Size modifiers are determined according to the following scale: Colossal (-8), Gargantuan (-4), Huge (-2), Large (-1), Medium (+0), Small (+1), Tiny (+2), Diminutive (+4), Fine (+8).Ranged attack bonus = base attack bonus + Dexterity Modifier + size modifier + range penalty (if any).Melee attack bonus = base attack bonus + Strength Modifier + size modifier.AC = 10 + armor bonus + shield bonus + Dexterity Modifier + other modifiers (like racial or class).Use the following calculations to determine your AC and attack bonuses:.Attack bonuses help you land damaging hits. A high armor class (AC) will make your character more resistant to damage. In some cases, like with very heavy weapons/armor, there may also be penalties. Weapon and armor bonuses will be listed along with the weapon and armor information. X Research sourceįill in armor class and combat bonuses. Important for bards, paladins, and sorcerers. High charisma improves likability, appearance, and leadership ability. Important for clerics, druids, and rangers. Wisdom contributes to common sense, awareness, and willpower. Important for wizards and classes requiring reason or learning, like paladins. Constitution increases your character’s hit points, which if depleted, can result in fainting or death. Important for rogues, light- to medium-armor wearing characters, and ranged attackers (like bow and sling users). Strength also dictates how much weight you can carry. Important for combat characters, like fighters, monks, and paladins. A score of 10 in any attribute is considered to be average. These are given scores, with high scores reflecting positive bonuses from that attribute and low scores penalties. Every character is made up of six essential attributes. Identify the main attributes of your character. Years of study allow wizards to use awesome magic power. Sorcerers command strange, ancient energies. Rogues are cunning thieves and able scouts. Monks train their minds and bodies for offense and defense. Fighters are capable with weapons and comfortable in armor. Druids cast spells, interact with animals, and shapeshift into animals and plants.įighter. Clerics heal, raise the dead, and direct the wrath of god.ĭruid. Bards use skills and spells to help and harm.Ĭleric. As your character completes adventures, they’ll gain experience points (XP), which are used to raise your level and earn abilities and powers. If your character is starting from scratch at level one, you’ll also be level one in your class. A character’s class is like their profession. Humans are the dominant race, and are diverse in appearance and culture. Stat modifiers: +2 Dexterity, -2 Strength. On average, only 3 ft (.9 m) tall, they are agile but physically weak. Optimistic, cheerful, curious, and small in stature. Stat modifiers: +2 Strength, -2 Intelligence, -2 Charisma
Half-orcs are considered monstrosities by common folk. Half-elves are few in number, and tend to be wanderers due to their lack of homeland. Solitary, long-lived, graceful, and hearty. Stat modifiers: +2 Constitution, -2 Strength Mysterious, adventure-seeking, and strange. Stat modifiers: +2 Dexterity, -2 Constitution Elves live in harmony with the natural world around them. Tall, long-lived, aloof, and connected to nature.
Stat modifiers: +2 Constitution, -2 Charisma They have a connection to the earth and often live in mountains or underground lands. The seven basic races are: X Research source Each race has certain unique characteristics, abilities, strengths, and weaknesses. There are seven basic races, though some players may allow other races to be used. Once you’ve determined gender, you’ll need to choose a race. Your character will be either male or female.