Getting Started

Character Creation

We will be using the normal creation method from the new 6th printing of the Players Handbook with a few rule variants from the Castle Keepers Guide. Below are a few hard-set rules regarding character creation:

  1. Race. Choose your race first.
  1. Ability Score. For each ability in turn, roll 4d6 and drop the lowest die. That is your score for that ability; no selecting where to put it.

I know it might seem draconic to not allow the placement of scores and selection of race after-the-fact to help support whatever build you are looking for, but I think it helps create a more interesting character and one that will be more interesting to ROLE-play. No one chooses their physical gifts or flaws at birth, or we’d all be gods. We use what we have, and so do your characters.

  1. Beauty. We will use the beauty score but it won’t really affect much unless you have a high score, or a really, really low score. Most people float around average, but if you want an ugly character just ask.
  1. Class. Choose whatever class you want. I don’t care how the party is made up, as the characters are free to choose who they adventure with. It is still best to select a class whose skills are supported by the characters natural abilities, but feel free to create that halfing basketball player.
  • Multiclass Rules in the back of the PHB. You can multiclass, but understand the rules on advancement—it is slow.
  • Class and a Half may be more to your liking and is perfectly acceptable. It’s also in the back of the PHB. This is a pretty neat way to augment a character with other skills without crippling advancement.
  1. Advantages. We will use the advantages list from the CKG. These are feats by another name, but I guess WotC owns that term also.
  1. Secondary Skills. These skills basically describe what profession your character was in before becoming an adventurer, and another possible source of income for him. These skills should also relate to the character’s background. Secondary skills can be found in the CKG.
  1. Starting Coin. Page 61 of the PHB lists the starting coins amount for each class. Use only the coin you have based on this to outfit your character. This is the only treasure you start with regardless of your backstory. The “He’s been here for six years working and saving his coin,” or the “inheritance” explanation of why a 1st level knight has masterwork plate mail isn’t going to fly. We’re all poor when we’re young, embrace the challenge!

If you are creating a character above 1st level, calculate starting coin by rolling for 1st level starting coin as normal, then multiply that mount by 1.5 times your character’s level.

Example: Ralphie is creating a 5th level fighter that starts with 3d8*10 gold coins at first level. He Rolls 3d8 with the combined result of 15, and multiplies this sum by 10 for a total of 150. He then multiplies his level (5) by 1.5 with a result of 7.5. Lastly, he multiplies both results together to find his total starting coin of 1125.


If you’re starting a higher level character, we can discuss what magic times he may have acquired during his previous adventuring.


Your character’s background should be specific enough to explain how and why you have the skills you do, why you are where you are in the world, physically and mentally, and your outlook on life. We can work out anything that requires any specific setting information.

Your character should be motivated to adventure in the wilds as well as in town, and be able to work within a group. He doesn’t have to be likable, or always dependable, or even trustworthy; just have some redeemable trait that makes him tolerable to other characters.

When you work out the background, go to the Forum and find the “Welcome to Hamptonshire” topic and have your character meet Bombal Strunck and tell Bombal all about himself.

Getting Started

Flames of Retribution Campaign Mike_Sprabary