Monday, April 7, 2014

Ok now that we have looked at all the information to the starting of the campaign and the look at a character sheet we are going to make a lvl one character. we are going to get four d6 dice and reroll ones. you take the highest three. and you do this six times. most GM/DM's let you add a 18 if you do not roll at lest one 18 to put in any stat you want. now once you got your rolls you want to look at your players hand book and chose your character you want to play. lets look at the druid. you want to put the two highest rolls into wisdom and dexterity because with the high wisdom your druid can cast spells and dex to give you  higher chance to evade attacks because a druid can only wear light to medium armor so that the druid doesn't lose the power of the spell the heavier the armor you take a penalty on casting spells. your stats are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Since we are not a fighter we really don't need a high STR, and INT is not really needed either since your casting is WIS based. The only reason people put stats into CHA is to look nice and it helps with bluffing and diplomacy skills. We are going to need a high DEX, WIS, and CON for CON hit points and resistance. I rolled a 16, 14, 10, 14, 10, 15, so I will remove one of the 10s and put in the 18. The 18 will go in WIS the 16 into DEX the 15 into INT , 14 into CON, the other 14 into CHR and the 10 into STR. now we have to get our modifier because that is what we use for our checks and attacks. to get your modifier you have to look at the players hand book in chapter one on the table to get them. A 18 it +4, a 16 is +3, a 15 is +2 and the two 14's are also +2 and the 10 is 0. now that we have the modifiers you can get your saving throw and AC but you also have to get your armor to put in for armor class but you have your HP or hit points.   with a druid you have to roll a d8 to get your HP and I rolled a natural 8 so the druid starts out with max HP. The armor that the druid will be wearing is padded light armor which gives you a +1 to your AC and your AC is a 13 and that is with your DEX modifier and your armor added to your AC. that is not bad for a lvl one character. your spells are going to be 3 lvl 0 spells and you have to pick then out from the spell list and they have to be prepared at the beginning of each in game day. The Fort save is a 4, Ref is a 3 and the Will save is a 6 now the skills are going to base on what the player or you want the druid to be good at even tho the players hand book gives you base skills you can use them or pick your own. to get the number of skills the druid has is based on the INT mod + 4 * 4 for the first lvl and then just your INT mod +4 after that. At first lvl the max skills points you can put in is four this does not include the modifier you add to get the full skill. now that we have that we are going to be alignment of good. the weapon is a sling (1d4, crit *2, range 50 ft medium bluggeoning).  you do have an animal that travels with you is a wolf. Your feets are nature sense, and wild empathy.  whit all this information you can put this in your player sheet.  You will have to go to the GM/DM to find out what you can and can't have in your bags for supplies because some GM/DM's have stipulations on what you can and can't have. You now have a lvl one character built.

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