Character Creation

## Roll Stats

Stats are the backbone of your character and are used when determining the success (or failure) of almost every other statistic on the character sheet. It *IS* a good idea to have a class and race in mind when placing your stats however you shouldn't let a poor stat stop you from being what you want to be. The best stories are about those who are below average rising up.

### How to Roll Stats?

There are six abilities that are needed to start filling out your character sheet. Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma. In order to determine each of these numbers a player has to roll 4d6 and drop the lowest result while adding the other three numbers together. For example, if you roll a 2, 4, 5 and 3 the total is 12 as you would drop the 2 from the final result.

Since you have six abilities you need to do this six times to make a "set." In most Ara games you get to roll 3 sets and are allowed one re-roll; however if you decide to attempt to re-roll a number you must keep the result.

You do not have to put stats into your abilities in the same order you roll them (This is called "Rolling Straight") unless the Dungeon Master decides to run a game with this method.

### Rolling Straight

In games that players are required to roll straight, you must pick your race and class before rolling. This is to represent not being able to control our genes and working with what we have. You still roll 4d6 and drop the lowest but whatever you roll first is your strength, and continue down the ability list and roll in this fashion. Sometimes a re-roll is permitted-- depending on the game.

It isn't often the rolling straight method is required for games but players can always choose to do this method if they wish as it can be more of a challenge but also create unique and interesting characters.

### What do Stats Mean?

Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma are used in almost every roll you make as a character. Skills, Attacks, Spells and Special Abilities usually rely on them in some fashion and the modifier shows natural talent in regards to these rolls.

It is important to note that "10" represents average. So if your rolls are six tens-- you are an average being. Obviously the more (or less) the result is it shows your overall skill in said area. Don't fret if you have low rolls; you can make up for the loss in other ways.

The only area to be cautious in is if you are a spell caster. Each type of caster has a different ability tied to their spell casting (i.e. Wizards with Intelligence, Sorcerers and Bards with Charisma, Druids and Clerics with Wisdom) thus you want at least a 10 in the associated ability if you plan on being able to utilize your spells.

Below are the modifiers each score grants:

## Choose a Race and Class

Now that you have your statistics-- it's time to build your character. It's hard to say which of these you should pick first because they really go hand-and-hand in defining what your are at the most basic level. Any race can be any class-- though some races tend to favor other classes.

It is important to note that a lot of the races in Ara are different from typical fantasy stereotypes; so you may want to read more about your desired race when choosing what to be.

**In regards to picking a race**, find out what region your DM is setting the campaign in and look at the common races that reside there. Each continent has it's own page and a redirect exist where you can learn more about what races are available. Click here to get to the continents list. In some unique instances you can play whatever race you wish-- but make sure you clear that with the dungeon master first.

**In regards to picking a class**, all classes from the players handbook are allowed as well as some additional ones. These include: Beguiler, Hexblade, Knight, Marshal, Scout, Swashbuckler, Spellthief. A balanced party usually consist of a primary damage dealer, stealth operative, arcane user, healer and a miscellaneous spot-- however I think it is more important everyone plays what they want to play whether it be something within their comfort zone, something to try and step out of said comfort zone or just what works with their character concept. It is good for players to realize that your class should help define your character; not the other way around.

### Applying Racial Bonuses

Even though it doesn't matter what order you pick your race or class, it is usually easier to apply racial bonuses first. Make sure you find you race on this wiki-- as many of them have additionally or completely different abilities than those presented in the source material.

Things to do when applying racial bonuses:

* **Adjust your ability scores**; as most races gain and lose some points in various abilities.
* **Record your speed**; speed is defined by your race and only increases/decreases based on class features or feats.
* **Apply bonuses to your skills**; often times races are given bonuses to specific skills. You can record these in the "Miscellaneous Modifier" slot for said skill when looking at the skill list.
* **Record your racial abilities**; most races get some special abilities due to their history, geographical location, etc. On the classic *Dungeons and Dragons 3.5* character sheet I would put these under "Special Abilities." On *Myth-Weavers* sheets I would dedicate the left most set of lines beneath "Feats & Special Abilities" to Racial Abilities. Perhaps write "RACIAL ABILITIES:" on the top line for the sake of your own record keeping. The Human bonus feat should also be record here.
* **Add your racial languages**; most races start with two languages, these are listed in the racial descriptions. For every modifier you have in Intelligence, you may pick another language.

### Applying Class Bonuses

Classes are as they are presented in the source material. Multi-classing is allowed and favored classes are abolished.

