Making First Character and Confused.

Post/Author/DateTimePost
#1

purerok

Mar 27, 2008 21:21:16
Hello. I've just started out and I've been working on creating my first character. I've got quite a bit of it down, but things are cropping up that I don't understand. I'm using version 3.5.

I just wanted to know if someone has a link they could give me that will give me an example character sheet that explains the different parts of it for me. You could also just point out the page in the players handbook for me, if you want.

Here's a list of the things that I don't quite fully understand:
The Combat Options section
The Saving Throws
Initiative Modifiers
Touch/Flat-footed AC
Grapple

I haven't really looked at the rest of the sheets, since I'm still working on that first page. I'd really appreciate it if anyone would be willing to point me in the right direction or explain these things better, and what goes where.
#2

jage

Mar 27, 2008 21:40:12
The Neceros character sheet lays it out really well. I recommend you print and start filling it out. Stuff like flat-foot should come a little clearer in the mix.

Neceros 3.5 Sheet
#3

the_black_hand

Mar 27, 2008 22:20:53
Hello. I've just started out and I've been working on creating my first character. I've got quite a bit of it down, but things are cropping up that I don't understand. I'm using version 3.5.

I just wanted to know if someone has a link they could give me that will give me an example character sheet that explains the different parts of it for me. You could also just point out the page in the players handbook for me, if you want.

Here's a list of the things that I don't quite fully understand:
The Combat Options section
The Saving Throws
Initiative Modifiers
Touch/Flat-footed AC
Grapple

I haven't really looked at the rest of the sheets, since I'm still working on that first page. I'd really appreciate it if anyone would be willing to point me in the right direction or explain these things better, and what goes where.

All of this and more is anwered in your Players Hand Book, really all of it is.

I suggest you take a day or two and read the stuff you do not understand.
#4

purerok

Mar 27, 2008 22:31:08
Well, maybe you could point me to where they are in the book. Since everything has me jumping around to check other sections on things it's got me all turned around.
#5

kouk

Mar 27, 2008 22:39:21
Well, as long as you are not the DM it is OK to be a bit unknowledgeable when you start out.

If you need to make up a character for a game, the best bet would probably be to sit down with the DM and do it with him, so he can supervise you and make sure your choices work with his campaign.

Beyond that, there is this series of walkthrough articles to help new players with figuring out the stats of their characters:

Facing a Character Sheet, Part 1: http://www.wizards.com/default.asp?x=dnd/cwc/20070109

Facing a Character Sheet, Part 2: http://www.wizards.com/default.asp?x=dnd/cwc/20070123

Facing a Character Sheet, Part 3: http://www.wizards.com/default.asp?x=dnd/cwc/20070206

Hope it helps.

P.S. -- There is not a specific section in the Player's Handbook which explains to you how to fill out a character sheet. If you read the whole book (or the parts you need to know, for instance you don't terribly need to know about Magic if you aren't going to cast spells) you will learn what the acronyms and methods of determining the numbers are. That may take a bit of time though. It is a good idea to read the entire book (with the exception of the Spells listing, you only need to read the ones relevant to your class and level) if possible, but you can do it a bit at a time until you finish. We don't expect you to get it all in one sitting, and learning it by yourself can be tough.
#6

draconsnighthawk

Mar 27, 2008 22:40:18
Combat section.



The Combat Options section: Really depends on class, but COMBAT chapter
The Saving Throws: Depends on class. But FORT: Add Con mod. REF: add Dex mod. WILL: Add Wisdom Mod.
Initiative Modifiers: Just your dex mod, unless you take feat.
Touch/Flat-footed AC: Touch AC is 10+Size mod, dex mod, and deflection. Flat is normal armor class minus dex mod.
Grapple: Something most new players have problems with. Again, combat section.
#7

purerok

Mar 27, 2008 22:51:22
Thanks for all the help everyone. Hopefully I'll be able to get a better grasp on all of the parts well enough that I don't ask such (I assume) simple questions.

Edit: I'm working on a Human Paladin, if that helps narrow things down.
#8

the_black_hand

Mar 27, 2008 23:50:35
Thanks for all the help everyone. Hopefully I'll be able to get a better grasp on all of the parts well enough that I don't ask such (I assume) simple questions.

