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    Chapter 1: Step By Step Character Building Guide

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    Menelmacar

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    Join date : 2015-05-28

    Chapter 1: Step By Step Character Building Guide

    Post by Menelmacar on Fri May 29, 2015 6:51 pm

    YOUR FIRST STEP IN PLAYING AN ADVENTURER IN THE
    Tir Na Nog’s game is to imagine
    and create a character of your own. Your
    character is a combination of game statistics,
    roleplaying hooks, and your imagination. You
    choose a race (such as human or halfling) and
    a class (such as fighter or wizard). You also
    invent the personality, appearance, and backstory of
    your character. Once completed, your character serves
    as your representative in the game, your avatar in the
    Tir Na Nog world.
    Before you dive into step 1 below, think about the
    kind of adventurer you want to play. You might be a
    courageous fighter, a skulking rogue, a fervent cleric, or
    a flamboyant wizard. Or you might be more interested
    in an unconventional character, such as a brawny rogue
    who likes hand-to-hand combat, or a sharpshooter who
    picks off enemies from afar. Do you like fantasy fiction
    featuring dwarves or elves? Try building a character of
    one of those races. Do you want your character to be the
    toughest adventurer at the table? Consider a class like
    barbarian or paladin. If you don’t know where else to
    begin, take a look at the illustrations in this book to see
    what catches your interest.
    Once you have a character in mind, follow these steps
    in order, making decisions that reflect the character you
    want. Your conception of your character might evolve
    with each choice you make. What’s important is that you
    come to the table with a character you’re excited to play.
    Throughout this chapter, we use the term character
    sheet to mean whatever you use to track your character,
    whether it’s a formal character sheet (like the one at the
    end  of this book), some form of digital record, or a piece
    of notebook paper. An official Tir Na Nog character sheet is a
    fine place to start until you know what information you
    need and how you use it during the game.

    Building Bruenor
    Each step of character creation includes an example of
    that step, with a player named Bob building his dwarf
    character, Bruenor.

    1. Choose a Race
    Every character belongs to a race, one of the many
    intelligent humanoid species in the Tir Na Nog world. The
    most common player character races are dwarves, elves,
    halflings, and humans. Some races also have subraces,
    such as mountain dwarf or wood elf. Chapter 2 provides
    more information about these races, as well as the less
    widespread races of dragonborn, gnomes, half-elves,
    half-orcs, and tieflings.
    The race you choose contributes to your character’s
    identity in an important way, by establishing a general
    appearance and the natural talents gained from culture
    and ancestry. Your character’s race grants particular
    racial traits, such as special senses, proficiency with
    certain weapons or tools, proficiency in one or more
    skills, or the ability to use minor spells. These traits
    sometimes dovetail with the capabilities of certain
    classes (see step 2). For example, the racial traits of
    lightfoot halflings make them exceptional rogues, and
    high elves tend to be powerful wizards. Sometimes
    playing against type can be fun, too. Half-orc paladins
    and mountain dwarf wizards, for example, can be
    unusual but memorable characters.
    Your race also increases one or more of your ability
    scores, which you determine in step 3. Note these
    increases and remember to apply them later.
    Record the traits granted by your race on your
    character sheet. Be sure to note your starting
    languages and your base speed as well.

    Building Bruenor, Step 1
    Bob is sitting down to create his character. He decides
    that a gruff mountain dwarf fits the character he wants
    to play. He notes all the racial traits of dwarves on his
    character sheet, including his speed of 25 feet and the
    languages he knows: Common and Dwarvish.

    2. Choose a Class
    Every adventurer is a member of a class. Class broadly
    describes a character’s vocation, what special talents he
    or she possesses, and the tactics he or she is most likely
    to employ when exploring a dungeon, fighting monsters,
    or engaging in a tense negotiation. The character
    classes are described in chapter 3.
    Your character receives a number of benefits from
    your choice of class. Many of these benefits are class
    features—capabilities (including spell-casting) that set
    your character apart from members of other classes.
    You also gain a number of proficiencies: armor,
    weapons, skills, saving throws, and sometimes tools.
    Your proficiencies define many of the things your
    character can do particularly well, from using certain
    weapons to telling a convincing lie.
    On your character sheet, record all the features that
    your class gives you at 1st level.

