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Can someone help me make a Dungeons and Dragons character?

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i want to make a dungeons and dragons character and i have the character sheet...but i don't know how to fill it out...can i have some help...this needs to be easy for the feeble minded...

:) thank you...

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  1. Although you learn best by filling out a sheet "long-hand", one of the more user-friendly programs for making characters for the D&D version 3.5 game is Redblade (link below).  It fills out the entire sheet for you.

    Assuming you do not wish to go that route, here's what you need to do (this assumes you start at 1st level):

    1.  Choose a race.  Make notes under "Special Abilities" (or its equivalent) of any special qualities that race has, such as low-light vision, etc.

    2.  Choose a class.  Make notes under "Special Abilities" of any special qualities it has, such as "Bard Song".  Put in Level 1 as your character level for this class (or whatever level you are starting out at).

    3.  Distribute Ability Scores.  Your DM should have given you a method for determining ability scores.  Fill these in now.  You may reference your Player's Handbook or the free online rules (linked below).  Each ability score has a modifier that affects actions you take.  Fill these in.  You can find this in the PHB or at the link below.

    4.  Choose Feats.  Every character starts with 1 Feat and may get more depending on race or class.  Select your Feat(s) now.  If your "Class" gives you a free or bonus feat, select or insert these now.

    5.  Distribute Skill Points.  This is the most laborous point.  Almost every skill can be used untrained, but the skills into which you put points will be easier to succeed at.  Each class has a "list" of skills that cost 1 skill point, though you can put skill points into "cross-class" skills, gaining .5 for every 1 point you put in.

    Each class starts with a certain number of skill points.  Calculate this depending on class and, if applicable race (e.g. humans gain 1 extra skill point per level).  Once you have this pool, place them where you wish, taking note of skills that cost extra and skills you might need (like "Concentration" for casters).  Remember, at 1st level, you cannot have more than 4 "ranks", or points, in a skill.

    Once you have spent your points, write in the appropriate "ability score modifier."  If you recall, each ability had a modifier (like +1, +2).  These go in that space.  A skill like "Tumble" will depend on Dexterity, so if you have a 16 Dexterity, you would write in +3 (for the modifier) in that spot.  Your character sheet should tell you what ability score modifies each skill.

    Finally, there should be a miscellaneous modifier spot.  This slot can be affected by several things like race (half elves gain a +2 to diplomacy, for example), certain feats, and at higher levels, by the # of points you put into other skills (skills in Spellcraft will slightly help your Knowledge Arcana skill, for example).  The skill description will tell you when this applies.  If you are starting at 1st level, don't worry.  To gain this type of bonus, it takes at least 5 ranks in a skill, and you will only have 4 at most.

    Add these 3 columns together and you have your skills done!

    6.  Determine Money.  Your DM should have already told you how much you will have.  If you are using Redblade, ignore what it rolls and manually input the cash.

    7.  Spend Money.  You have an equipment list on your sheet that needs filling!  You should have a "weapons" slot on the front.  Using the SRD or your Player's Handbook, buy weapons, armor, and equipment as suits you.  Some classes begin with some gear already (a wizard begins with a spellbook, for example).

    8.  Figure up your Base Attack Bonus.  Now that you have a weapon, it's time to fill in the rest.  Your BAB depends on your class.  Fill this in.  Now, look at your weapons and figure your total attack bonus.  If it's a hand-to-hand weapon, add your BAB and Strength modifier together.  If it's ranged, use your BAB and Dexterity modifier together.

    There's a lot of other attacks you can try and figure up, but don't worry about it now.  Just get your basic weapons figured.

    9.  Figure out your Initiative modifier.  This is usually near the top.  Initiative is your Dex modifier + any bonuses (from taking Feats, etc.).  Write this in.

    10.  Figure out your Armor Class.  Depending on your equipment, this will vary.  There are a couple of different numbers under Armor Class.  The main number is everything added together (your armor, your Dex bonus if any, your shield).  Remember some armors are bulky and will have a cap on how much Dexterity applies!  The basic armor class for all characters is 10.  So if you're wearing Leather Armor, no shield, and have a Dexterity of 12, you'd have an AC of 13 (+2 for leather armor, +1 for Dexterity, added to 10 = 13).

    Touch Armor Class ignores anything you're wearing and is just your ability to dodge (or magical protections, which at 1st level you likely won't have).  Fill in this space as if you had no armor on at all.

    Flat-footed armor class assumes you were caught by surprise and have no Dex bonus.  Fill this space in with no Dexterity modifier included.

    11.  Select spells (if applicable).  You may not need to use this section, depending on your class.  If you're new to the game, spells can be difficult to pick up and learn.  Your class will tell you what you can choose from.  Divine casters (clerics, druids), can choose from all the 1st level spells listed for their class.  Sorcerers pick a limited number of spells and can cast from that list at will until they run out of power.  Wizards have a bigger list of spells than sorcerers to choose from but must memorize them in advance.

    12.  If you are a Cleric, you will need to pick a "deity" to worship, and you will be able to choose 2 spheres of influence depending on that deity (like "Luck" or "Good").  Each sphere has a 1st level spell listed and a "special ability."  You get these special abilities, and then you get to choose 1 of the 2 spells under your chosen spheres to cast each day in addition to anything else you take.

    13.  Figure up pets/familiars, if applicable.  Many folks use an index card or just write this down.  The SRD has all animals under the "Monsters", and the list of Familiars is in your PHB and the SRD as well.  This can be a bit tricky for new players, so talk to your DM if you need a hand.

    14.  Roll hit points!  (Usually this is done in front of the DM, which is why I saved it for last).  If you are starting at 1st level, you automatically get the maximum (e.g. 4 hit points for a wizard, 10 for a fighter).  Add in your Constitution bonus (if any), and you've got your starting hit points.

    As noted in other posts, use your DM!  They're always glad to help!


  2. Hi, which edition are you playing?

    I can help you out with some of the more Old School editions (pre-2nd edition) but not later. Your best bet is creating one with the person who is going to be the Dungeon Master (DM). Many DMs have different ideas of rolling up a character (many of which may benefit you, as opposed to strictly by-the-book rolling) and what types of characters are needed.

    As a rule of thumb, if you're new to the game you should play a fighter/warrior type of character. All of the bold frontal assault fun with less of the rules having to be taken in to account. I'll put some references below; one old school and another I found for the later editions. But definitely talk to your DM.

    --R--

  3. ditto that! talk to your DM! as a DM myself, and one who has played in the campaigns of many many others, i can tell you this: each game is different; each DM has his/her own way of doing things. and they are ALL the right way! as long as the players have fun, that is...

    however, comma, i will say this: the above is true if you are playing in an individual's campaign. if you intend this character to be played in an RPGA-sanctioned campaign setting, then there is one! way to do it. if this is the case, i would recommend finding an RPGA event in your area (www.wizards.com, click the links for RPGA>Calender), show up, and ask for help! a DM or even an experienced player will help you get set up.

    for that matter, even if you don't plan on playing in an RPGA campaign AND don't already have a group available to play with, contact one of the local games stores in your area and find out if they have any groups meeting there. show up and ask the DM if he/she has a slot open at their table! if so, they will be happy to help you get started! after all, d&d is a classic case of the more, the merrier!

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