To create a 1st level character in Hammerford, follow these steps.
Roll 5d6 and total the largest three numbers to get your first ability score. For example, if the results were then 3,4,2,5,2, taking the sum of the largest three numbers gives you 5+4+3 = 12 for one ability score.
Repeat this process five more times. Once you have six numbers, you can arrange the ability scores as you wish.
If these scores seem low, you can instead use the point-buy system to determine ability scores. You have a total of 33 points to spend, although no score can start higher than 15. Racial adjustments can give your character a score over 15.
This percentage gives an idea of how many ability scores are equal to or greater than your character's score. For example, an ability score of three is less than or equal to 100% of all possible ability scores. On the opposite end, an ability score of 18 is equal to or less than only 0.46% of other randomly generated totals. Once you have all six the percentages, find the average of those percentages. Multiply this percentage by 1000 to compute your character's starting wealth.
So in the example above, the average percentage equals 26.543%. A character with these ability scores would receive 265 gp, 5 sp and 4 cp with which to purchase their starting equipment.
If this process seems confusing, please relax. I've created a Google Sheet that computes starting gold for you. Type the ability scores before racial adjustments and write down the amounts in the green box. Please make changes only to the red boxes.
Once you have the amount of gold, your character can buy any equipment in the Player's Handbook. This gear is what your character possesses before the adventures begin. Once in game, any limitations or special gear available for purchase will be listed on this page.
Ability scores
Roll 5d6 and total the largest three numbers to get your first ability score. For example, if the results were then 3,4,2,5,2, taking the sum of the largest three numbers gives you 5+4+3 = 12 for one ability score.Repeat this process five more times. Once you have six numbers, you can arrange the ability scores as you wish.
If these scores seem low, you can instead use the point-buy system to determine ability scores. You have a total of 33 points to spend, although no score can start higher than 15. Racial adjustments can give your character a score over 15.
Permitted classes & races
From Player's guide:- All classes
- Dragonborn
- Drawf
- Elf (high elf or wood elf)
- Gnome
- Half elf
- Half orc
- Halfling
- Human
- Bugbear
- Firbolg
- Goblin
- Goliath
- Hobgoblin
- Kobold
- Orc
Starting gear
Your character gets the starting gear from background but not class. Instead, you use your character's ability scores to determine how much gold your character holds. Compare your scores before any racial adjustments with the percentile table below.This percentage gives an idea of how many ability scores are equal to or greater than your character's score. For example, an ability score of three is less than or equal to 100% of all possible ability scores. On the opposite end, an ability score of 18 is equal to or less than only 0.46% of other randomly generated totals. Once you have all six the percentages, find the average of those percentages. Multiply this percentage by 1000 to compute your character's starting wealth.
So in the example above, the average percentage equals 26.543%. A character with these ability scores would receive 265 gp, 5 sp and 4 cp with which to purchase their starting equipment.
If this process seems confusing, please relax. I've created a Google Sheet that computes starting gold for you. Type the ability scores before racial adjustments and write down the amounts in the green box. Please make changes only to the red boxes.Once you have the amount of gold, your character can buy any equipment in the Player's Handbook. This gear is what your character possesses before the adventures begin. Once in game, any limitations or special gear available for purchase will be listed on this page.


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