    Level
    Typically, a character starts at 1st level and advances
    in level by adventuring and gaining experience points
    (XP). A 1st-level character is inexperienced in the
    adventuring world, although he or she might have been
    a soldier or a pirate and done dangerous things before.
    Starting off at 1st level marks your character’s entry
    into the adventuring life. If you’re already familiar
    with the game, or if you are joining an existing Tir Na Nog
    campaign, your DM might decide to have you begin at a
    higher level, on the assumption that your character has
    already survived a few harrowing adventures.

    Quick Build
    Each class description in chapter 3 includes a section
    offering suggestions to quickly build a character of that
    class, including how to assign your highest ability scores,
    a background suitable to the class, and starting spells.

    PART 1 STEP-BY-STEP CHARACTERS
    Record your level on your character sheet. If you’re
    starting at a higher level, record the additional elements
    your class gives you for your levels past 1st. Also record
    your experience points. A 1st-level character has 0
    XP A higher-level character typically begins with the
    minimum amount of XP required to reach that level
    (see “Beyond 1st Level” later in this chapter).

    Hit Points and Hit Dice
    Your character’s hit points define how tough your
    character is in combat and other dangerous situations.
    Your hit points are determined by your Hit Dice (short
    for Hit Point Dice).

    Ability Score Summary
    Strength
    Measures: Natural athleticism, bodily power
    Important for: Barbarian, fighter, paladin
    Racial Increases:
    Mountain dwarf (+2) Half-orc (+2)
    Dragonborn (+2) Human (+1)
    Dexterity
    Measures: Physical agility, reflexes, balance, poise
    Important for: Monk, ranger, rogue
    Racial Increases:
    Elf (+2) Forest gnome (+1)
    Halfling (+2) Human (+1)
    Constitution
    Measures: Health, stamina, vital force
    Important for: Everyone
    Racial Increases:
    Dwarf (+2) Half-orc (+1)
    Stout halfling (+1) Human (+1)
    Rock gnome (+1)
    Intelligence
    Measures: Mental acuity, information recall, analytical skill
    Important for: Wizard
    Racial Increases:
    High elf (+1) Tiefling (+1)
    Gnome (+2) Human (+1)
    Wisdom
    Measures: Awareness, intuition, insight
    Important for: Cleric, druid
    Racial Increases:
    Hill dwarf (+1) Human (+1)
    Wood elf (+1)
    Charisma
    Measures: Confidence, eloquence, leadership
    Important for: Bard, sorcerer, warlock
    Racial Increases:
    Half-elf (+2) Dragonborn (+1)
    Drow (+1) Human (+1)
    Lightfoot halfling (+1) Tiefling (+2)
    At 1st level, your character has 1 Hit Die, and the
    die type is determined by your class. You start with hit
    points equal to the highest roll of that die, as indicated in
    your class description. (You also add your Constitution
    modifier, which you’ll determine in step 3.) This is also
    your hit point maximum.
    Record your character’s hit points on your character
    sheet. Also record the type of Hit Die your character
    uses and the number of Hit Dice you have. After you
    rest, you can spend Hit Dice to regain hit points (see
    “Resting” in chapter 8 ).