Edit: I'm working on a Human Paladin, if that helps narrow things down.

I do like paladins, however they really are for more advanced players. I would suggest a Fighter for a first character, after a couple of levels add in cleric levels.

This will give you a decent idea of what a Paladin can do for when you make your 2nd character , the Paladin.

If you do decide to continue on the path of a Paladin post what you have done so far as far as Character stats and what not. Remember the most Important stat for a Paladin is Charisma.
#9

purerok

Mar 28, 2008 0:02:32
Well, following the book, I have the basic start for a Paladin and I've figured all of the Abilities. They are:

Strength: 12
Dexterity: 12
Constitution: 14
Intelligence: 12
Wisdom: 12
Charisma: 17

I don't know why I got so many 12's out of my rolls, but I'm not complaining. (I used the 4d6 minus lowest roll rule on all of them.)

I'm using the ultimate character form that was posted earlier, and it's helping me a little bit.

Edit: I'm using 4 Diplomacy, 4 Heal, 4 Ride, and 2 Spot as my skills. That's a total of 16 points if I'm not mistaken. (2+1 wisdom modifier)x4 + 4 (human modifier), right?
#10

kuros81

Mar 28, 2008 0:10:25
Well, following the book, I have the basic start for a Paladin and I've figured all of the Abilities. They are:

Strength: 12
Dexterity: 12
Constitution: 14
Intelligence: 12
Wisdom: 12
Charisma: 17

I don't know why I got so many 12's out of my rolls, but I'm not complaining. (I used the 4d6 minus lowest roll rule on all of them.)

I'm using the ultimate character form that was posted earlier, and it's helping me a little bit.

Edit: I'm using 4 Diplomacy, 4 Heal, 4 Ride, and 2 Spot as my skills. That's a total of 16 points if I'm not mistaken. (2+1 wisdom modifier)x4 + 4 (human modifier), right?

Right, but skills run off of INT, not WIS. But, you have 12s in both, so the math works.

I think a human paladin is fine for a first character. I also like where you've put your stats. CON is a good place for a 14.
#11

purerok

Mar 28, 2008 0:13:02
I am also wondering where I should put down the information for Paladin skills.

Like Detect Evil, Smite Evil, etc. Also, I wondered if I should write down the feats for Armor Proficiency under the Feats section, since a Paladin can use Light, Medium, and Heavy.

Edit: Oh, thanks for that correction. I couldn't remember which it was.
#12

jage

Mar 28, 2008 0:19:25
All of this and more is anwered in your Players Hand Book, really all of it is.

Come on I read the PHB cover to cover before starting my character and I've played before... that book is hardly clear about stuff, and then you come on these boards and people are like "you should take a level in Primordial Gangster" instead of answering your question about a rogue feat. It's confusing as hell to say the least.
#13

cowjuicer

Mar 28, 2008 0:22:20
Come on I read the PHB cover to cover before starting my character and I've played before... that book is hardly clear about stuff, and then you come on these boards and people are like "you should take a level in Primordial Gangster" instead of answering your question about a rogue feat. It's confusing as hell to say the least.

I fail to see how that helped his situation at all. You lose. Good day, sir!

@ Thread Starter: Take it one step at a time. Look up anything you are not sure of, and check everything with the DM when you are done.
#14

the_black_hand

Mar 28, 2008 0:26:31
I am also wondering where I should put down the information for Paladin skills.

Like Detect Evil, Smite Evil, etc. Also, I wondered if I should write down the feats for Armor Proficiency under the Feats section, since a Paladin can use Light, Medium, and Heavy.

Edit: Oh, thanks for that correction. I couldn't remember which it was.

1) Make sure you have some ranks in Knowledge Religion.

2) On the back of the character sheet there is a section for special abilities (or is it Feats section), I personally record my feats here on the top part, I then put in any special abilities on the bottum part of it.

Basically if you are a Paladin it is assumed you have Heavy armor proficiency feat. so you really do not need to write that down.

3) You get 2 feats at 1st level, they should be Power Attack, and Divine Might.

