Character Creation
For your convenience a Wizards of the Coast D&D
character sheet has been provided (.PDF format). Feel free to use whatever
you like to keep your character organized.
Andy Brunke has supplied me with a word .doc file containing the entire Player's
Handbook. Use it to make your character; the Dragonwrath changes are not noted
in it, so keep in mind that Dragonwrath rules apply if there is a conflict.
(download .zip file here)
- Roll 4d6, disregarding the lowest die. Do this
six times and record the scores.
Total the scores. If the total is less than
72 you may add points to whatever score you like to get to 72. If the total
is greater than 90, subtract to get down to 90. This must be done before
you do the next step.
Assign your scores to the six attributes.
- Choose your character’s race (see THE
SEVEN RACES OF MAN). Apply the racial bonuses and penalties to his scores.
Your scores must all be between 2 and 20; if, after racial bonuses/penalties
are applied, your score needs adjustment, you’ll have to move points to get
within that range.
- Choose your character's homeland. Some of the races have only one homeland
(Cyclopes, Dervishes, Dwarves) but the other races offer two or more choices.
Your character's makeup will not change based on his homeland, but some of
his details might. You won't be penalized or rewarded, and there are no actual
changes to your character based on his homeland, but it provides background
for you and hopefully flavor for the game. See
the ATLAS for the complete list.
- Choose your character’s class. The only special
rules apply to clerics, who get special abilities based on their deity. For
those special abilities refer to the RELIGION section.
NOTE: You MUST have spell information on hand during the game if you wish
to use the spell. Find a way to record key spell information for quick access
during the game. It will be YOUR responsibility to have information ready.
If you're not willing to take on that responsibility, don't be a spellcaster.
- Determine your character’s hit points. Roll
the appropriate die; if you get half the maximum value or less, keep rolling
until you get a more-than-half roll. For instance, if you roll up a fighter,
roll 1d10 for hit points; if the result is 5 or less, re-roll. Then apply
your constitution bonus.
- Record racial and class features. This information
is bulleted in each race's description, accessible from
THE SEVEN RACES OF MAN.
- Select feat(s). Use D&D rules except when
noted in DRAGONWRATH racial description. Augment the feats list with the following
EXTRA FEATS.
- Select skills. Use D&D rules except when
noted in DRAGONWRATH racial description.
- Select Equipment. Use D&D rules for starting money. You'll need to track
everything but a bedroll, food, and water. Those are free. Record weight of
objects and use D&D encumbrance rules.
- Record Combat and Skill numbers. Use D&D
rules except when noted in DRAGONWRATH racial description. Weapon criticals
have changed from PHB: refer to CRITICAL HITS
page for new numbers. Total up saving throw numbers.
- Create your character’s personality. Make notes
of how you want to play him. Explain how he got to Dragonwrath.
- Select a standard of living.
We're assuming at the start of the game that you've arrived into town and
found a place to live, which this reflects. The first time through we're ignoring
charisma and race; in the future those factors will affect your cost of living.