    Proficiency Bonus
    The table that appears in your class description shows
    your proficiency bonus, which is +2 for a 1st-level
    character. Your proficiency bonus applies to many of the
    numbers you’ll be recording on your character sheet:
    • Attack rolls using weapons you’re proficient with
    • Attack rolls with spells you cast
    • Ability checks using skills you’re proficient in
    • Ability checks using tools you’re proficient with
    • Saving throws you’re proficient in
    • Saving throw DCs for spells you cast (explained in
    each spell-casting class)
    Your class determines your weapon proficiencies,
    your saving throw proficiencies, and some of your skill
    and tool proficiencies. (Skills are described in chapter 7,
    tools in chapter 5.) Your background gives you additional
    skill and tool proficiencies, and some races give
    you more proficiencies. Be sure to note all of these
    proficiencies, as w ell as your proficiency bonus, on your
    character sheet.
    Your proficiency bonus can’t be added to a single die
    roll or other number more than once. Occasionally, your
    proficiency bonus might be modified (doubled or halved,
    for example) before you apply it. If a circumstance
    suggests that your proficiency bonus applies more than
    once to the same roll or that it should be multiplied
    more than once, you nevertheless add it only once,
    multiply it only once, and halve it only once.

    Building Bruenor, Step 2
    Bob imagines Bruenor charging into battle with an axe,
    one horn on his helmet broken off. He makes Bruenor a
    fighter and notes the fighter’s proficiencies and 1st-level
    class features on his character sheet.
    As a 1st-level fighter, Bruenor has 1 Hit Die—a d 10—
    and starts with hit points equal to 10 + his Constitution
    modifier. Bob notes this, and will record the final
    number after he determines Bruenor’s Constitution
    score (see step 3). Bob also notes the proficiency bonus
    for a 1st-level character, which is +2.

    3. Determine Ability Scores
    Much of what your character does in the game depends
    on his or her six abilities: Strength, Dexterity,
    Constitution, Intelligence, Wisdom, and Charisma.
    Each ability has a score, which is a number you record
    on your character sheet.
    The six abilities and their u se in the game are
    described in chapter 7. The Ability Score Summary
    table provides a quick reference for what qualities
    are measured by each ability, what races increases
    which abilities, and what classes consider each ability
    particularly important.
    You generate your character's six ability scores
    randomly. Roll four 6-sided dice and record the total of
    the highest three dice on a piece of scratch paper. Do
    this five more times, so that you have six numbers. If
    you want to save time or don’t like the idea of randomly
    determining ability scores, you can use the following
    scores instead: 15, 14, 13, 12, 10, 8.
    Now take your six numbers and write each number
    beside one of your character’s six abilities to assign
    scores to Strength, Dexterity, Constitution, Intelligence,
    Wisdom, and Charisma. Afterward, make any changes
    to your ability scores as a result of your race choice.
    After assigning your ability scores, determine
    your ability modifiers using the Ability Scores and
    Modifiers table. To determine an ability modifier without
    consulting the table, subtract 10 from the ability score
    and then divide the result by 2 (round down). Write the
    modifier next to each of your scores.

    Building Bruenor, Step 3
    Bob decides to use the standard set of scores (15, 14,
    13, 12, 10, 8 )for Bruenor’s abilities. Since he’s a fighter,
    he puts his highest score, 15, in Strength. His next highest,
    14, goes in Constitution. Bruenor might be a
    brash fighter, but Bob decides he wants the dwarf to
    be older, wiser, and a good leader, so he puts decent
    scores in Wisdom and Charisma. After applying his
    racial benefits (increasing Bruenor’s Constitution by
    2 and his Strength by 2), Bruenor’s ability scores and
    modifiers look like this: Strength 17 (+3), Dexterity 10
    (+0), Constitution 16 (+3), Intelligence 8 (-1), Wisdom 13
    (+1), Charisma 12 (+1).
    Bob fills in Bruenor's final hit points: 10 + his
    Constitution modifier of +3, for a total of 13 hit points.

