In order, populate STR, INT, WIS, DEX, CON, CHA If your scores suck, let the DM know If they’re bad enough, you can throw them out And start over
Step 2: Choose a class, if you have a high prime requisite you
probably want that class Name (Prime Requisite) Cleric (WIS) Dwarf (STR) Elf (INT and STR) Fighter (STR) Halfling (DEX and STR) Magic-User (INT) Thief (DEX)
Step 3: Adjust Ability Scores
Raise the prime requisite of your character by lowering STR, INT, and/or WIS Need to lower the same score by 2 to raise prime requisite by 1 No score may be lowered < 9 Some classes have additional restrictions, review your class info
Step 4: Add modifiers to ability scores and elsewhere on the page
Use parenthesis (Core Rules, pg. 15, Handouts, Endpages, etc.) Example: STR 13 (+1); 3-in-6 Change to Open Doors Bonus damage INT 9 (0); Checkmark “Literate” WIS 7 (-1) DEX 15 (+1); Don’t worry about Initiative Note unarmored AC CON 10 (0) CHA 11 (0); Note Reaction roll mod If applicable add XP modifier from Prime Requisite Step 5: THAC0 Fill in your THAC0 score, the value for level 1 PCs are listed below: 10 11 12 13 14 15 16 17 18 19 1s always miss, 20s always hit
Step 6: Note class abilities and saving throws
Listed on your class’s page, write these down now If you have access to magic, you can hold onto those books and look at spells you might want Pay special attention to abilities if you’re a Thief
Step 7: Roll HP Just go ahead and take max HP for 1st level, don’t forget your CON mod. Next levels all are roll once and keep it You gain a min of 1HP per level up
Step 8: Choose Alignment
Step 9: Add languages
Note your alignment language, class languages, and any additional based on INT mod
Step 10: Buy equipment
Roll [3d6]x10 for starting gold, outfit your character with stuff from the book Note some classes can’t use all equipment. Clerics and bladed weapons, for example
Step 11: Note AC
Take into effect your DEX mod Remember, additions (+1) actually DECREASE your AC. If you had 3AC and a +1 DEX mod you’d have 2AC
Step 12: Note encumbrance
We’re using detailed encumbrance, so fill out accordingly after adding up your equipment weight Note your movement scores Ex = Movement Rate feet/Turn or 10 minutes En = Encounter Rate feet/Round or 10 seconds Combat movement Number in parenthesis Ov = Overland Travel Ex/5 = Ov Ov measured in miles/day