Character Creation
Jul 14, 2016 13:34:13 GMT -6
Post by frozendm on Jul 14, 2016 13:34:13 GMT -6
This thread will be a simple tutorial on how to create your character so they are ready to jump into the world of Stalichar.
Before we can get started you will need the Dungeons and Dragons 5th edition books. If you do not already have a physical or digital copy of these books you can use the following link to download them for free.
www.mediafire.com/download/cc2sgv5kn3z79o5/Dnd_5e.rar
Secondly I will be using the following format for the character sheet.
stalichar.wikia.com/wiki/Character_Sheet
You may copy the layout and post it into the Character Sheet thread, or you can use the attachment to this tread and use that to be posted into the character Sheet thread.
0. Starting with the Back
Some players wish to create the background of their character
before delving into any of the mechanics of character generation. If you would like to do this please skip to step 7, then return here after you have a more fleshed out character idea. This is not required but placed here as an option for players to choose from.
1. Determine your Race and Class
-These two choices will make a large impact on the character that you will be creating.
-The races may be chosen from any on the following page excluding Orc. All of their game statistics will be found near the bottom of the page under Game Mechanics, Fifth Edition Dnd.
stalichar.wikia.com/wiki/Races
-These two can be chosen in any particular order. Although, it is typically beneficial to choose a race that complements your class choice. An example would be picking a Half-Orc who has a bonus to strength, would make a stronger axe wielding fighter than an elf might. At least in the ways of damage. This is of course not necessary but for newer players it is recommended.
-The following are the allowed classes and a primary and secondary stat suggestions for the class, the full description of all of these can be found in the third chapter of the 5th edition Players handbook
2. Ability Scores
After determining the race and classes you would like next we will determine your ability scores, Your Strength, Dexterity, Constitution, etc. For this we will be using the point buy method. You will have 27 points to spend on your ability scores, and no ability score may be higher than 15. You also may not have any score below an 8. The following is the exchange rate for scores.
Add any bonuses from classes AFTER you calculate the 27 point total
Each score corresponds to different mechanics I'll present a brief explanation here.
After you have determined your point buy ability scores you will add in the bonuses you receive from the race you have chosen. Example, if you had chosen Tiefling, your Intelligence score would increase by an additional one, and your charisma score would increase by an additional two.
In addition we will determine your Ability Score Modifier. To do this you follow this simple chart, or subtract your Ability score by ten, then divide the new number by two, rounding your final number down.
3. Racial Traits
Next Racial traits will be taken care of. All races have abilities other than the static Ability score bonuses they receive. Copy these down from your Race's Wiki page and place them under Class Features and Traits.
4. Starting Class packages
Each class receives a starting package of weapons, equipment, and proficiency. Most of these are only granted on first level. Be sure to track these down as any Armor, weapons etc you do not have proficiency using you will not be able to add your Proficiency bonus to. These will include the following.
Armor: The armor you will have proficiency using.
[the stats for your armor will be on page 146]
Weapons: The weapons you will have proficiency using.
[the stats for your weapons will be on page 150]
Tools: The tools you will have proficiency using.
Saving throws: The saves that you are proficient with. [marking the saves you are proficient in is indicated by they yes/no under saving throws]
Skills: The skills from which you may choose from.
Equipment: A small starting package that you choose from. Be sure to take one of each option on the list.
5. Ability Modifiers and Proficiencies
Now we will track down where to put these ability modifiers and where your proficiency will go.
Ability modifiers are fairly easy. First you add your ability modifier to every saving throw that has the same name. So a Strength modifier would be added to the strength saving throw.
Skills are also each identified by an abbreviation of the ability modifier to add, you simply add that ability modifier to the corresponding skill.
Weapons are a bit different. All ranged weapons receive your dexterity modifier to both the attack roll and damage roll.
Melee weapons receive your strength modifier to the attack and damage roll. However, some weapons are denoted as finesse weapons. These weapons can instead use the dexterity modifier instead due to the finesse used with the weapon.
Your proficiencies are even simpler as there are far fewer things to add it to.
You add your proficiency modifier to all saves, skills, and weapon attacks in which you are proficient as denoted by your class.
6. Class Features
Following which are Class features. Every class has abilities that make themselves different from every other class, such as a barbarian wouldn't be more than a fighter if they couldn't fly into a rage. These will improve as you level up, but for now only track what is given at 1st level. At this point be sure to also add your proficiency bonus to your character sheet. This number will be added to proficient save rolls, proficient skill rolls, proficient attack rolls, and to various parts of spells making it a very important modifier.
