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The ability modifier is the bonus or penalty each ability score gives your character. Modifier bonuses or penalties are added or subtracted to any activity requiring one of these main attributes. Modifiers can also grant additional spells per day in an ability, if applicable. Part 3. Select skills for your character.

Skills are important basic abilities. Skills are earned by gaining levels, acquired by accumulating XP. With each new level, your character gets skill ranks which are invested into specific skills, like Bluff, Sleight of Hand, or Swim. The amount of skill points for investing in skill ranks is higher for characters with higher intelligence. Your rank in a skill cannot be higher than the combined total of your character level and three. These include things like dodging reflex, a knack for fighting with bladed weapons, and natural skill with crafting items.

Some feats have restrictions, like a minimum ability score or level. Many feats are oriented at improving class abilities or lessening class penalties. Roll for your starting gold. However, each character starts with a pre-determined amount. Equip your character with items. Use gold to buy the starting weapons, armor, items potions, torches , and equipment tents, rope for your character. Lists of items, weapons, and armor can be found online. In some games, you may only have simple weapons or armor available until you find a suitable shop where you can buy better ones.

Characters that are suited for the center of the action, like fighters and paladins, will likely need heavy armor, like plate mail and a shield, along with a weapon, like a broadsword or mace. Characters that are agility based, like gnomes, rogues, and rangers, are better suited to light armor, like chainmail or boiled leather, and distance or sneak attack weapons, like a bow, sling, or a Kukri knife.

Frail characters, like many wizards and bards, may only be able to equip very light armor or robes. Weapons, too, are usually limited to light varieties, like rods, staves, bows, and whips.

Fill in armor class and combat bonuses. Weapon and armor bonuses will be listed along with the weapon and armor information. A high armor class AC will make your character more resistant to damage. Attack bonuses help you land damaging hits. Small characters are generally more agile, whereas large ones are generally strong. Larger characters can also carry larger and heavier objects.

Part 4. Paint a picture of your character. Feel free to do this in a drawing or with words. Include basic physical features like age, weight, height, skin color, and more. Write a backstory for your character. What was their young life like? This will give you a better sense of the character as separate from yourself, which will help with role-playing later. Goals, fears, and desires can add depth to your character. Keep these in mind as you play your character and interact with other players and non-player characters NPCs.

Determine the alignment of your character. Alignment is a measure of moral attitude. There are nine basic alignments which encompass a range of personalities, philosophies, and beliefs. Alignment consists of one order characteristic Lawful, Neutral, Chaotic and one moral characteristic Good, Neutral, Evil , as in lawful-neutral, lawful-evil, neutral-good, and chaotic-good.

Good characters are driven to protect innocence and life. Good sacrifices for others and cares for the dignity of sentient creatures. Evil characters undermine or harm life. Evil hurts, harms, and oppresses, usually for fun or personal gain. Morally neutral characters avoid killing, but usually lack a sense of obligation to sacrifice for or protect others. Lawful characters respect order, truth, authority, and tradition. They are often closed-minded, overly rigid, and self-righteous.

Chaotic characters make decisions according to their conscience. They resent authority and love freedom, though they can be reckless and irresponsible. Order neutral characters are generally honest, but susceptible to temptation. They feel neither a need to obey orders or rebel. Play your character in a campaign.

Join other players so you can play your character in a campaign decided or created by your dungeon master. They describe setting, control non-player characters, and design dungeons for characters to overcome.

How do you roll for your starting Hit Points? Every time I create a character I can never find a straight answer. Is it rolling my hit dice 1d6 in this case plus my CON modifier? For your first level, you don't roll a hit die. At level two and beyond, you roll your hit die, add your con modifier, then add that to your total hit points.

Not Helpful 14 Helpful All of the dice play different roles. Different weapon types do different damage, percentages and statistic rolls need to be made at different points in the game, and different dice are rolled for hit points upon level gain, depending on character type.

Not Helpful 10 Helpful Can a character that has already died be reused in another Dungeons and Dragons game? A character that has died could be used in a different campaign. The character could even be resurrected within the same campaign. Not Helpful 3 Helpful Depending on which class you are playing, you will be given a specific type of hit die d6,d8,d10, For level 1, you take your hit die and plus your Constitution modifier e.

For each additional level, you roll your hit die and add your Constitution modifier for your extra HP. Not Helpful 9 Helpful You will have to research you class race and background to discover which skills you can choose from. Not Helpful 6 Helpful If you want to create more complex character, yes. If you want, you can create more basic characters from the official rules online. Yes, your character can be a robot, an alien, or anything that you want, depending on the story.

Not Helpful 17 Helpful Anyone can download it from our website. It includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts 2 and 3.

Part 2 details the rules of how to play the game, beyond the basics described in this introduction. That part covers the kinds of die rolls you make to determine success or failure at the tasks your character attempts, and describes the three broad categories of activity in the game: exploration, interaction, and combat. Part 3 is all about magic. DM Gaming Sheets. Footprints e-zine. Full Moon Story. New Monsters! Gaming Settings. Call of Cthulhu. Crypts And Things. Dragonlords RPG.

Lejendary Adventures. Mapping Sheets. Savage Worlds. Contribute to DF. Conventions info. DF Publications. Magic Items. Add Magic Item. View Magic Items. Manual of Professions. Retro-Clone Resources. Alternative Dice and Design. Labyrinth Lord. Software Aids. Site Credits. Site Map. Spell Library. Enter the Library. Search the Library. Submit your Spell. Web Rings. Top 10 Downloads. May we recommend The Forbidden Land. A world hex crawl with a number of mini-adventures.

Dragonsfoot Web Rings. Your Favorite Dragonsfoot! Add us to your favorites list now! Dragonsfoot Guestbook. You may download, store, redistribute or generally circulate any of the material found on this page but you must keep all copyright information intact and distribute files as is.



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