Things to do when applying class bonuses:

* **Record your Hitpoints**; every class has a "hit die." At first level you gain the full amount possible that your classes hit die can grant you (i.e., a ranger has a d8 hit die-- thus they would gain 8 hit points for being a level one ranger.) You also apply your Constitution Modifier to your hitpoints.
* **Record you Base Attack Bonus**; your base attack bonus is you overall skill in regards to combat ability. It is not tied to specific weapons or methods of attack-- but simply every attack made uses this to determine the result. At first level combat orientated classes have a +1 bonus while classes that rely on other focuses in adventuring get a +0. Every class has a table showing the relevant base attack bonus on the class page.
* **Determine your Saving Throws**; Your saving throws are your defenses against various traps, hazards and spells that aren't a simply sword swing or punch. Like your Base Attack Bonus, you are also given Base Fortitude, Reflex and Will Saves that are listed on the class table presented when reading about your class. These "Base Saves" added to the associated modifiers (i.e. Constitution for Fortitude, Dexterity for Reflex and Wisdom for Will) determine you total Saving Throws.
* **Record your Weapon and Armor proficiency**; While these are technically feats, they should be recorded in your class special abilities section since they are granted to you by your class.
* **Record you Special Abilities**; Just like your race gave you racial abilities, your class gives you special abilities. Unfortunately the official *Dungeons and Dragons 3.5* character sheet does not have a separate area to record these and the should just be placed below your racial abilities-- however if you are using *Myth-Weavers* I would suggest using the second and third rows beneath "Feats & Special Abilities" to start recording these.

* **Configure your Skills**; this is perhaps the most tedious part of creating a character-- especially for bards and rogues. Your "Class Skills" are skills you can take ranks in granted by your class and a list is provided for each class beneath "Game Rule Information." At first level you can put up to 4 ranks in each skill, the amount of ranks you have is determined by an equation that utilizes your class and intelligence modifier (this equation is listed below your class skills, it is usually [\_\_+Int modifier] x 4.) You can only
	+ **Can I take Skills that aren't listed below my class?;** you can put ranks into any untrained skill you wish-- however note that if it is not a class skill each skill point only buys 1/2 a rank-- meaning you'd need to spend two skill points to obtain one rank in said skill. Also the maximum ranks you can have in a cross-class skill is always half the maximum you can have in class skills; in the case of you level one character this would be 2. Remember you can only take cross-class skills that are untrained. Trained Skills are what make certain classes unique.

## Feats

Every character begins play with one feat. At third level and every three levels thereafter they gain another feat. Your class and race does not change this, it is based on your character level. Some character get additional feats but they are usually applied to different areas (i.e. humans gain a feat as a racial ability and fighters gain feats as special abilities.)

Any feat from the *Players Handbook* is allowed as long as you meet the prerequisites to gain said feat. Feats from other supplements need approval from the Dungeon Master.

* **Record you chosen feat**; The official character sheet has a section just for feats. If you are using *Myth-Weavers* I would suggest using the fourth box beneath "Feats & Special Abilities" for Feats; since you will only have a maximum of seven unless the campaign decides to use epic levels.
* **Ensure you meet the prerequisites;** Double check to make sure you can actually use said feat. If you have chosen a race that grants a free feat, make sure to check that as well. Fighters should make sure that the feats they are taking as class special abilities are from the "Fighter Feat" list.

## Equipment

Unless otherwise stated, your character has collected some items over the years-- and often they are crucial in determining an adventures outcome. If you don't want to take the time to personalize and buy your equipment the *Players Handbook* does offer starting packages for each class listed at the end of the class descriptions on pages 21-58.

* **Determine your starting Gold;** each characters starting gold is dictated by their class and can be found on Table 7-1 on page 111 of the *Players Handbook*. You can choose to take the average instead of rolling-- but you cannot take the average after rolling.
	+ **Note;**Every character is given an outfit for free-- don't worry about being naked beneath your padded armor.
* **Purchase a weapon;** Unless you are a monk or a pacifist-- you more than likely have some sort of a weapon. It is assumed weapons come with a holster or some sort of sheath; but the weight still counts towards your total weight carried.
	+ **Determine attack rolls;** this is what you add to your D20 when you try to make an attack. Weapons always use the characters base attack bonus and the associated ability (Strength for melee and Dexterity for ranged) to determine the attack bonus (i.e. a +1 Base Attack Bonus and a +2 Strength is a +3 to attack.) Keep in mind various feats may increase you attack bonus.
	+ **Determine damage;** every weapon has a different amount and type of damage. You always add your strength to melee attacks, and you add your strength and a half if you wield a one-handed weapon in two hands or are using a two-handed weapon. Make sure to note what type of damage it is, as some creatures have resistances based on whether a weapon is slashing, bludgeoning or piercing
	+ **Determine range;** all range weapons have a set range that they can hit. You need to keep this in mind for reach, throwing and projectiles. Keep in mind that you apply your strength to reach and throwing weapons, but not projectiles unless otherwise stated. Certain feats can increase your range.
		- **Note;** many ranged weapons have ammunition, don't forget to keep track of that.
	+ **Record your critical;** X2 means if you roll a natural 20 you get to roll your damage twice. Some weapons have varying critical ranges; in the case of these you have to roll again to "secure" your critical (i.e. if you roll a 18 or 19, you have to roll again and beat the opponents AC.) You never have to do this for a natural twenty though. You roll your damage as many times as your critical denotes.
	+ **Description;** As you adventure you may find weapons with special properties-- but it doesn't hurt to describe what your weapon looks like. Perhaps it depicts your god or has a family crest-- or maybe it looks shoddy or rusted.
* **Spellbooks and Holy Text;** arguably spellbooks and holy text/symbols are the weapons of some spell-casters. I do not require the purchase of these items if it is relevant to your class-- however throw the appropriate amount of gold if they are more ornate than others.
* **Purchase armor and a shield;** Not all classes can use armor of a shield, but those who can typically rely heavily on them--especially armor. As with the weapon, shields as assumed to come with some sort of strap or case.
	+ **Calculate you AC;** now that you have armor you can properly adjust your armor class. Apply your armor and shields bonus to your AC and apply the maximum dexterity bonus you can. When you are flat-footed you still have benefits from armor but not your dexterity.
	+ **Armor Check Penalty;** Unfortunately there is not a good way to apply this to a digital character sheet-- but keep in mind that wearing armor has a "Armor Check Penalty" that is applied to using skills while wearing armor. These skills are: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble.
	+ **Note;** even though Weapons, armor and shields have their own spots on the sheet-- I still like to write them in a separate section under equipment for the sake of calculating weight.
* **Purchase some adventuring gear;** for some this could be as basic as a bedroll and some torches, others might want to bring along a guard dog and a tent. Buy whatever you want from the *Players Handbook* but remember to calculate weight and make sure you can comfortably carry your gear.
	+ **Note;** many adventurers keep personal mementos from home or their family-- I always allow some sort of free memento. Keep in mind that a lot of this stuff could be gathered throughout your characters life before they started their journey. Each item having a story could lend to interesting tales in the future.
* **Organize your equipment;** what's on your belt? What's in you backpack or shoulder bag? Are all your weapons on your belt? Do you keep some coins in a pocket in your bag just in case? You never know when a current can wash away your belongings or a thief could attempt to pick your pockets-- write what goes where.
* **Again, make sure you calculate weight; i**'ve said it over-and-over-- but make sure you do it.