7. Hit Points and Hit Dice
Next we will be determining your hit points. To determine your Hit points at first level you will take your hit dice and take the full amount as your hit points. Your hit dice should be listed at the top of your class features. After you determine your hit points you will also add your Constitution Modifier.
8.Background, Personality, Alignment and Descriptions.
This is where we will fill out the meat of your character. Their History, personality, and drive will be created here.
5th edition dungeons and dragons comes with a built in tool to do this under chapter 4: Personality and Background. We will be using this to help build our characters. You will require 2 different Character Traits, 1 Ideal, 1 Bond, and 1 Flaw. You will also need to choose the package that comes with one of the chosen backgrounds. These packages include bonus Skill Proficiencies, Languages, Equipment, Tool proficiencies and Features. Which you receive and how many are determined by the background.
In addition to this you need to pick an Alignment There are nine different alignments. All alignments are available excluding Chaotic evil. For a better explanation of these alignments go to page 123 of the Player's Handbook
You may choose these background features in one of two ways. The first is random, you choose a single background to roll under and may roll dice to generate a random character that you would like. If you would like to do this you will also receive a bonus +1 to an Ability score. If you wish to choose this option it is required that you contact me in some form before you make the rolls to generate your character.
You can contact me via messaging through the Stalichar Forums Here
Through Facebook Here
Or through my email: Frozen_scv@hotmail.com
The second choice is more specific. You may choose your traits, ideal, bond, and flaw from among any of the trees that you would like creating a much more customized character. You will also choose a single Background package of your choice, however, this may not be altered beyond any customization already offered in the Background package. Although if you choose this, you will not receive the additional +1 to an ability score.
After all of these rolling or choices have been decided there are several questions and details near the end of the character sheet. Including things such as age, height, as well as a brief description of your character's heritage. The answers to the background questions must be at least a single complete sentence, but more than this is greatly appreciated.
9. Spells
This step is only for classes that have the ability to cast spells. At level one these classes are limited to Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard. If you are not one of these classes please skip this step. If you are one of these classes
read the short description of how the spells work. I will also post a quick guide of using spells in the How to Play section of this forum.
9A. Divine Casters
If you are a Cleric or Druid, you may prepare any spells you wish from the entire list of their class spells, as you have either your god gifted talents or the gifts of nature to guide you. These spells are placed on page 208 of the player's handbook. For further information on casting these spells please go to the How to Play section of the forum.
9B. Arcane Casters
If you are a Bard, Sorcerer, Warlock, or Wizards you instead must earn your spells through experience, pacts, or research. You will be given a specific number of spells that you are able to cast. These spells will increase throughout play but for now you will only know a specific number of spells. The number of spells you know at first level and beyond are placed under your class's description. Typically in a large grid. I will include a table for first level characters. These spells known will also be found on page 209 of the players handbook.
Each of these classes advance their spells in very different ways so please be sure to read up on how to use them under your character's description.
10 Character Icon
Lastly I will need some sort of Image to represent your character. It doesn't need to be absolutely perfect but it would be helpful if it was something that was at least similar to your character. This image will primarily be used to represent your character on combat maps so that you can easily pick yourself out from the other players as well as from the various enemies. You can post this image to the forums either by link or by adding the image to your post. Either works.
Before we can get started you will need the Dungeons and Dragons 5th edition books. If you do not already have a physical or digital copy of these books you can use the following link to download them for free.
www.mediafire.com/download/cc2sgv5kn3z79o5/Dnd_5e.rar
Secondly I will be using the following format for the character sheet.
stalichar.wikia.com/wiki/Character_Sheet
You may copy the layout and post it into the Character Sheet thread, or you can use the attachment to this tread and use that to be posted into the character Sheet thread.
0. Starting with the Back
Some players wish to create the background of their character
before delving into any of the mechanics of character generation. If you would like to do this please skip to step 7, then return here after you have a more fleshed out character idea. This is not required but placed here as an option for players to choose from.
1. Determine your Race and Class
-These two choices will make a large impact on the character that you will be creating.
-The races may be chosen from any on the following page excluding Orc. All of their game statistics will be found near the bottom of the page under Game Mechanics, Fifth Edition Dnd.
stalichar.wikia.com/wiki/Races
-These two can be chosen in any particular order. Although, it is typically beneficial to choose a race that complements your class choice. An example would be picking a Half-Orc who has a bonus to strength, would make a stronger axe wielding fighter than an elf might. At least in the ways of damage. This is of course not necessary but for newer players it is recommended.
