
mum) on every skill you buy, as we’ve 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. We are using the Spells section of your character sheet as this can record your Skills and the total modifier (rank + ability modifier + magic or miscellaneous modifier ).

Table 4–2: Skills (page 63) lists all the skills in the game and
indicates which skills are class skills for which classes.

SELECT A FEAT
Each 1st-level character starts with athe least one feat. Table 5–1: Feats (page 90) lists all feats, their prerequisites (if any), and a brief description. Record on your Notes section information regarding the Feats you choose.

REVIEW DESCRIPTION CHAPTER
Look over Chapter 6: Description. It helps you detail your character.

SELECT EQUIPMENT
Use the equipment from your class’s starting package, or randomly determine your starting gold (see page 111) 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. Hit Points: Your hit points (hp) determine how hard your
character is to kill. At 1st level, wizards and sorcerers get 4 hp;
rogues and bards get 6 hp; clerics, druids, monks, and rangers get 8 hp; fighters and paladins get 10 hp; and barbarians get 12 hp. To this number, add you character’s 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 select it.

Attack Bonuses: Your class 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 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.

Record these three in the Saving Throws information slot on your character sheet.

DETAILS, DETAILS, DETAILS
Now choose a name for your character, determine the character’s gender, choose an alignment, decide the character’s age and appearance, and so on. Chapter 6.

Stirling
Rider of Rohan
Rider of Rohan
Posts: 5510
Joined: Fri Nov 09, 2012 11:16 am

Re: Resistance: 3.5ed Character Creation.

#2 Post by Stirling »

Races

Racial Ability Adjustments

Race Ability Adjustments Favored Class
Human None Any
Dwarf +2 Constitution, –2 Charisma Fighter
Elf +2 Dexterity, –2 Constitution Wizard
Gnome +2 Constitution, –2 Strength Bard
Half-elf None Any
Half-orc +2 Strength, –2 Intelligence. Barbarian
–2 Charisma
Halfling +2 Dexterity, –2 Strength Rogue

(A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3).

HUMAN RACIAL TRAITS
As Medium sized creatures, humans have no special bonuses
or penalties due to their size.

Human base land speed is 30 feet.

1 extra feat at 1st level, because humans are quick to master
specialized tasks and varied in their talents. See Chapter 5: Feats.

4 extra skill points at 1st level and 1 extra skill point at each
additional level, since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in; see Chapter 4: Skills.)

Automatic Language: Common. Bonus Languages: Any (other
than secret languages, such as Druidic). See other racial lists for common languages or the Speak Language skill (page 82) for a more comprehensive list. Humans mingle with all kinds of other folk and thus can learn any language found in an area.

DWARF RACIAL TRAITS
+2 Constitution, –2 Charisma: Dwarves are stout and tough but tend to be gruff and reserved.

As Medium creatures, dwarves have no special bonuses
or penalties due to their size.

Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or whose speed is reduced in such conditions).

Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Stonecunning: This ability grants a dwarf a +2 racial bonus on
Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Weapon Familiarity: Dwarves may treat dwarven waraxes and
dwarven urgroshes (see Chapter 7:Equipment) as martial
weapons, rather than exotic weapons.

Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

+2 racial bonus on saving throws against poison: Dwarves are
hardy and resistant to toxins.

+2 racial bonus on saving throws against spells and spell-like
effects: dwarves have an innate resistance to magic spells.

+1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears):
Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.
+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. The Monster Manual has information on which creatures are of the giant type.

+2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are familiar with valuable items of all kinds, especially those made of stone or metal.

+2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork.

Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Dwarves are familiar with the languages of their enemies and of their subterranean allies.

Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing. (see XP for Multiclass Characters, page 60). Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves.

Stirling
Rider of Rohan
Rider of Rohan
Posts: 5510
Joined: Fri Nov 09, 2012 11:16 am

Re: Resistance: 3.5ed Character Creation.

#3 Post by Stirling »

Classes

Stirling
Rider of Rohan
Rider of Rohan
Posts: 5510
Joined: Fri Nov 09, 2012 11:16 am

Re: Resistance: 3.5ed Character Creation.

#4 Post by Stirling »

Skills

Stirling
Rider of Rohan
Rider of Rohan
Posts: 5510
Joined: Fri Nov 09, 2012 11:16 am

Re: Resistance: 3.5ed Character Creation.

#5 Post by Stirling »

Feats

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