Character Creation Guide

== Character Creation Guide ==
Let's get started!
== Step 1 - Preparation ==
Download the Character Sheet by clicking here.
Pick up your dice, it's time to begin! Start by rolling a 6-sided dice (called a D6) 4 times. Take the three highest rolls and add them up to their total. Fill in the "Ability Score" on your character sheet with these totals.
Strength represents Physical Prowess
Dexterity repreents Physical Flexibility
Constitution represents Endurance and Stamina
Intelligence represents Knowledge and Learning
Wisdom represents Cunning and Common Sense
Charisma represents Social Charms and Influence
Next, determine your "Ability Modifier" with the following chart.
Remember, each time you grow in power, it can change. Check back often!
Ability Score	Ability Modifier
1 	
2-3 	
4-5 	
6-7 	
8-9 	
10-11 	
12-13 	
14-15 	
16-17 	
18-19 	
20-21 	
== Step 2 - Choosing a Race ==
Choose a race. The race you choose establishes your appearance, culture, and ancestry. It also provides you with traits, such as adjustments to your ability scores. Some races even have special senses, weapons, or spells.
Click here to see the races available to you.
== Step 3 - Choosing a Class ==
Choose a class. These specialities broadly describes what talents or skills you possess. Your class is central to the way you explore, fight, or communicate. It will give you Proficiency in different Skills, giving you a bonus to a specialization. What might be easy for one class can be a struggle for another, making teamwork essential.
Click here to see the classes available to you.
== Step 4 - Choosing a Background ==
Choose a background. This is the story of where you come from before you became and adventurer. What Kingdom or Town did you grow up in? What drove you to this life of adventurer?
A background gives you a beneficial Feature and Skill proficiency bonuses. Choose one from the list below.
Background 	Summary 	Skill Proficiencies 	Feature
Acolyte 	Having spent your life in the service of a temple of God, you are used to performing sacred rites. 	Insight, Religion 	You receive free care and healing at a temple, shrine, or presence of your faith. You also have access to religious manuscripts and scrolls related to your deity (if they are available).
Artisan 	You have used your skills in a trade to climb the feudal social ladder. You may be an apprentice or master. 	Insight, Persuasion 	Choose a trade or craft. You know the materials needed to create finished items. Your ability to make them is dependant on a DC Insight check.
Bounty Hunter 	You've spent years hunting strangers, perhaps out of a vendetta or love for cash. Fear and bloodshed are everyday occurrences for you and you. 	Athletics, Perception 	No matter where you go, people are afraid of you due to your reputation. You can get away with minor criminal offences, such as refusing to pay for food or breaking down doors at shops since most people are too afraid to report you.
Charlatan 	Whatever your motives, you have used your gift of social grace to scheme and scam. 	Deception, Sleight of Hand	You can forge documents, papers, and letters, as long as you have seen an example that you are trying to copy. The quality of these imitations are dependant on a DC Deception check.
Commoner 	You've spent years committed to mundane labour. Perhaps the call of destiny has ushered you to break from your traditions, or some cataclysm has driven you from the everyday	Survival, Athletics 	You understand the life of the common folk and can find affordable food and accommodations in most towns and kingdoms.
Criminal 	You have a history of breaking the law and have spent time amongst others in the criminal underworld. 	Intimidation, Stealth 	You have a trustworthy contact who acts as your liaison to other criminals. It can be a burglar, smuggler, killer, robber, fence, enforcer, or pickpocket. They can carry messages for you over great distances.
Entertainer 	You know how to entrance and audience, entertain them, and inspire them. This can be at a courtly level, or in small taverns. 	Acrobatics, Performance 	You can always find a place to perform as an actor, dancer, jester, singer, poet, or instrumentalist. As long as you perform each night in a town, strangers will typically take a liking to you and offer you money to perform.
Explorer 	Travelling far from civilization, you've witnessed herds larger than forests and weather more extreme than most can comprehend. 	Athletics, Survival 	You have an excellent memory for maps and geography. You can always recall the layout of terrain and and can find fresh food and water for yourself and your party.
Gladiator 	You were once a combatant, but by no means an ordinary one. Your combat was flashy and earned you a reputation as a tumbler. 	Acrobatics, Performance 	Your experiences with a multitude of weapons have given you a discerning eye. You can obtain inexpensive weapons for yourself and your allies in towns and kingdoms.
