Your character has six ability scores that represent his or her most basic attributes.
Thse ability scores represent your character's raw talent and prowess. These scores, and the modifiers they create, affect nearly every aspect of your character's skills and abilities.
You will receive a number of points to spend on increasing your character's basic ability scores
The campaign type determines the number of points you can spend on your ability scores.
Select a campaign type.
Check with your game master to see what campaign type he or she is using. A standard campaign lets you spend 15 points.
Points Spent: 0/0
Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand combat, such as fighters. Strength also sets the maximum amount of weight your character can carry.
You apply your character's Strength modifier to:
Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it's also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons.
You apply your character's Dexterity modifier to:
Constitution represents your character's health and stamina. A Constitution bonus increases a character's hit points, so the ability is important for all classes.
You apply your character's Constitution modifier to:
Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects their spellcasting ability in many ways.
You apply your character's Intelligence modifier to:
Wisdom describes a character's willpower, common sense, awareness, and intuition. Wisdom is the most important ability for clerics. If you want your character to have acute senses, put a high score in Wisdom.
You apply your character's Wisdom modifier to:
Charisma measures a character's personality, personal magnetism, ability to lead, and appearance. It is important for clerics, since it affects their ability to channel energy.
You apply your character's Charisma modifier to:
In fantasy roleplaying games, race is fundamental.
Race mixes biology and culture, then translates those concepts into racial traits. A race's traits, its history, its relations with other races, and its culture all frame your character. This is true whether you play to or against the stereotypes.
To some players, choosing a race is simply a matter of finding which racial modifiers best fit a character's class. Yet there's so much more to race than that. By exploring the cultures and traditions of a character's race, we can better understand where she comes from and what makes her tick, thus immersing ourselves that much deeper in the campaign world.
Dwarves are a stoic but stern race. More than any other race, dwarves have acquired a reputation as dour and humorless artisans of the earth.
It could be said that their history shapes the dark disposition of many dwarves. They reside in high mountains and dangerous realms below the earth, ensconced in cities carved from the hearts of mountains.
They are fiercely determined to repel the depredations of savage races and are constantly at war with giants, goblins, and other such horrors.
Elves possess a graceful, slender physique that is accentuated by their long, pointed ears. It is a mistake, however, to consider them weak or feeble, as the thin limbs of an elf can contain surprising power.
The long-lived elves are children of the natural world. They seek to live in balance with the wild and understand it better than most other mortals.
Elves also have an appreciation for the written word, magic, and painstaking research. Their naturally keen minds and senses, combined with their inborn patience, make them particularly suited to wizardry.
Optimistic and cheerful by nature, blessed with uncanny luck, and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity.
Rather than place their faith in empires or great causes, many halflings prefer to focus on the simpler and humbler virtues of their families and local communities.
Halflings are inveterate opportunists. They firmly believe they can turn any situation to their advantage, and sometimes gleefully leap into trouble without any solid plan to extricate themselves if things go awry.
Humans are perhaps the most diverse of all the common races, with a capacity for both great evil and boundless good. Some humans assemble into vast barbaric hordes, while others build sprawling cities that cover miles.
Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things.
In general, humans are known for their flexibility, ingenuity, and ambition. Other races sometimes envy humans their seemingly limitless adaptability, not so much biologically speaking but in their willingness to step beyond the known and press on to whatever might await them.
Step Three: Class
In fantasy roleplaying games, race is fundamental. It both provides a starting point for character creation and sets the tone for a character as it progresses. Race mixes biology and culture, then translates those concepts into racial traits. A race's traits, its history, its relations with other races, and the culture that all of these things imply—all of these frame your character. This is true whether you play to or against the stereotypes. To some players, choosing a race is simply a matter of finding which racial modifiers best fit a character's class. Yet there's so much more to race than that. By exploring the cultures and traditions of a character's race, we can better understand where she comes from and what makes her tick, thus immersing ourselves that much deeper in the campaign world.
These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.
Standard Class Features
A fighter gets to select a bonus combat feat during in addition to the other feat(s) gained at level one. This will be done during step five of this character creator.
The rogue's attack deals +1d6 extra damage anytime her target would be denied a Dexterity bonus to AC or when the rogue flanks her target.
+1 to Perception skill checks made to locate traps and to Disable Device skill checks. A rogue can use Disable Device to disarm magic traps.
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity.
God of Justice and Honor
Godess of the Sun and Healing
Godess of Beauty and Art
Godess of Dreams and Travels
God of Alcohol and Freedom
Godess of Lust and Revenge
Select two of the domains belonging to your deity. Each domain grants a domain power, as well as a bonus spell. A cleric gains one domain spell slot. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Touch of Chaos: You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item.
Cantrips are level 0 spells. Preprared cantrips can be cast unlimitted times each day. You can prepare three cantrips per day from the following list:
Str: 10 (0)
Dex: 10 (0)
Con: 10 (0)
Int: 10 (0)
Wis: 10 (0)
Cha: 10 (0)
Common, Dwarven, Orc
Hatred, Greed, Stonebreaker, Hardy, Surefooted