What do you want your character to do? Dungeons & Dragons uses a system of character classes. You start by choosing a class, and then - essentially - you play according to the rules specific to that class. Different classes are good at doing different things in different ways. In general, the three major focuses are magic, combat, and skills. Some classes are better at magic, some are better at skills, and some are better at combat. You'll start by choosing one of the following classes. You can mix and match some classes as you gain levels, and when you gain a third level in any class, you get to choose a "subclass" that gives you some extra-special abilities within that class. Artificer . Inventors and tinkerers, who harness magic through technology. They can make magical gadgets and weapons. Intelligence and constitution are vital traits for artificers. Subclasses of the artificer class include alchemists, artillerists, and armorers. This is not the worst thing y...
In the event anyone has trouble making a character, I decided to start throwing a few together for fun. :-) 1 . You're living in a thriving, nearly post-capitalist society, but you really just want to be rich. Your family used to be very wealthy, successful merchants who primarily worshipped Erebos. The pursuit of financial success was deeply engrained within their identity as a family, but then they lost it all in the great war, and by the time they began to recover, the accumulation of vast wealth and an oppulent lifestyle had become taboo. You are not old enough to remember any of this first-hand, but you were mainly raised by your grandmother, who regularly glorified the virtues of wealth. Your ultimate plan is to go to the university, get a position on a ship, see the oceans, and find an island out there, somewhere, where you can make a fortune and buy a private beach. Species : Satyr Background : Merchant Class : Rogue Supernatural Gift : Thanks to a ritual performed b...
ROLL THEM! WHEEE!!! The final step (or first step, depending on your preference) is rolling up your character. To roll your character, take four six-sided dice (4d6), roll them, and add up the three highest numbers. Do this seven times, and drop the lowest total. (These are partially home rules, by the way, because my own dice rolls are comically bad.) Take the six numbers you have, and assign each number to one of the ability scores below, keeping in mind your choice of character class. Every character has six key abilities. Each ability is listed below. A sampling of the skills and features that they influence are noted as well. Strength Related skills : Athletics. Affects: The accuracy and damage of most melee attacks. Armor Class (how difficult you are to hit) Strength determines the type of armor (light, medium, or heavy) you can wear. Carrying capacity and jump distance. Dexterity Related skills : Acrobatics, Sleight of Hand, Stealth. Affects...
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