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Part One: Defining the character
Click the big red Reset button at the top of the page to clear any old data that my be
listed. Enter the character name then use the pull downs to select race, first class,
deity and alignment. If the character's deity is not on the pull down list just type in
the deity name. This field, as well as a few others are not locked so you can add custom
information as needed. Then fill in the character age, height, weight and character
features. If you want you can select a character portrait at this time or later.
Next up grab your dice and begin rolling you abilities. Plug the rolls into the boxes
next to each ability. Don't add the any race modifiers to the rolls, for all the official
standard races the modifiers will automatically be factored in. You can see these
modifiers in the second box next to each ability.
Part Two: What is you character good at?
On this page you can begin filling in you skills. On the Skill title bar at the top of
the page there is a number in a red trimmed box on th left hand side. This number it the
represents the number of skill points of the first class selected. The cross-classed
skills will are automatically entered into the correct boxes for the first class only.
Don't try to change them they will change back as soon as you make another selection.
Now move over to the Languages heading. If your character has a high enough intellegence
modifier you will see a number in the box at the end of the language field. This it the
number of free bonus languages your character can learn. If you do not see the language you
want listed just select any and we can edit it later. The selection is just a place holder
and will be changed later.
Part Three: Making you character stand out.
This is the big list of feats separated by book. To add a feat to you character sheet just
click on the name of the feat. If you select a feat you don't want just answer no to the
confirmation dialog box or click the orange reset button. The reset button clears all the
feats you have selected including ones from previous sessions. Make sure you want to clear
the entire list before clicking the button.
Some feats like spell focus, exotic weapon proffiency and improved critical will require
you to list additional information later in the sheet.
Part Four: Equipping you character.
The next three pages allow you to select weapons, armor and equipment. The rules for
this are the same as for feats, click the ones you want and click reset if you want to
start over. Some feats like spell focus, exotic weapon proffiency and improved critical
will require you to list additional information later in the sheet.
Part Five: Magic Arms and Armor.
To add custom weapons fill the boxes and use the pull downs to set the weapons features
and properties. There are 2 boxes that are designed specifically to handle magic items,
attack bonus and damage bonus. This was done to account for some weapons having different
bonuses for attacks and damage. Once you have entered all the weapon's information click
the 'Add Custom Weapon'. For custom armor the steps are about the same. For magical armor
the bonuses have also been separated to reflect the armor value and the magical bonus.
Under armor type I have added 3 new categories - ring, cloak, helm and bracers. The new
categories are used to determine which bonuses apply to your armor class when caught
flat-footed or against touch attacks.
Part Six: The printable sheet.
Now that all the base information is entered it is time to customize and prepare for
printing. Start by looking up your base attack and saving throw information in the book and
entering it into the character sheet. Also list any saving throw notes in the box marked
notes. The box will display only the first 9 lines of text 18 spaces wide so keep that in
mind when you enter information.
Next add any persistent hit modifiers. For example if the character has a lost an eye he
may get a negative on ranged attacks or the character has a special nack for melee combat.
Because all of the math is linked in the sheet any changes made here may affect other
sections so you don't have to worry about making the changes in multiple locations. Scroll
down to the weapon section. Now we can enter custom information for the different weapons.
Click on the field you want to change and type in your change. Notice the field M/R. This
field sets the type of damage modifier that is used for the weapon. DO NOT CHANGE THIS
FIELD. This field tells the sheet weather or not to add the strength modifier and how
much to add. Use the hand drop down to change the number and type of hands used to wield
the weapon. As you change this setting the damage modifier will automatically adjusted.
If the weapon is a magical weapon, enter its to hit magical bonus in the box marked magic.
Use the red DMG box to list any damage bonuses the weapon gets. If the weapon has any
additional properties they can be listed in the special properties box. If you need more
room or even if you don't, you may want to download the magic item form in the
Files section of the site. The form is designed to allow listing
of each type of bonus a item gives and can be cut apart for DMs to give magic item power
listings to the players.
updated 7-31-01
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