    Variant: Customizing Ability Scores
    At your Dungeon Master’s option, you can use this
    variant for determining your ability scores. The method
    described here allows you to build a character with a set
    of ability s cores you choose individually.
    You have 27 points to spend on your ability scores.
    The cost of each score is shown on the Ability Score
    Point Cost table. For example, a score of 14 costs 7
    points. Using this method, 15 is the highest ability score
    you can end up with, before applying racial increases.
    You can’t have a score lower than 8.
    This method of determining ability s cores enables
    you to create a set of three high numbers and three low
    ones (15, 15, 15, 8, 8, 8 ), a set of numbers that are above

    Ability Score Point Cost
    Ability Scores and Modifiers
    Score Modifier Score Modifier
    1 -5 16-17 +3
    2-3 -4 18-19 +4
    4-5 -3 20-21 +5
    6-7 -2 22-23 +6
    8-9 -1 24-25 +7
    10-11 +0 26-27 +8
    12-13 +1 28-29 +9
    14-15 +2 30 +10
    average and nearly equal (13, 13, 13, 12, 12, 12), or any
    set of numbers between those extremes.

    4. Describe Your Character
    Once you know the basic game aspects of your
    character, it’s time to flesh him or her out as a person.
    Your character needs a name. Spend a few minutes
    thinking about what he or she looks like and how he or
    she behaves in general terms.
    Using the information in chapter 4, you can flesh out
    your character’s physical appearance and personality
    traits. Choose your character’s alignment (the moral
    compass that guides his or her decisions) and ideals.
    Chapter 4 also helps you identify the things your
    character holds most dear, called bonds, and the flaws
    that could one day undermine him or her.
    Your character’s background describes where he or
    she came from, his or her original occupation, and the
    character’s place in the Tir Na Nog world. Your DM might
    offer additional backgrounds beyond the ones included
    Score Cost Score Cost
    8 0 12 4
    9 1 13 5
    10 2 14 7
    11 3 15 9
    in chapter 4, and might be willing to work with you to
    craft a background that’s a more precise fit for your
    character concept.
    A background gives your character a background
    feature (a general benefit) and proficiency in two skills,
    and it might also give you additional languages or
    proficiency with certain kinds of tools. Record this
    information, along with the personality information
    you develop, on your character sheet.

    Your Character’s Abilities
    Take your character’s ability s cores and race into
    account as you flesh out his or her appearance
    and personality. A very strong character with low
    Intelligence might think and behave very differently
    from a very smart character with low Strength.
    For example, high Strength usually corresponds
    with a burly or athletic body, while a character with
    low Strength might be scrawny or plump.
    A character with high Dexterity is probably lithe and
    slim, while a character with low Dexterity might be
    either gangly and awkward or heavy and thick-fingered.
    A character with high Constitution usually looks
    healthy, with bright eyes and abundant energy. A
    character with low Constitution might be sickly or frail.
    A character with high Intelligence might be highly
    inquisitive and studious, while a character with low
    Intelligence might speak simply or easily forget details.
    A character with high Wisdom has good judgment,
    empathy, and a general awareness of what’s going on.
    A character with low Wisdom might be absent-minded,
    foolhardy, or oblivious.
    A character with high Charisma exudes confidence,
    which is usually mixed with a graceful or intimidating
    presence. A character with a low Charisma might come
    across as abrasive, inarticulate, or timid.

    Building Bruenor, Step 4
    Bob fills in some of Bruenor’s basic details: his name,
    his sex (male), his height and weight, and his alignment
    (lawful good). His high Strength and Constitution
    suggest a healthy, athletic body, and his low Intelligence
    suggests a degree of forgetfulness.
    Bob decides that Bruenor comes from a noble line,
    but his clan was expelled from its homeland when
    Bruenor was very young. He grew up working as a smith
    in the remote villages of Icewind Dale. But Bruenor
    has a heroic destiny—to reclaim his homeland—so
    Bob chooses the folk hero background for his dwarf.
    He notes the proficiencies and special feature this
    background gives him.
    Bob has a pretty clear picture of Bruenor’s personality
    in mind, so he skips the personality traits suggested in
    the folk hero background, noting instead that Bruenor is
    a caring, sensitive dwarf who genuinely loves his friends
    and allies, but he hides this soft heart behind a gruff,
    snarling demeanor. He chooses the ideal of fairness
    from the list in his background, noting that Bruenor
    believes that no one is above the law.
    Given his history, Bruenor’s bond is obvious: he
    aspires to someday reclaim Mithral Hall, his homeland,
    from the shadow dragon that drove the dwarves out.
    His flaw is tied to his caring, sensitive nature—he has a
    soft spot for orphans and wayward souls, leading him to
    show mercy even when it might not be warranted.

