Character Generation Quick Summary
1. Ability Scores
Roll 4d6 drop the lowest. Assign them to the abilities that you want.
You may also use the point generation method. In this method you have 25 points to utilize based on the chart below.
Score Cost Score Cost Score Cost
8……………. 0 12………….. 4 16………….. 10
9……………. 1 13………….. 5 17………….. 13
10………….. 2 14………….. 6 18………….. 16
11………….. 3 15………….. 8
Now assign them to your six abilities.
At every 4 levels (4th, 8th, 12th, 16th, and 20th) a character increases 2 ability scores by 1 point each.
2. Select Race
Humans in D20 Grit are the most protected by the gods above. Elves live the longest, dwarves are the most stubborn.
Human: The standard race in D20 Grit.
Medium size, Speed 30ft. +2 to Two ability scores of your choice, -1 to a single ability score of your choice, and +1 to all Defenses.
Elves: Distrusted, Feral, Flimsy.
Medium Size, Speed 35ft. +3 Dex, +2 Cha, -2 Str, -3 Con. Thermal Vision, only need 4 hours of sleep, one extra skill, one extra feat.
Dwarves: Sturdy, Strong, Sour.
Medium Size, Speed 20ft. +3 Con, +1 Str, -2 Dex, -2 Cha. +2 to Damage Threshold, Low Light Vision, no movement penalty for armor, one extra feat.
Half-Elf: Split between worlds.
Medium size, Speed 30ft. +1 Dex, +1 Cha, -1 Str, -1 Con. Low-Light Vision, Only need 4 hours of sleep.
Half-Orc: Disliked, Most Prone to Violence.
Medium size, Speed 30ft. +3 Str, +1 Con, -1 Dex, -1 Int, -3 Cha. Rage, Thermal Vision.
3. Select Class
Fighter, Ranger, Noble, Rogue, Wizard.
4. Determine Combat Statistics
Starting hit points are:
Fighter 15 + Con Mod
Ranger 13 + Con Mod
Noble 10 + Con Mod
Rogue 10 + Con Mod
Wizard 8 + Con Mod
This is how hard it is for your character to get hit with things. Your character’s defenses are as follows:
Reflex: 10 + Heroic Level or Armor Bonus + Dexterity Modifier + Class Bonus + Natural Armor Bonus + Size Modifier
Fortitude: 10 + Heroic Level + Constitution Modifier + Class Bonus + Equipment Bonus
Will: 10 + Heroic Level + Wisdom Modifier + Class Bonus
When you take your first level in a heroic class, you gain class bonuses on 2 or more defenses, as shown below:
Fighter: +1 Reflex Defense, +2 Fortitude Defense
Noble: +1 Reflex Defense, +2 Will Defense
Rogue: +2 Reflex Defense, +1 Will Defense
Ranger: +2 Reflex Defense, +1 Fortitude Defense
Wizard: +1 Reflex Defense, +2 Will Defense
Class Bonuses do not stack, you apply the best bonus from all your classes to each defense score in the case of multiclassing.
If you wear Armor, you <u>Must</u> substitute the Armor Bonus for your Heroic Level for your Reflex Defense.
Your Damage Threshold is equal to your Fortitude Defense. Other creatures may vary.
Base Attack Bonus
Fighters start with +1, all else 0.
Medium creatures have a speed of 30 feet. Small creatures usually have 20 feet. Dwarves are medium creatures with a speed of 20 feet but are not hampered by armor.
When you gain a new level, everyone gets 5 Hero Points + half their level round down. So everyone starts with 5.
5. Select Skills
Everyone gets all skills, with a few exceptions. The skill checks are one-half your Heroic Level (round down) + relevant Ability Modifier. If you are trained in the skill, you get a +5 Trained bonus to the skill, and training usually opens up several skill-based options for your character.
6. Select Feats
Everyone starts with one feat. Your class gives you a few more. Everyone gets a feat every three levels, and heroic classes allow bonus feats every other level, but bonus feats must be chosen from the bonus list.
7. Select Talents
At 1st level, you get a talent. See the classes for specific talent trees.
8. Finish Characteristics
Give your character some depth.
9. Determine Starting Coin and Buy Gear
10. Go Be a Hero