Experience

Here's an option you ought to think about if you're planning to run especially heroic, combat-heavy adventures or campaigns.

You might wish to start all beginning player-characters out at 3rd experience level instead of 1st. This makes them a bit tougher, a bit more heroic, and a lot less fearful about dying with the first blow of their first fight.

However, if you prefer to have your beginning characters a bit more nervous and defensive, then it's certainly more appropriate for you to start beginning characters at 1st level.

Character Sheet

At the back of the book is a character sheet especially suited for use with The Complete Fighter's Handbook. Take a look at it, and then we'll discuss it in greater detail.

Front of the Sheet

In the top box of the character sheet's front, you put all the vital statistics of the character: His name, physical and racial characteristics, his character class, his Warrior Kit (if he uses one—see the Warrior Kits chapter), alignment, current experience level, his current experience earned, and the amount of experience it'll take him to reach the next level.

In the second box, you put all the information relating to the character's six ability scores (
Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). All this information comes from the charts in the Player's Handbook, pages 14-18.

In the third, narrow, box, you write down any bonuses and abilities the character receives based on his race; for instance, if he's an elf, you'd put something like "90% resistant to sleep and charm; +1 to attack rolls with bow, short sword, long sword; can surprise opponents; infravision; 1 on d6 to detect secret doors (1–2 on d6 when looking, 1–3 for portals)."

In the fourth box, you write down many of the character's game-mechanic notes: How many hit points he has, how his hit dice are calculated (with Fighters, you'd write "d10"), what his AC is, what his THAC0 is, what his saving throws are, notes on his followers and any special abilities or restrictions from his character class choice (especially appropriate with paladins and rangers), and his Spell Progression (if any; this, too, is especially appropriate for paladins and rangers).

In the fifth box, you note down any modifications made to the character by the Warrior Kit he chooses (again, see the Warrior Kits chapter for details).

In the sixth (bottom) box, you record any of the character's skill-type abilities: His languages, his weapon proficiencies (and specializations!), and his nonweapon proficiencies.

Back of the Sheet

The back of the sheet is used mostly for equipment lists.

The top box is used to record his weapons; here, you can put all the information found on the
Weapons Table (Player’s Handbook, page 68).

The second box is used for short descriptions of important equipment, especially magical items.

The third box allows the player to indicate where all his character's important possessions are normally kept. The DM should insist that the players use these blanks; it helps prevents mistakes from being made in an adventure. ("Of course I have my Staff of the Magi along! I always have it taped to my Staff of Power! No, really!")

And in the bottom box you can make any other notes pertinent to the character.

The Next Step In Character Creation

For the next step in our warrior-oriented character creation process, turn to the Warrior Kits chapter, which follows immediately.

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