Professional Documents
Culture Documents
RACES
Dwarf
Elf
Gnome
Half Elf
Half Orc
Halfing (Hobbits)
Human
Aasimar (Descendants of Celestial Beings)
Android
Catfolk
Changeling (Always female Hybid Child)
Dhampir (Half!"ampie)
Drow (Da# $l%es)
Fetchling (H&mans fom the Shadow 'lane(
)ight*Da# dichotomy)
Gillmen (+A,&aman-)
Golin
Grippli (Shot .og /an)
Hogolin (0alle 1oblins)
!frit (Descendant of .ie $lemental)
"itsune (.o2 'eople)
#erfolk
$aga%i (Sna#e 'eople)
Oread (Descendants of $ath $lementals( Stony
S#inned)
Ratfolk
Samsaran (Reincanated Beings( H&man!li#e
with pale bl&e s#in)
Stri& (Hapy)
Suli (Descendants of a 1enie)
S'lph (Descendants of Ai $lementals)
(engu (Bid 'eople)
(iefing (H&man*.iend Hybid( Half!Demon)
)ndine (Descendant of 3ate $lemental)
*anara (/on#ey 'eople)
*ishkan'a (+'oison!4%y- altho&gh not e2plicitly
+plant!li#e-)
+a'ang (Descendants of Shadow beings( Small)
C,ASSES
-ararian
-ard
Cleric
Druid
Fighter
#onk
.aladin
Ranger
Rogue
Sorcerer
+i/ard
Alchemist
Ca0alier
Gunslinger
!n1uisitor
#agus
Oracle
Summoner
+itch
Antipaladin
$in%a
Samurai
Gladiator
"night
Swashuckler
#alefactor
(C&sed*/isfot&ne)
+hite $ecromancer
(1ood 5ecomance 6life7)
(inker (/a#es little
obots)
Gearhead ($nginees
s&its*contaptions)
Step 8: Detemine Ability Scoes
Ailities
Strength /eas&es m&scle and physical powe9 Helps yo& deal moe damage in
combat with melee weapons9 Helps with Climb: Swim: and othe Stength chec#s
(li#e bea#ing down doos)9 Also detemines yo& caying capacity9
De&terit' /eas&es agility: e;e2es: and balance9 Helps hit with anged weapons
and also helps cetain chaactes hit in melee9 /a#es yo& hade to hit: inceasing
yo& AC (Amo Class) and yo& Re;e2 bon&s (fo dodging po<ectiles and othe
things)9 Applies to a n&mbe of agility oiented s#ills9
Constitution Repesents yo& chaacte=s health and stamina9 4nceases yo& Hit
'oints and a>ects yo& .otit&de sa%es (applies to poisons and the li#e)9
!ntelligence Detemines how well yo& chaacte leans and easons9 Detemines
how many e2ta lang&ages yo& chaacte #nows at the stat of the game9 Also
inceases the n&mbe of s#ill points yo& gain each le%el9 3i?ads gain bon&s spells
based on his 4ntelligence scoe9
+isdom Descibes a chaacte=s willpowe: common sense: awaeness: and
int&ition9 A>ects yo& 3ill sa%ing thow which aids against mind a>ecting spells9
Also impo%es %aio&s s#ills9 Cleics: D&ids: and Ranges gain bon&s spells based on
thei 3isdom scoe9
Charisma /eas&es a chaacte=s pesonality: pesonal magnetism: ability to
lead: and appeaance9 Aids with a n&mbe of intepesonal s#ills: especially those
that in%ol%e in;&encing othes9 Bads: paladins: and socees gain a n&mbe of
bon&s spells based on thei Chaisma scoe9
Distriuting .oints
All chaactes ha%e a base scoe of 1@ fo each ability9 $%ey playe will ha%e
1A ability points to modify thei chaactes= abilities9 Cons< the following
table when detemining yo& ability scoes9
Scoe 'oints Ability /odiBe
C D !8
E 8 !1
F 1 !1
1@ @ @
11 1 @
18 8 G1
1H H G1
1D A G8
1A C G8
1I 1@ GH
1C 1H GH
1E 1C GD
Step H: Assign S#ill Ran#s
S#ills ae most often &sed fo %aio&s +chec#s- that yo& chaacte m&st pass in
ode to accomplish a cetain tas# (4=ll go into moe detail)9 Jo& ae ganted a cetain
n&mbe of s#ill an#s to stat o> with based on the class yo& chose in Step 1 and
the 4ntelligence scoe (speciBcally the Ability /odiBe associated with yo& 4nt scoe)
yo& chaacte possesses9 $ach of these an#s ae &sed to p&t a an# into a
patic&la s#ill9 Jo& cannot ha%e moe an#s in a s#ill than yo& ha%e HD (which is 1
at le%el 1)9 0hee ae a lage n&mbe of s#ills to choose fom and some ae bette
s&ited fo cetain classes than othes9 /any classes will gant bon&ses to cetain
s#ills: and it is often a good idea to p&t an#s into these s#ills Bst9
Step D: Choose yo& .eat(s)
0hese ae essentially special ,&alities that gi%e yo& chaacte cetain bon&ses9
0hese can be combat bon&ses: defensi%e bon&ses: abilities to ceate items: and
%aio&s othe things9 0hee do?ens &pon do?ens of feats: b&t yo& do not ha%e
access to all of them at the beginning of the game9 3e will disc&ss this moe when
we ai%e at this step9
Step A: '&chase $,&ipment
Step I: .ill in the Blan#s
3e=e almost BnishedK 5ow yo& <&st need to go tho&gh and Bll in the est of yo&
chaacte sheet9 0hee ae a n&mbe of blan# Belds that as# yo& to inp&t the
appopiate ability modiBe o e,&ipment bon&s9 At this point: yo& sho&ld decide on
a name fo yo& chaacte and maybe wo# on his*he bac# stoy9 4t is also %ey
impotant that yo& decide on yo& chaacte=s alignment (see ne2t section) and
pesonality taits9 Deciding on this ealy will help yo& when tying to ole!play yo&
chaacte +popely-9
.o chaactes that ha%e spells: Jo& will also need to detemine the spells yo& want
to lean9 4 will help yo& with this pat9
Allignments (we will disc&ss this moe when we get to it)
,awful Good
$eutral Good
Chaotic Good
,awful $eutral
$eutral
Chaotic $eutral
,awful E0il
$eutral E0il
Chaotic E0il