Folk Hero 	You come from humble social rank but have already become a champion to the people of your kingdom. 	Animal Handling, Survival 	You can find a place to hide, rest, or recuperate amongst other commoners. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Merchant 	You didn't craft items yourself, but you earned a living buying and selling them. 	Insight, Persuasion 	You can call on your guild connections to support you with significant political or financial assistance. Such connections require a monthly due to be paid to the guild.
Hermit 	You lived in seclusion - either in a small community or entirely alone. 	Medicine, Religion 	Your time apart from society has given you time of quiet solitude. You have access to a unique and powerful discovery -- perhaps the true origin of the gods, or some relic of the past that could rewrite history.
Noble 	You've lived a life of wealth, power, and privilege. You've owned land, made significant political influences, and carry a noble title. 	History, Persuasion 	Thanks to your noble birth, people welcome you into high society. You can secure an audience with kingdom's upper echelons and common folk make every effort to accommodate you.
Knight 	An emblem of courtly ideals, you have fought for lords and ladies and now command retainers who help you on your path to a higher status. 	Athletics, Persuasion 	You have the service of three retainers loyal to your family. They can be called on to attend messages, conduct trade, or perform mundane tasks. They can not fight for you, however.
Sage 	You've spent years learning the lore of the world. You've read hundreds of manuscripts, scrolls, and listened to experts in a field of study. 	Arcana, History 	You have the title of alchemist, librarian, professor, or scribe. You know where to access pieces of arcane lore or historical records to find your answers.
Sailor / Pirate	You sailed on a seagoing vessel for years and faced down storms, monsters, and bottomless depths over and over. 	Athletics, Perception 	When you need to, you can secure free passage on a sailing ship for yourself and your companions by calling in a favour or using good relations with former cremates.
Soldier 	You've spent your life training to stay alive on the battlefield. Perhaps you were part of a kingdom's army, or a member of a local militia. 	Athletics, Intimidation 	You have a military rank from your career as a soldier. Soldiers loyal to your former organization still recognize your authority and you can invoke your rank to exert influence or access military encampments.
Urchin 	You grew up on the streets alone, orphaned, and poor. You fought for food and kept constant watch for others who might steal from you. 	Sleight of Hand, Stealth 	You know the patterns and flow of cities and can find hidden passages through urban sprawl, sewers, or catacombs.
== Step 5 - Choosing Bonds ==
Choose your bonds. Perhaps you are bound to will of a deity, either by choice or entrapment. Or maybe you are indebted to a family member or former kingdom? Choosing a bond gives you a connection to the world and its characters and allows the DM's stories that surround your character to grow in an organic way.
These bonds will be used as a source of good and evil in your travels.
== Step 6 - Preparing for Battle ==
Determine your Hit Points
Hit Points define how tough your character is in combat. When your Hit Points get to 0 you begin to die. The class describes how to calculate your Hit Points.As you grow stronger, your Hit Points increase with you.
 Determine your Hit Dice
Hit Dice are used recovered Hit Points in combat. A character gets one Hit Die per level. The Hit Die's size (D4, D6, D10) is determined by class and sometimes by race. 
 Determine Armor Class
Your armor, shield, Dexterity modifier, and other features decide your Armor Class. Armor Class (AC) represents how hard your character is to hit in battle. If you choose not to wear armor, your AC equals 10 + your Dexterity modifier. Otherwise, calculate your AC by checking what armor and weapons your class can use and look them up in the equipment section.
Determine Initiative Modifier
Characters in combat act in the order of their initiative. Your initiative modifier equals your Dexterity modifier. It can also add any modifiers from class, race, or other features.
Calculate Attack Modifiers
A character can make two kinds of attacks: (a) melee (hand-­‐ to-­‐hand combat), and (b) ranged (shooting or throwing things from a distance) 
 Your melee attack modifier is your Strength modifier +/- any race/class bonuses.
Your ranged attack modifier is your Dexterity modifier +/- any race/class bonuses.
Feats or other character features might let you use a different ability score.
Write down your attack modifiers, using the weapons your character wields.
Some characters can cast spells .
Class descriptions state what ability are used for a magical attack. These are typically Intelligence or Wisdom and are called magical ability modifiers. If you cast a spell that instructs you to make an attack, use this modifier.
Some spells instead require the target to make a  saving throw. Your character class description explains how to calculate this number.
== Step 7 - Begin Your Adventure ==
Explore the world with your map in hand.
As you travel and overcomes challenges you gain experience. From these trials you will become stronger and gain new abilities unique to your class. Check your class page each time you grow stronger. With each trial mastered, you gain new skills, spells, and Ability Modifiers.
Good luck!__FORCETOC__