Rules Index | GM Screen | Player's Guide


Chapter 1: Introduction / Character Creation / Sample Character

Step 7

Source Player Core pg. 28 2.0
As Adam applies his class, he has a number of things to figure out. First, he starts by recording all of his initial proficiencies, marking the appropriate boxes in the Armor Class, Saving Throws, Weapon Proficiencies, Spell Attack Modifier, and Spell DC areas of his sheet. Turning to skills, he marks Nature as trained and notes that once he picks his druid order, he'll become trained in another skill determined by that order. He then gets to choose two more skills (if he had a higher Intelligence, he would have gotten more). He decides on Athletics and Medicine, marking both of them as trained. Next, he adds the 8 Hit Points from the druid class and his Constitution modifier of +3 to the 10 Hit Points from his dwarf ancestry for an impressive 21 total Hit Points.

Moving on to class features, Adam chooses the Animal Empathy feat from voice of nature and marks that and the Shield Block feat in the bonus feats area. He makes note of the anathema for being a druid and records Wildsong in his language section. Next, he looks through the druid orders and decides upon the untamed order, which gives him his final trained skill (Intimidation), the ability to cast untamed shift, and the Untamed Form feat, which lets him cast a focus spell to turn into an animal. He writes these spells in the focus spell area of his character sheet. Because he has two focus spells, he notes that he has 2 Focus Points to use to cast these spells.

Finally, a druid can cast a limited number of primal spells. Although he can change them every morning, Adam is curious, and he turns to Chapter 7: Spells to decide what spells he might cast. He jots down five cantrips and two 1st-rank spells and marks them as prepared.