Divine might lets you spend a turn attempt in order to gain a + on your damage roll for a number of rounds equal to your Charisma Modifier.

Granted you have to wait till 3rd level before you get turn attempts. So maybe get Power Attack and Weapon Focus at 1st level then Divine Might at 3rd.

4) For gear I would suggest getting a Two-Handed sword, decent dmg, extra benifit from Power Attack. Then with the rest of the money you have get the best possible armor.

Important check with your DM for any gear that critical for a new character. If you need to get a horse then get a horse and then get your armor and weapon(s).
#15

purerok

Mar 28, 2008 0:35:38
Alright, I'll read up on Knowledge Religion so I can see what it does. Thanks for the tips for the feats. The sheet is starting to make more sense now, so hopefully I'll be able to fill it out without too much trouble.

P.S.: I am reading through the book, but I just wanted some quick answers to some questions that I had. I'm sure that once I start playing a lot of the sheet and things talked about in the handbook will make more sense.

Edit: Everyone keeps talking about a DM, but I don't have one. No one I know plays this, and I was planning on trying to play it online with people instead. So, right now I'm just kind of winging this and hoping for the best.
#16

jage

Mar 28, 2008 0:38:37
I fail to see how that helped his situation at all. You lose. Good day, sir!

Really? I don't see how your lack of vision affects this, since you're not him. *shrug*

ObThread: You're online game will have a DM too.
#17

purerok

Mar 28, 2008 2:36:38
Well... I think I have my character done. I'm still reading through the book and learning the rest.
#18

draconsnighthawk

Mar 28, 2008 3:00:49
First off, the member Diffan is pretty good at making Paladins. You may wanna send him a PM. Be sure to tell him your new.

Second off for mistakes.

Your fort should be +4. Remember, Paladins get a +2 to Fort.
Your melee, ranged, and grapple should all be +2 (Your melee will be +3 due to your weapon focus, but only towards your greatsword)
remember, you add your strength mod to meleee, your dex to range, and dex/str (Whichever is higher) to grapple.

I wouldn't go for Skill Focus: Know Religion. It is not a vital skill. SUre, put skills in it, but not Skill Focus. (Unless your going for a PrC, but I wouldn't do that right now...)

Maybe Improved Init, or Power Attack.

Other then that, it looks decent.

EDIT: I see your looking for a online game. I'm working on starting up a online soon. (Maybe in a month or so). I will warn you I'm not the greatest DM in the world, and some of my normal players are a little... unusual. But we're a good group. Drop a line, see if we get along, and see if we can't get a game sooner or later.

Edit 2: If push comes to shove, I've been know to do solo one shots, though you have to at least send me an idea of what kind of game you'd want.
#19

purerok

Mar 28, 2008 3:20:30
I guess I didn't read the Paladin section enough. Thanks for the +2 to Fort information.

I don't know what PrC means, could you maybe elaborate on that? Power Attack has a prerequisite of 13 str, or I would have grabbed that instead. Improved Initiative looks good, as long as my character can slaughter the Undead.

About playing with your group online: that'd be great. I haven't played at all, the closest thing to playing being Neverwinter Nights 1&2 for PC (Which I personally wouldn't count.).

As for the Melee, Range, and Grapple that's all automatically done in the PDF I think, so I'm not sure where you want me to put those numbers. Where do I get the +2 at for those? My STR and DEX mod's are both 1, aren't they?
#20

draconsnighthawk

Mar 28, 2008 3:26:07
You get +1 for your Class of Paladin. You get +1 for your strength modifer. (For Melee).

Same with Ranged, though replace strength with dex.

Basically, that Base Attack Bonus gets included with some ability modifers.

You get an additional +1 for melee in regards of your greatsword only. (Due to Weapon Focus) for a total of +3.

My god, I'm blind I completly forgot that Power Attack requires a str of 13! Heh, if you do come into my game, I'd ask you to reroll. Though I'm a bit more of a gentler DM.