-The following are the allowed classes and a primary and secondary stat suggestions for the class, the full description of all of these can be found in the third chapter of the 5th edition Players handbook
Barbarian | Strength Primary, Constitution Secondary | For those who charge into battle with blind fury. |
Bard | Charisma Primary, Dexterity Secondary | For those who aide their allies with songs and buffs |
Cleric | Wisdom Primary, Constitution Secondary | For those who wish to bring down righteous fury of the gods upon their foes. |
Druid | Wisdom Primary, Constitution Secondary | For those intune with nature, and willing to unlease the wilds. |
Fighter | Constitution Primary, Strength Secondary | For the trained soldiers. Perfecting the art of combat. |
Paladin | Constitution Primary, Charisma Secondary | For the vanguards of their gods, the chosen word of their Lords. |
Ranger | Dexterity Primary, Constitution Secondary | For the hunters and trackers, those who have survived even the worst wilds. |
Rogue | Dexterity Primary, Charisma Secondary | For the crafty tricksters in the dark. Striking from the shadows. |
Sorcerer | Charisma Primary, Dexterity Secondary | For those born with magical talents, unleashing their power upon the world. |
Warlock | Charisma Primary, Constitution Secondary | For those who gain their power through deals and bargains to gain their magics. |
Wizard | Intelligence Primary, Constitution Secondary | For the studied and learned. Those that gain magic through tireless study. |
2. Ability Scores
After determining the race and classes you would like next we will determine your ability scores, Your Strength, Dexterity, Constitution, etc. For this we will be using the point buy method. You will have 27 points to spend on your ability scores, and no ability score may be higher than 15. You also may not have any score below an 8. The following is the exchange rate for scores.
Add any bonuses from classes AFTER you calculate the 27 point total
Each score corresponds to different mechanics I'll present a brief explanation here.
Strength | How physically strong your character is, affects your attacks with melee weapons |
Dexterity | How swift your character is, affects ranged weapons and finesse weapons and how difficult you are to be hit. |
Constitution | How tough your character is, affects health points and how durable they are. |
Intelligence | How book smart your character is, affects studied skills and some spellcasting. |
Wisdom | How wise your and perceptive your character is, affects your character's strength of mind and some spellcasting |
Charisma | How charismatic your character is, affects their social affluence and some spellcasting |
Score | Cost | Score | Cost |
8 | 0 | 12 | 4 |
9 | 1 | 13 | 5 |
10 | 2 | 14 | 7 |
11 | 3 | 15 | 9 |
After you have determined your point buy ability scores you will add in the bonuses you receive from the race you have chosen. Example, if you had chosen Tiefling, your Intelligence score would increase by an additional one, and your charisma score would increase by an additional two.
In addition we will determine your Ability Score Modifier. To do this you follow this simple chart, or subtract your Ability score by ten, then divide the new number by two, rounding your final number down.
Score | Modifier | Score | Modifier |
8 | -1 | 14 | +2 |
9 | -1 | 15 | +2 |
10 | +0 | 16 | +3 |
11 | +0 | 17 | +3 |
12 | +1 | 18 | +4 |
13 | +1 | 19 | +4 |
3. Racial Traits
Next Racial traits will be taken care of. All races have abilities other than the static Ability score bonuses they receive. Copy these down from your Race's Wiki page and place them under Class Features and Traits.
4. Starting Class packages
Each class receives a starting package of weapons, equipment, and proficiency. Most of these are only granted on first level. Be sure to track these down as any Armor, weapons etc you do not have proficiency using you will not be able to add your Proficiency bonus to. These will include the following.
Armor: The armor you will have proficiency using.
[the stats for your armor will be on page 146]
Weapons: The weapons you will have proficiency using.
[the stats for your weapons will be on page 150]
Tools: The tools you will have proficiency using.
Saving throws: The saves that you are proficient with. [marking the saves you are proficient in is indicated by they yes/no under saving throws]
Skills: The skills from which you may choose from.
Equipment: A small starting package that you choose from. Be sure to take one of each option on the list.
5. Ability Modifiers and Proficiencies
Now we will track down where to put these ability modifiers and where your proficiency will go.
Ability modifiers are fairly easy. First you add your ability modifier to every saving throw that has the same name. So a Strength modifier would be added to the strength saving throw.
Skills are also each identified by an abbreviation of the ability modifier to add, you simply add that ability modifier to the corresponding skill.