## Description

* **Determine your alignment;** alignment can help guide you in decisions if you aren't sure what your character would do. Typically alignment is a crutch for difficult or uneasy decisions in early games until you understand your character or they've developed. Certain classes require you to be certain alignments (there are exceptions) and it is necessary in regards to some spells and abilities in the game. That being said; heroes do evil acts and villains do acts of good. I will inform you if I think your alignment is shifting and sometimes that makes for interesting character arcs.
	+ **From the DM** *"**I allow all alignments"*****;** In the past I've tried to limit alignment options to the good, neutral and occasionally lawful-evil. I think all the alignments exist for a reason and should be allowed to be implemented. HOWEVER, I will not be patient if your characters alignment is sabotaging the game. It's one thing to be an evil character who sees opportunity in working with the party-- but mindlessly killing isn't fun for the other people playing who want to continue the plot or develop their character. If you want to play an evil character A) talk to me about it in private, I can try and help make it work and B) Constantly try and give reason as to why you are working with the party.

* **Determine your Religion;** Figuring out what your character believes in can help with making in-game decisions just as much as alignment. Perhaps the religion your character was raised with directly conflicts with your alignments and that's what makes your character torn about so many things? Or the reason your character is the alignment they are is their religion?Or vice-versa? Even if your character doesn't believe in higher beings (which can be difficult because-- ya know, clerics) writing some sort of philosophy can even help with decisions. Keep in mind that a lot of the gods, goddesses and beliefs presented in the books have different origins and ideals in Ara-- so check the wiki or speak with the Dungeon Master.

* **Fill out your Vital Statistics;** At the top of your sheet there are some basic questions regarding your characters physicality to fill out. I require players to do this; it *does* come in play-- even eye color has moved plots before. Make sure you check out your race for information on what the norms and averages are-- especially since some races have shorter lifespans and become middle aged quicker than usual.

## Spells

Not every character has spells-- so this section can be skipped by some.

* **Determine what type of a caster you are;** spontaneous casters are casters that don't have to prepare their magic at the start of each day. Typically this includes bards and sorcerers; however it is house ruled that druids cast in this fashion as well. Clerics and Wizards prepare their spells from either their holy text or spell book.
	+ Additionally, druids use the spells know and spells per day table the sorcerers use, and clerics learn spells like wizards (Cantrips + 3 first level spells of your choice.) Clerics and Wizards find scrolls, passages and text throughout their journey to gain more spells but also gain two at every level.

* **Spontaneous Casters;** record how many spells you know in the Spells/Powers Known box. These can be found in your classes description. I recommend getting a scrap piece of paper or opening a notepad to keep track of your spell usage while playing.
* **Casters who Prepare;** Just like the spontaneous caster needs scrap paper/a notepad to record their spell usage-- make sure you record what spells you have prepared at the start of each session/in-game day.
* **Choose what spells you know;** the Spells & Powers list is used for recording what spells you know. this is simple for spontaneous casters but for Wizards and Clerics assume that those are spells in your spell book/holy text. I find that it helps to organize by level, so keep that in mind when recording and thinking ahead for future spells you may find and record.
* **Spell Saves;** underneath spell saves you will need to know what opponents have to roll to resist your magic. The equation is 10 + spell level + ability modifier.