So guys! We're going to be using
this site's editable sheet for your characters, which is saved to my account (Which I will share with you guys, the password is peanut in all lower case. No, its not my password for any other places, so don't even try :B) This is because I'm not 100% sure about the legality of scanning the sheet from the book for you guys, and because even if I could, I just know it would have been a royal pain filling it out as a jpeg or something. A lot of the sheet is self calculating, which speeds up the process considerably.
http://www.myth-weavers.com/sheetview.p ... tid=186901 Here is an example character and an explanation of how it was made, cos I now you guys have questions on the process.
The first grouping is pretty self explanatory, except for the deity part. If your character would have any allegiance to a god or a goddess, find one that matches his or her belief system and alignment off of the Core Deities section of
this Wikipedia article. Vecna is also acceptable. Here I selected my goddess choice mostly at random, finding whichever one liked magic and was my alignment.
Now to walk through the ability score process. I went by the information on
this page of the SRD, for reference.
"-4 Strength, +2 Dexterity, -2 Constitution."
Holy shoot, -4 Strength. Well, as a wizard I'll mostly be out of the front lines so that shouldn't be too bad.
S 6
D 12
C 8
I 10
W 10
CH 10
26 points left to use
As a wizard the most important abilities for me will be Constitution (Being a squishy wizard, hit dice are low, so a high con, if not evens it out, at least gives you a couple more points per level), and Intelligence for spell casting.
S 6
D 12
C 15 (7 spent)
I 17 (9 spent)
W 10
CH 10
10 points left to use
So right there I'm more than half out of spending points, but due to my +2 Constitution mod I'll be getting an additional 2 HP per level (minimum of 3). I can raise this to +3 (4 per level minimum) once I level up sufficiently and can add a point to constitution. Also because of my intelligence I can cast up to level 7 spells, once I've leveled up enough to cast learn them. Now that I've raised my most important stats to adequacy I can focus on the less important, yet still vital abilities.
S 10 (4 spent)
D 14 (2 spent)
C 15
I 17
W 12 (2 spent)
CH 12 (2 spent)
0 points left to spend
To keep me from having a major strike against me on the chance I get ambushed, separated from my party or otherwise need to rely on physical strength I bumped my strength from 6 to 10. No bonus, but no -2 penalty either. Dexterity being a factor in your armour class rating, I spent 2 points there to give me a total bonus of +2, which will probably save my skin many times down the road, as will the +2 to Reflex saves. I spent two points on Wisdom for the +1 mod to Will saves, and also for the +1 mod to important skill checks like Listen, Heal, Spot, and Sense Motive. Anticipating a roleplay heavy campaign I added my last 2 points to my Charisma, which effects many NPC interaction based skills. In the end my stats end up looking like this, with the mods:
Str: 10
Dex: 14, +2 bonus
Con: 15, +2 bonus
Int: 17, +3 bonus
Wis: 12, +1 bonus
Cha: 12, +1 bonus
For hit points, you start first level with the max. This means acting like I rolled a 4 on the measly d4 that I get as a hit die. Add to that my Con modifier, +2. Your Armor class is calculated for you, but be sure to apply everything needed. If I didn't read carefully I would have missed that Kobolds have a +1 to AC due to a natural armor bonus. This editable sheet applied my Dex and size mod automatically, however.
A note about Touch and Flat Footed AC. A character's Touch AC comes into play when an attack on them disregards armor, including shields and natural armor bonuses. All other bonuses apply. A character's Flat Footed AC comes into play when he or she is caught by surprise by an attack. The Dex modifier does not apply, but all others do. Again the sheet calculates all of this on its own based on your normal AC.
My Fort, Ref and Will saves are all modified by their respective abilities. being a wizard, I add a 2 to my base Will save, since that's what I get first level. As I progress this and the other base saves will be increased.
As a kobold my base speed is 30 feet per turn.
Both Melee and Ranged attack bonuses I don't have to worry about. Wizards have a base attack bonus of 0 at first level. However other classes should be sure to add their bonus.
For my weapon, we'll assume I have one dagger and one quarterstaff on my person. Being a small creature, the damage for my weapons are not the same as the damage done by medium sized weapons. My dagger only does 1d3 rather than 1d4, and the quarterstaff only does 1d4 on either end instead of 1d6.
The 19-20 critical on the dagger means that if I threaten a critical hit with a natural roll (Meaning gotten without modifiers) of 19 and higher, rather than 20. I then roll again, and if the new roll beats my target's armor class, it's a critical hit, and the damage is multiplied by 2. If not, the hit is normal.
The 1D4/1D4 damage for the quarterstaff means the weapon is double ended.
Now comes armour. If I were actually playing as a wizard I'd skimp on the armour, but I'll include to to give an explanation of its effects on spellcasters. Since I'm wearing padded armour, my movement is restricted and my spells now have a 5% chance of failing the spell if it has a somatic component. If movement isn't required this can be ignored, and Bards, being proficient in light armours, ignore this unless they wear heavier armours.
Thankfully this sheet adds ability modifiers to your skills on its own, which saves a lot of time. Now we can skip to adding skill ranks. At first level the amount of skill points a wizard gets is (2 + Int Mod) X 4. This gives me 20 skill points to distribute. I add 4 ranks, the maximum for me at first level, to each of the skills I want to raise. You'll notice I have misc mods for Profession (Miner), Craft (Trapmaking) and search, as well as Hide. The first three are due to racial traits, and the last is due to my size.
Special abilities and feats. For easy reference I added my racial traits to this as well. Kobolds are sensitive to light, but at the same time have darkvision for 60 ft. As a wizard, I also get the feat Scribe scroll, which allows me to create scrolls of spells I know, as a bonus, as well as Summon Familiar.
For my first level feat I chose Deceitful, which gives a bonus of +2 to Disguise and Forgery checks.
Now for spells. I chose the Illusion school to specialize in (Completely optional, you can be a non-specializing wizard if you want), which grants me +1 illusion spell per level and +2 on Spellcraft checks when learning a new Illusion spell. On the other hand however I am forced to choose two schools of magic I cannot learn from. I chose Transmutation and Necromancy.
To learn or cast a spell, your intelligence must be equal to 10 + the level of the spell.
A wizard can know any number of spells, unlike other Spellcasters. However, they must prepare their spells by studying them for one hour from their spellbook, as well as getting some shut eye beforehand. The spells I chose to prepare were Detect Magic and Read Magic, two important spells for any dungeon crawler, and Ventriloquism and Ghost Sounds, as I want my character to be a trickstery type.
The save against a wizard's spell is 10 + the level of the spell + his intelligence mod.
I won't bother giving him any items or cash, but keep in mind that currency is converted as follows:
1 platinum piece = 10 gold pieces = 100 silver pieces = 1000 copper pieces.
Kobolds automatically know how to speak Draconic. Because I have a +3 int mod, I can learn three additional languages on top of that, and here I chose Common (Which is the most common language in the lands above ground as you would imagine), Undercommon (The most common language of the races who live under the earth) and Goblin, which could prove useful down the line. Every class except Barbarians are literate and can read and write in any language they know. Barbarians must spend 2 skill points to become literate like the other classes.
The rest of the sheet is just roleplay fodder and conditional modifier space.
EDIT: OHFORGOTTOMENTION Wizards start off with a spell book containing all level 0 spells, or "Cantrips". This isn't the same for all spellcasters