Rolling Your Character
FIRST: CHECK WITH YOUR DUNGEON MASTER!!
Our DM has campaign standards that vary a little from standard D&D3.5 rules. You should also find out what the other players have created so that your character fits into the group.
SECOND: CHOOSE YOUR CLASS AND RACE
Choose your class and race at the same time, because some races are better suited to certain classes. Our allowed classes are found on this site, on the Class Handbooks page: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock and Wizard. Each class description includes a “Races” section that provides some advice. The Races for Holvian Tales are found on the Player Races Page: Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Halflings, and Humans.
Write your class and race selections on your character sheet, by going to The Characters Page and clicking on the [Create a New Character] button. (I personally recommend the D&D 3.5 Universal Sheet) Don’t forget to put a checkmark in “Is this a Player Character”!!
THIRD: ROLL ABILITY SCORES
Standard procedure: roll 4d6, discard lowest die. Record this number. Repeat 7 times, to get a column of 7 numbers. Discard the lowest number, to end up with a column of 6 numbers.
Repeat twice, to get a set of three columns. Select the best column and re-arrange the numbers to fit the class you are designing.
This may seem to favor characters with higher abilities. In fact, it does. On purpose. No really. You are designing a person who stands out from the normal crowd noticably. Enjoy!
Assign each of these numbers to an ability on your character sheet.
RECORD RACIAL AND CLASS FEATURES
Your character’s race and class provide certain features. Most of these are automatic, but some involve making choices and thinking ahead about upcoming character creation steps. Feel free to look ahead or to backtrack and do something over if you need to.
Your character’s class and Intelligence modifier determine how many skill points you have to buy skills. Skills are measured in ranks. Each rank adds +1 to skill checks made using a specific skill. At 1st level, you can buy as many as 4 ranks in a class skill (a skill on your class’s list of class skills) for 4 skill points, or as many as 2 ranks in a cross-class skill (a skill from another class’s list of class skills) for the same cost. (You get more out of purchasing class skills.)
Buying skills goes faster if you spend 4 skill points (your maximum) on every skill you buy, as we’ve done in the starting packages.
Once you’ve selected your skills, determine the skill modifier for each one. To do this, add the skill ranks to the ability modifier associated with the skill and record it on your character sheet. Our Skills Page can help you get started and lists all the skills in this game as well as indicating which skills are class skills for which classes.
SELECT A FEAT
Each 1st-level character starts with a feat. Our Feats Page lists all feats alphabetically, their prerequisites (if any), and a brief description…and there’s a brief Feats Table too if you need it.
Use the equipment from your class’s starting package, or randomly determine your starting gold and buy your own gear piece by piece, using the information in the Player’s Handbook, Chapter 7: Equipment.
RECORD COMBAT NUMBERS
Determine these statistics and record them on your character sheet.
Hit Points: Your hit points (hp) determine how hard your character is to kill. At 1st level, wizards and sorcerers get 4 hp; rogues and bards get 6 hp; clerics, druids, monks, and rangers get 8 hp; fighters and paladins get 10 hp; and barbarians get 12 hp. To this number, add you character’s Constitution modifier.
Armor Class: Your Armor Class (AC) determines how hard your character is to hit. Add the following numbers together to get your AC: 10 + your armor bonus + your shield bonus + your size modifier + your Dexterity modifier.
Initiative: Your character’s initiative modifier equals your Dexterity modifier. The Improved Initiative feat provides an additional modifier if you select it.
Attack Bonuses: Your class determines your base attack bonus. To determine your melee attack bonus for when you get into closecombat fights, add your Strength modifier to your base attack bonus. To determine your ranged attack bonus for when you attack from a distance, add your Dexterity modifier to your base attack bonus.
Saving Throws: Your class determines your base saving throw bonuses. To these numbers, add your Constitution modifier to get your Fortitude save, your Dexterity modifier to get your Reflex save, and your Wisdom modifier to get your Will save.
NOW THE FUN STUFF
Now choose a name for your character, determine the character’s gender, choose an alignment, decide the character’s age and appearance, and so on. Our Supplemental Experience page can help get you started. There’s no need to develop your character completely. With our DM’s permission, you can always add or even change details as you play and as get a better feel for your character. AND if you want a few extra experience points, pop over to the Supplemental Experiece page and fill in your character’s backstory, create a drawing or a map, or write a song sung by your bard!