Mistrealm

Dungeons and Dragons

Campaigns

The Reavers of Sitleft

How to Create a Fighter

For our sample character, I will create a first level fighter. Our campaign is starting with 15 point characters…. So here we go.

Start here /Sitleft/RRD35.html

Basics section is the same. Ability scores… OK rolling some ability scores

No dice here at work, so doing it with web stuff. Naturally, you are welcome to use dice.

Since I am at work with no dice, I am heading to /3eChr/Step0Stats.html

We use 4d6 drop one method… Clicking that a few times…

Drat no 18 yet. Clicking a few more times…

Ah there is one. I am using the auto assign button <fighter<, but you are welcome to assign in any way you like.

Ended up with Str 18, Dex 16, Con 16, Int 14, Wis 14, Cha 10. That works.

The racial stuff is totally different, so much for the web.

Back to the RRD35, next section is Alignment and Description here /Sitleft/Description-1.html

Allowed alignments are limited… I am picking Chaotic Good at random.

I will skip the age, height and weight for now.

Back to RRD35, next section Races here /Sitleft/Races.html

Languages… Common works.

Small… Nah, not going for it this time.

Going with Dwarf so I can get the beefy con bonus. Could have gone Half-Orc for brutal damage output… Nah. Maybe next time.


The spiffy cost sheet I will be referring to for the rest of the process can be found here
 
All characters now start with a foot speed of 20. I could elect to increase from the default foot speed by spending a point here. Note, there is no upper limit to how fast a character can increase his foot speed.

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Increased Foot Speed

+10 to foot speed. Can be taken multiple times. Speeds > 30 require that the character be wearing no armor, light armor, or medium armor and not carrying a heavy load.

But speed 20 is pretty normal for a dwarf, so I will leave that alone.

Dwarves traditionally start with Darkvision, so I will need to spend the point I just saved, and another one for the prerequisite item, Low Light Vision:

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Low Light Vision

• Low-Light Vision: A character can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

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Darkvision

Low Light Vision

Character can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the character can function just fine with no light at all. It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Note that Darkvision is now available to any race that is willing to spend the points for it... The saving on torches may well be worth it alone.

Dwarves are known for Stonecunning

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Stonecunning

• This ability grants a character a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A character who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a character can use the Search skill to find stonework traps as a rogue can. A character can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Some of the unique features of the races have gone by the wayside, which is unfortunate. Typically these were measured as small bonuses to some particular sub-set of saves or attacks. If any of these are particularly missed, let me know and I will consider coming up with some appropriate point cost for them.

Being a dwarf adjusts my stats to Str 18, Dex 16, Con 18, Int 14, Wis 14, Cha 8. I can live with that.

Now for the meat of the job… Building my character.

As a fighter, I will need hit points. The new character development system no longer has hit dice, so I need to buy hit points with Toughness. Characters start off with 0 hit points, so all players will be forced to buy at least one rank of Toughness.

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Toughness

Benefit: The character gains +10 hit points.  Add your CON bonus.

Special: A character can gain this feat multiple times. Its effects stack. This number or attack bonus rank or spell caster level (whichever is highest) is considered the characters level.

Buying this once would give me one character level, and 14 hit points. Pretty good deal. I could choose to take this multiple times as long as I have buy points to spare. I could dump all 12 points into this for 168 hit points, but my capabilities would be rather limited.

I need to be able to hit my foes, so I will grab a rank in Attack Bonus

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Attack Bonus

Benefit: Gain a +1 bonus on all attacks.

Special: A character can gain this feat multiple times. Its effects stack. This number or toughness rank, or spell caster level (whichever is highest), is considered the characters level.

And I need some beefy fortitude saves as well, so

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Saves - GREAT FORTITUDE

You get a +2 bonus on all Fortitude saving throws. For ½ a point you can buy a +1 bonus.

A fighter without weapon proficiency would not be much of a fighter, so I am going to buy Martial Weapon Proficiency and its prerequisite Simple Weapon Proficiency:

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Weapon Proficiency - Martial

Simple Weapon Proficiency

You make attack rolls with martial weapons normally.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls

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Weapon Proficiency - Simple

You make attack rolls with simple weapons normally.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls

I also need Heavy Armor Proficiency, so three more points spent…

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Armor Proficiency (Heavy)

Armor Proficiency (medium)

See Armor Proficiency (light).

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Armor Proficiency (Light)

When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.

Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.

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Armor Proficiency (Medium)

Armor Proficiency (light).

See Armor Proficiency (light).

And Tower Shield. Yeah, I know, very few fighters really use shields, but we are trying to demonstrate something here. Practically speaking, I would expect to spend these points on something else. If it were me, I might use these for more ranks in Toughness or Attack Bonus, or push for some nice combat related feats.

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Tower Shield Proficiency

Shield Proficiency

You can use a tower shield and suffer only the standard penalties.

Normal: A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride

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Shield Proficiency

You can use a shield and take only the standard penalties.

Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks

And 2 free points to spend on whatever first level fighters usually spend points on. In ancient times I would use these on a martial feat, and have a starting feat, but in this case I can buy anything I like.

There, 13 points spent, and 2 available for other goodies.

What do you think?

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