PrC = Prestige Class. Basically special 'addition' classes that get more abilities then say Barbarian, Bard, Cleric, etc etc. They're called Prestige because they are 'Prestige' in RP terms, though most people overlook that and go straight for the abilities. However players can't immedity take them, without taking prerequites. (I.E a minimal base attack, ability scores, feats etc etc etc).
#21

purerok

Mar 28, 2008 3:30:11
Oh, I see. Where would I mark those down on the sheet?
#22

draconsnighthawk

Mar 28, 2008 3:32:44
Under class base. The weapon focus feat modifer could go in one of the blank parts.
#23

purerok

Mar 28, 2008 3:46:05
Alright, it's been updated. Hopefully I have everything right now. Well, now I'll be able to make characters quicker in the future and with less fuss. I've honestly been working on making this character for maybe 6+ hours. Thanks for all the help and tips.
#24

draconsnighthawk

Mar 28, 2008 3:49:32
Anytime. Always willing to help
#25

jage

Mar 28, 2008 11:30:04
You might think about making the specialization longsword instead of greatsword- magical longswords are more common and unless you have a gracious DM who considers your character when generating treasure. In the long run it might be a better use of the feat.
#26

the_black_hand

Mar 28, 2008 11:34:31
You might think about making the specialization longsword instead of greatsword- magical longswords are more common and unless you have a gracious DM who considers your character when generating treasure. In the long run it might be a better use of the feat.

I would not count on random gear.

You can always have magic added to any masterwork or magical weapon if it isn't a +10 equiv.
#27

Dark_Stryke

Mar 28, 2008 11:52:59
My first character was a paladin too!

Don't worry so much about grapple, though. The modifier is base attack bonus + strength modifier, so you can write that down. As for actually grappling... don't do it. I've been playing for close to 5 years now and I'm not sure I completely understand the grapple rules.
#28

zillah

Mar 28, 2008 12:16:58
just do what i did when i first started. ask your friends the same questions until they throw the book at you(phb). take said book, crack it open. keep in mind you need about 2-3 hours at least to run through it. run through it carefully. read each chapter.
#29

the_black_hand

Mar 29, 2008 10:05:13
just do what i did when i first started. ask your friends the same questions until they throw the book at you(phb). take said book, crack it open. keep in mind you need about 2-3 hours at least to run through it. run through it carefully. read each chapter.

Too bad this peice of advice has already been given by atleast 2 other posters, many days before you posted....
#30

jage

Mar 29, 2008 10:29:29
I would not count on random gear.

You can always have magic added to any masterwork or magical weapon if it isn't a +10 equiv.

Yeah I'm unclear how this works if you don't have the Magic Item Compendium to pour over. Are there rules or costs somewhere a PHB only owner can access?
#31

zillah

Mar 29, 2008 10:49:52
Too bad this peice of advice has already been given by atleast 2 other posters, many days before you posted....

maybe it will stick better after a 3rd time. thats what i hear generally
#32

purerok

Mar 29, 2008 12:32:38
I have my character all done now, and I have most of the process down now. I spent a good 4 hours with someone who is going to be DMing a game and he got me all set up. Thanks for all the help everyone.

By the way, I went with a Bastard Sword, in the end. If anyone is interested on seeing what I ended up with:

http://www.warhive.com/dnd/ You can read my characters bio if you want, and I have the sheet on there in .jpg format.
#33

zillah

Mar 29, 2008 12:57:09
just a suggestion(only a suggestion! play it how you wanna :D ) but, you could take a 2h greatsword and pick up a different feat like power attack or maybe improved initiative.

and if i saw your sheet correctly, your melee total attack bonus is 4? exotic weapon proficiency doesn't grant you a +1.
so your base attack bonus from paladin is +1, your STR mod is +2 which makes it a +3.(unless your sword is masterwork, then my bad)
If you are able to switch some stuff around to make it easier for you I would suggest it, but if your bastard sword is your weapon of choice, then by all means, use it :D
#34

purerok

Mar 29, 2008 13:01:29
I already saw that issue with the feat. I had another feat initially, but I switched it out and forgot to remove that. It's been fixed.

I went with a bastard sword after about an hour of deliberating with the DM. He suggested either a longsword or a bastard sword. So, I weighed the different options I had.

I am planning on going for the PrC of Hunter of the Dead from "Complete Warrior". This is my experiment character, and I hope he will grow to be a great slayer of the undead.