Name
Race
Level
Class
http://www.d20srd.org/indexes/classes.htm (Chose a class from here.)
(Optional stuff like height or alignment)
everyone gets 65 attribute points for the flowing-
For every 2 points in a attribute above 10 you get a +1 modifier. For every 2 points below 10 you get a -1 modifier.
Strength: (determines how strong you are)
Constitution:(determines how much health you have)
dexterity:(determines how flexible you are)
charisma:(determines how well people like you)
Intelligence:(determines how smart you are)
Wisdom:(determines how much will power you have)
Language: You start at 1st level knowing one or two languages (based on your race), plus an additional number of languages equal to your starting Intelligence bonus. and everyone automatically knows Common
Abyssal
Aquan
Auran
Celestial
Common
Draconic
Druidic
Dwarven
Elven
Giant
Goblin
Gnoll
Halfling
Ignan
Infernal
Orc
Sylvan
Terran
Undercommon
Hp(health points)add your Constitution to it, at lv 1 Every one starts with the classed Hit Die (Ex.Barbarian hit die is 12 so your Hp is 12+ Constitution= #Hp)
Skill points: the way skill point work is in your class
(Ex:Barbarian
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.)
the skill points will go into your skills. that you class is proficient in.
Appraise
Balance
Bluff
Climb
Concentration
Craft
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Intimidate
Jump
Knowledge
Listen
Move Silently
Open Lock
Perform
Profession
Ride
Search
Sense Motive
Sleight Of Hand
Speak Language
Spellcraft
Spot
Survival
Swim
Tumble
Use Magic Device
Use Rope
Feats: Everyone gets 1 ant 1st lv and gets 1 every other lv (Ex. lv 3,5,7,9 and so on) unless your race or class says you may have an extra feat at a lv
AC: Is your counter to taking damage. It starts at 10 and goes up for every +1 modifier in dexterity and for your armor.
Criticals: on a d20 if you roll a 20 you immediately succeed and if you roll a role a 1 you immediately fail
Saving throws: (determine your resistance against things)
Fortitude saving throw: +1 for every strength modifier
Agility saving throw: +1 for every dexterity modifier
Will saving throw: +1 for every wisdom modifier
Saving throws cannot be less then 1.
Each player starts with 5000 Gold.