Weapons are a bit different. All ranged weapons receive your dexterity modifier to both the attack roll and damage roll.
Melee weapons receive your strength modifier to the attack and damage roll. However, some weapons are denoted as finesse weapons. These weapons can instead use the dexterity modifier instead due to the finesse used with the weapon.
Your proficiencies are even simpler as there are far fewer things to add it to.
You add your proficiency modifier to all saves, skills, and weapon attacks in which you are proficient as denoted by your class.
6. Class Features
Following which are Class features. Every class has abilities that make themselves different from every other class, such as a barbarian wouldn't be more than a fighter if they couldn't fly into a rage. These will improve as you level up, but for now only track what is given at 1st level. At this point be sure to also add your proficiency bonus to your character sheet. This number will be added to proficient save rolls, proficient skill rolls, proficient attack rolls, and to various parts of spells making it a very important modifier.
7. Hit Points and Hit Dice
Next we will be determining your hit points. To determine your Hit points at first level you will take your hit dice and take the full amount as your hit points. Your hit dice should be listed at the top of your class features. After you determine your hit points you will also add your Constitution Modifier.
8.Background, Personality, Alignment and Descriptions.
This is where we will fill out the meat of your character. Their History, personality, and drive will be created here.
5th edition dungeons and dragons comes with a built in tool to do this under chapter 4: Personality and Background. We will be using this to help build our characters. You will require 2 different Character Traits, 1 Ideal, 1 Bond, and 1 Flaw. You will also need to choose the package that comes with one of the chosen backgrounds. These packages include bonus Skill Proficiencies, Languages, Equipment, Tool proficiencies and Features. Which you receive and how many are determined by the background.
In addition to this you need to pick an Alignment There are nine different alignments. All alignments are available excluding Chaotic evil. For a better explanation of these alignments go to page 123 of the Player's Handbook
Lawful Good | Neutral Good | Chaotic Good |
Lawful Neutral | True Neutral | Chaotic Neutral |
Lawful Evil | Neutral Evil | Chaotic Evil |
You may choose these background features in one of two ways. The first is random, you choose a single background to roll under and may roll dice to generate a random character that you would like. If you would like to do this you will also receive a bonus +1 to an Ability score. If you wish to choose this option it is required that you contact me in some form before you make the rolls to generate your character.
You can contact me via messaging through the Stalichar Forums Here
Through Facebook Here
Or through my email: Frozen_scv@hotmail.com
The second choice is more specific. You may choose your traits, ideal, bond, and flaw from among any of the trees that you would like creating a much more customized character. You will also choose a single Background package of your choice, however, this may not be altered beyond any customization already offered in the Background package. Although if you choose this, you will not receive the additional +1 to an ability score.
After all of these rolling or choices have been decided there are several questions and details near the end of the character sheet. Including things such as age, height, as well as a brief description of your character's heritage. The answers to the background questions must be at least a single complete sentence, but more than this is greatly appreciated.
9. Spells
This step is only for classes that have the ability to cast spells. At level one these classes are limited to Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard. If you are not one of these classes please skip this step. If you are one of these classes
read the short description of how the spells work. I will also post a quick guide of using spells in the How to Play section of this forum.
9A. Divine Casters
If you are a Cleric or Druid, you may prepare any spells you wish from the entire list of their class spells, as you have either your god gifted talents or the gifts of nature to guide you. These spells are placed on page 208 of the player's handbook. For further information on casting these spells please go to the How to Play section of the forum.
9B. Arcane Casters
If you are a Bard, Sorcerer, Warlock, or Wizards you instead must earn your spells through experience, pacts, or research. You will be given a specific number of spells that you are able to cast. These spells will increase throughout play but for now you will only know a specific number of spells. The number of spells you know at first level and beyond are placed under your class's description. Typically in a large grid. I will include a table for first level characters. These spells known will also be found on page 209 of the players handbook.
Cantrips Known | Spells Known | |
Bard | 2 | 4 |
Sorcerer | 4 | 2 |
Warlock | 2 | 2 |
Wizard | 3 | 6 |
Each of these classes advance their spells in very different ways so please be sure to read up on how to use them under your character's description.
10 Character Icon
Lastly I will need some sort of Image to represent your character. It doesn't need to be absolutely perfect but it would be helpful if it was something that was at least similar to your character. This image will primarily be used to represent your character on combat maps so that you can easily pick yourself out from the other players as well as from the various enemies. You can post this image to the forums either by link or by adding the image to your post. Either works.