    5. Choose Equipment
    Your class and background determine your character's
    starting equipment, including weapons, armor, and
    other adventuring gear. Record this equipment on your
    character sheet. All such items are detailed in chapter 5.
    Instead of taking the gear given to you by your class
    and background, you can purchase your starting
    equipment. You have a number of gold pieces (gp)
    to spend based on your class, as shown in chapter 5.
    Extensive lists of equipment, with prices, also appear in
    that chapter. If you wish, you can also have one trinket
    at no cost (see the trinket table at the end of chapter 5).
    Your Strength score limits the amount of gear you can
    carry. Try not to purchase equipment with a total weight
    (in pounds) exceeding your Strength score times 15.
    Chapter 7 has more information on carrying capacity.

    Armor Class
    Your Armor Class (AC) represents how well your
    character avoids being wounded in battle. Things that
    contribute to your AC include the armor you wear, the
    shield you carry, and your Dexterity modifier. Not all
    characters w ear armor or carry shields, however.
    Without armor or a shield, your character’s AC equals
    10 + his or her Dexterity modifier. If your character
    wears armor, carries a shield, or both, calculate your
    AC using the rules in chapter 5. Record your AC on
    your character sheet.
    Your character needs to be proficient with armor and
    shields to w ear and use them effectively, and your armor
    and shield proficiencies are determined by your class.
    There are drawbacks to wearing armor or carrying a
    shield if you lack the required proficiency, as explained
    in chapter 5.
    Some spells and class features give you a different
    way to calculate your AC. If you have multiple features
    that give you different ways to calculate your AC, you
    choose which one to use.

    Weapons
    For each weapon your character wields, calculate the
    modifier you use when you attack with the weapon and
    the damage you deal when you hit.
    When you make an attack with a weapon, you roll
    a d20 and add your proficiency bonus (but only if you
    are proficient with the weapon) and the appropriate
    ability modifier.
    • For attacks with melee weapons, use your Strength
    modifier for attack and damage rolls. A weapon that
    has the finesse property, such as a rapier, can use your
    Dexterity modifier instead.
    • For attacks with ranged weapons, use your Dexterity
    modifier for attack and damage rolls. A weapon that
    has the thrown property, such as a hand axe, can use
    your Strength modifier instead.

    Building Bruenor, Step 5
    Bob writes down the starting equipment from the
    fighter c lass and the folk hero background. His starting
    equipment includes chain mail and a shield, which
    combine to give Bruenor an Armor Class of 18.
    For Bruenor’s weapons, Bob chooses a battle axe
    and two hand axes. His battle axe is a melee weapon,
    so Bruenor uses his Strength modifier for his attacks
    and damage. His attack bonus is his Strength modifier
    (+3) plus his proficiency bonus (+2), for a total of +5.
    The battle axe deals 1d 8 slashing damage and Bruenor
    adds his Strength modifier to the damage when he
    hits, for a total of 1d8 + 3 slashing damage. When
    throwing a hand axe, Bruenor has the same attack bonus
    (hand axes, as thrown weapons, use Strength for attacks
    and damage), and the weapon deals 1d6 + 3 slashing
    damage when it hits.

