Hi, sorry about that, here is a excert to explain some character creation rules.
CHARACTER CREATION BASICS Follow these steps to create a beginning, 1st-level character. 1. ABILITY SCORES Roll your character.s six ability scores. Determine each one by rolling four six-sided dice, ignoring the lowest die, and totaling the other three. Record your six results 2. CHOOSE CLASS AND RACE You want to choose your character.s class and race at the same time because some races are better suited to some classes. 3. ASSIGN AND ADJUST ABILITY SCORES Now that you know your character.s class and race, assign the scores you rolled in Step 1 to your character.s six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Adjust these ability scores up and down according to his or her race. Attributte scores are given a bonus at 12 and over, with that +1 bonus being increased by +1 every two levels, going up by even score numbers example: 12 to 13 gives a +1, 14 to 15 gives a +2 16 to 17 gives a +3 etc and so forth. High abillity scores give bonus spells to cast, which I will try to send along in a later email. 4. SELECT A FEAT Each 1st-level character starts with a feat.Remember that humans start with an extra feat, and certain classes grant a bonus feat at first level. 5. SELECT SKILLS Depending on your character.s class and Intelligence modifier, you get a certain number of skill points to spend on skills as a 1st-level character. Skills are measured in ranks. Each rank adds +1 to checks (rolls) you make to successfully use that skill. At 1st level, your character can buy up to 4 ranks in a class skill (a skill from your class.s list of class skills) or up to 2 ranks in a cross-class skill (a skill from some other class.s list of class skills). Your class skills are listed in the description of your class. Each skill has a key ability associated with it. 6. SELECT EQUIPMENT. Roll for your randaom starting gold, and buy the items you will need. 7. RECORD COMBAT AND SKILL NUMBERS Based on your race, class, ability modifiers, feat, and equipment, figure out your saving throws, Armor Class, hit points, initiative modifier, melee attack bonus, ranged attack bonus, weapon statistics, and total skill bonuses. Fill in the character sheet with base attack and saving throw bonuses from your character.s class table. Create a total bonus (or maybe a penalty) for each saving throw, for melee and ranged attacks, for attack and damage for each weapon, for each skill, and for initiative. Determine the character.s Armor Class (AC). This represents how difficult the character is to hurt in combat, based on his or her armor, shield, and Dexterity modifier. Each character has hit points (hp), representing how difficult he or she is to kill. At 1st level, wizards and sorcerers get 4 hp. Rogues and bards get 6 hp. Clerics, druids, and monks get 8 hp. Fighters, paladins, and rangers get 10 hp. Barbarians get 12 hp. To this number, add your character.s Constitution modifier. That is a slimmed down version, and it covers the basics. As you level up a character here is the list for seeing what changes: 1. hitpoints increase according to the HD of the class your character is going to be. This means that if you keep going up as a fighter, you would increase in A fighter HD of 1d10. However, if you multi class, you will roll the HD of the clas you are ging to be, so for example you want to become a thief, you would roll a 1d6 for HP. Add con modifier as normal. 2. you increase one ability score by one point every four levels. 3. Every three levels after first, your character gets to aquire another feat. 4. More skill points: You get to add more skill points to you r skills or use them to buy more skills. The way to increase your skill points is in the srd in the classes I believe. 5. Check your class chart. It will have BAB or base attack bonus as well as Fortitude, reflex and will saves. all of these numbers might increase with a level increase. With Base attack bonus, your number might become something like this +6/+1. In this case you are given another attack during your turn, and that second number is the base attack bonus for it. A fighter or a monk can go up to four or five attacks in a single turn. Wizards of the coast, or WOTC, pronounced as "watcee" as far as I know is not making anything available beyond the srd. I am sorry, I thought the srd was more complete than they are. After playing for so long, I just fill in blanks mentally, without thinking if others know anything about it. Again I apoligize Any other charts or information I can provide that are missing, I will try to get for you off list by request. [EMAIL PROTECTED] Later,allan The truth will set you free... Jesus of Nazareth 33 AD ----- Original Message ----- From: "Christopher Bartlett" <[EMAIL PROTECTED]> To: "Blind Gamers Group" <[email protected]> Sent: Friday, February 03, 2006 10:04 AM Subject: audyssey: More D&D 3 or 3.5 questions. > Ok, I've looked at the system reference document. Now, I need the info on > character creation, advancement, and in general the stuff they keep > proprietary. Has anyone found a source for this info other than > purchasing > the books and dealing with all the attendant difficulties? Will Wizards > do > anything to help? > > Chris Bartlett > > > > > to leave send a blank Email to: [EMAIL PROTECTED] > You can contact the list owners/moderators by Emailing > [EMAIL PROTECTED] > to go nomail send a blank message to: [EMAIL PROTECTED] > change "nomail" to "normal" to resume messages. > Yahoo! Groups Links > > > > > > to leave send a blank Email to: [EMAIL PROTECTED] You can contact the list owners/moderators by Emailing [EMAIL PROTECTED] to go nomail send a blank message to: [EMAIL PROTECTED] change "nomail" to "normal" to resume messages. Yahoo! Groups Links <*> To visit your group on the web, go to: http://groups.yahoo.com/group/blindgamers/ <*> To unsubscribe from this group, send an email to: [EMAIL PROTECTED] <*> Your use of Yahoo! Groups is subject to: http://docs.yahoo.com/info/terms/
