Charactor Creation [Archive] - Wizards Community

Post/Author/DateTimePost
ArtemisCain

09-01-07, 12:18 PM
First I am going to say that I am an Über Newb and have never even played a game (I don't have a char to play with)

I am making my first ever D&D character for 3.5e and I would like some help with my character.

All I have made so far is his name (Artemis) and his race and 2 possible classes (Elf Rogue/Sorcerer not sure if it's dual class or not yet)

Any help is appreciated

contact at devil_boy782@hotmail.com or AIM at devilboy0808

Post reply here first so I know you are contacting me please.

~TM
CCS

09-01-07, 03:17 PM
Welcome to the game!

I think the most important part of character creation comes right at the beginning. Before you roll any dice. Try and envision the type of character you want to play. This has very little to do with whatever #s you finally end up with. You need some idea of the characters personality and some mental image of what he looks like.

After that, work with your DM to come as close to that idea as possible.
Elsydeon

09-01-07, 03:21 PM
I always figure out what I want to play. Then I figure out how I want to play them. Then I make them, and put backstory on top.

Not much helping to do until you pick a style of play.
ArtemisCain

09-05-07, 08:38 PM
I started to make my character (dualclass Elven rogue Wizard), but I don't know what my starting equipment is supposed to be.

I don't know what the good equipment is so I don't want to buy it myself but since i'm dualclass I don't understand what of the starting equipment I get.

Can somebody please help me?

~TM(TradeMark)
ZeroSpace9000

09-05-07, 08:54 PM
All depends on which class you start as. In general though, 90% of your Wizard spells will be subject to Spell Failure from armour, so I would suggest dumping armour. Your Base Attack Bonus, or BAB, determines roughly how well you fight with weapons. Given your dual-classing, BAB will be low, as will your hit points, so just a dagger for melee fighting, and a short bow for ranged. Doesn't hit as hard as a crossbow, but you don't need to waste actions reloading.

You will be able to buy very little in terms of magical gear, but you may be able to purchase low level scrolls, like Mage Armour. Also, consider at least one Blessed Bandage, in Magic Item Compendium. It has negligible weight, costs 10 gp, and stabilizes a person once before becoming useless.

As for starting gold, it depends on whether you take your first level as a wizard or a rogue. Rogues start with more, but you may be dumping your wizard skills, namely Concentration and Spellcraft. However, it gives you the gold you need to buy thieve's tools, which cost a whopping 35gp. Combine with a spellbook which costs 30gp, that's a lot of money.


This all assumes you do decide to multi-class. It's a lot of extra paperwork, which for someone claiming to be a super-noob, may be a bad thing.
ArtemisCain

09-05-07, 08:59 PM
I guess I wont dualclass so I'm just going to be a Wizard.

Should I go with the Starting items it gives me or should I just buy my own?

If I buy them myself what should I get.

God i'm an idiot

~TM(TradeMark)
ZeroSpace9000

09-05-07, 09:16 PM
I would say that while the starting package is not great by any means, it DOES let you play faster, as you don't waste time picking stuff out. If you do all this ahead of time, choosing gear yourself is always best.

First, we'll start with weapons. Dagger is all you really need for melee, and also for other things. Quarterstaff is also decent, because it doesn't cost gold, but overall dagger is better. For ranged, light crossbow is best, since you don't have proficiency with short/long bows. Armour and gear you can skip on, unless you have some way of starting with a mithril buckler (not likely, but stranger stuff has happened). Mithril in armour and shields reduces the inherent Spell Failure, but only bucklers and light shields get it reduced to 0%.

Next, you will NEED a spellbook. As a wizard, new spells are copied into the book, and more importantly, spells for a day are prepared from a book. Lose the spellbook, you may as well plunge that dagger into your head.

After that is assorted miscelaney. Backpack, for putting things in, a spell component pouch, for spells that require components, and a light source of some sort, are pretty much standard issue for a wizard. Depending on how much time you will spend in cities, you may need rations, a bedroll, and a waterskin. Rope is always useful, the uses are only limited by imagination and application.

As for light sources, it depends on whats going on. Lantern gives off more light than torches, is light if you carry lots of oil, and can be set down for whatever reason. Torches, however, are dirt cheap, and can be used as weapons in emergencies. Sunrods are pricey, but the best. The give off as much light as a torch, but last longer than a torch. The only problem, besides availability, is cost, namely 2 gold a hit. Personally, for the money, I like 'rods best.
ArtemisCain

09-05-07, 09:26 PM
Okay so Dagger or quarterstaff and a Light Crossbow Mithril Bukler (if possible) Spellbook Backpack Spell Component Pouch and a Sunrod Rations Bedroll Waterskin and some Rope. That all?

TM(TradeMark)