    6. Come Together
    Most Tir Na Nog characters don’t work alone. Each character
    plays a role within a party, a group of adventurers
    working together for a common purpose. Teamwork
    and cooperation greatly improve your party’s chances
    to survive the many perils in the worlds of Tir Na Nog.
    Talk to your fellow players and your DM
    to decide whether your characters know one another,
    how they met, and what sorts of quests the group
    might undertake.
    Be yond 1st Level
    As your character goes on adventures and overcomes
    challenges, he or she gains experience, represented by
    experience points. A character who reaches a specified
    experience point total advances in capability. This
    advancement is called gaining a level.
    When your character gains a level, his or her class
    often grants additional features, as detailed in the
    class description. Some of these features allow you
    to increase your ability scores, either increasing two
    scores by 1 each or increasing one score by 2. You can’t
    increase an ability score above 20. In addition, every
    character’s proficiency bonus increases at certain levels.
    Each time you gain a level, you gain 1 additional Hit
    Die. Roll that Hit Die, add your Constitution modifier
    to the roll, and add the total to your hit point maximum.
    Alternatively, you can use the fixed value shown in your
    class entry, which is the average result o f the die roll
    (rounded up).
    When your Constitution modifier increases by 1, your
    hit point m aximum increases by 1 for each level you have
    attained. For example, when Bruenor reaches 8th level
    as a fighter, he increases his Constitution score from 17
    to 18, thus increasing his Constitution modifier from +3
    to +4. His hit point maximum then increases by 8.
    The Character Advancement table summarizes the
    X P you need to advance in levels from level 1 through
    level 20, and the proficiency bonus for a character o f that
    level. Consult the information in your character’s class
    description to see what other improvements you gain
    at each level.

    Tiers of Play
    The tiers don’t have any rules
    associated with them; they are a general description of how
    the play experience changes as characters gain levels.
    In the first tier (levels 1-4), characters are effectively
    apprentice adventurers. They are learning the features
    that define them as members of particular classes,
    including the major choices that flavor their class
    features as they advance (such as a wizard’s Arcane
    Tradition or a fighter’s Martial Archetype). The threats
    they face are relatively minor, usually posing a danger to
    local farmsteads or villages.
    In the second tier (levels 5-10), characters come into
    their own. Many spell-casters gain access to 3rd-level
    spells at the start of this tier, crossing a new threshold of
    magical power with spells such as fireball and lightning
    bolt. At this tier, many weapon-using classes gain the
    ability to make multiple attacks in one round. These
    characters have become important, facing dangers that
    threaten cities and kingdoms.
    In the third tier (levels 11-16), characters have
    reached a level of power that sets them high above
    the ordinary populace and makes them special even
    among adventurers. At 11th level, many spell-casters
    gain access to 6th-level spells, some of which create
    effects previously impossible for player characters to
    achieve. Other characters gain features that allow them
    to make more attacks or do more impressive things with
    those attacks. These mighty adventurers often confront
    threats to whole regions and continents.
    At the fourth tier (levels 17-20), characters achieve
    the pinnacle of their class features, becoming heroic (or
    villainous) archetypes in their own right. The fate of the
    world or even the fundamental order of the multiverse
    might hang in the balance during their adventures.

    Character Advancement
    Experience Points| Level| Proficiency
    0 |1| +2
    300 |2| +2
    900 |3|+2
    2,700 |4| +2
    6,500 |5| +3
    14,000 |6| +3
    23,000 |7| +3
    34,000 |8| +3
    48,000 |9| +4
    64,000 |10| +4
    85,000 |11| +4
    100,000 |12| +4
    120,000 |13| +5
    140,000 |14| +5
    165,000 |15| +5
    195,000 |16| +5
    225,000 |17| +6
    265,000 |18| +6
    305,000 |19| +6
    355,000 |20| +6
    405,000 |21| +7
    465,000 |22| +7
    525,000 |23| +7
    595,000 |24| +7
    665,000 |25| +8
    745,000 |26| +8
    825,000 |27| +8
    900,000 |28| +9
    950,000 |29| +9
    1,000,000 |30| +9

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