Dungeons and Dragons: Character Creation Thread

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Fire

Fire

Fire
E) Skills
Appraise
Being able to asses the value of a given item. It takes 1 minute to asses the value of an item.
(always take 20, no retries, works with Int)
Balance
Being able to hold your balance on a narrow or slippery surface. The faster you are the harder it becomes
(take 10 and 20 possible, no retries-you fell off-, works with Dex)
Bluff
The ability to out bluff someone, the bigger the lie the harder it gets.
(No take 10 or 20, no retries -to the same person about the same thing, works with Cha)
Climb
How well you climb
(take 10 and 20 possible, retries possible, works with Str)
Concentration
How well you can concentrate
(no take 10 or 20, no retries if it fails it fails, works with Con)
Craft (specific subject)
How well you can build things
(take 10 or 20 possible, no retries -you ****ed up- works with Int)
Descipher Script
How well you can read or understand a code or a language you don't know
(take 10 or 20 possible, no retries, works with Int)
Diplomacy
How well you can negotiate and convince people
(No take 10 or 20, retries possible, works with Cha)
Disable device
The ability to disable a device LOL
(take 10, 20 possible, retries possible-sometimes-, works with Int)
Disguise
The ability to disguise yourself
(take 10, 20 possible, retries yes, works with Cha)
Escape Artist
The ability to crawl through a small space, get out of handcuffs and so forth
(take 10, 20 possible, retries, works with Dex)
Forgery
The ability to fake handwriting
(No take 10 or 20, sometimes retries, works with Int)
Gather Information
The ability to gather info, takes a long time
(sometimes take 20, retries possible, works with Cha)
Handle Animal
The ability to work with animals
(no take 10 or 20, retries possible, works with Cha)
Heal
The ability to heal others
(take 10 or 20, no retries, works with Wis)
Hide
the ability to hide yourself
(take 10 or 20, usually no retries, works with Dex)
Intimidate
The ability to intimidate someone
(no take 10 or 20, no retries, works with Cha)
Jump
How far or high can you jump
(no take 10 or 20, no retries, works with Str)
Knowledge (specific subject: e.g. History, Royalty, Monsters...)
How much do you now about a specific subject
(no take 10 or 20, no retries, works with Int)
Listen
How good can you listen
(no take 10 or 20, no retries, works with Wis)
Move Silently
guess stick out tongue
(no take 10 or 20, no retries, works with Dex)
Open Lock
How good you are at picking locks
(take 10 or 20, retries, works with Dex)
Perform (specific subject)
How good you can dance, sing and so forth
(no take 10 or 20, generally no retries, works with Cha)
Profession (specific subject)
How good you are in a normal profession, blacksmithing,, fisherman, farmer...
(take 10 or 20, no retries, works with Int)
Ride
How well you can ride
(no take 10 or 20, no retries, works with Dex)
Search
How good you are at searching
(take 10 or 20, no retries, works with Int)
Sense motive
How good you can detect other peoples emotions and or lies
(no take 10 or 20, no retries, works with Wis)
Sleight of Hand
Doing sneaky stuff like pick pocketing, hiding weapons
(no take 10 or 20 USUALLY, no retries USUALLY, works with Dex)
Spellcraft
How good you recognize the school of magic from a casters handling
(no take 10 or 20, no retries, works with Int)
Spot
The ability to spot things
(no take 10 or 20, no retries, works with Wis)
Survival
How well can you survive in the wilderness on your own
(sometimes take 10 or 20, retries, works with Wis)
Swim
How well can you swim
(usually no take 10 or 20, no retries, works with Str)
Tumble
How well you do backflips, summersaults and so on
(usually no take 10 or 20, usually no retries, works with Dex)
Use Magic Device
How well you can trick a magic device (only rogues can do this)
(no take 10 or 20, retries, works with Cha)
Use Rope
How well you can tie someone up
(take 10 or 20, retries, works with Dex)

That's the entire list, now there are a few things that need explaining.

A) How do skills work? They work like everything else in DnD -SIMPLE- e.g: You have to jump over a chasm. You're character takes a long run and jumps (Now what happens Out game: Slasher makes a roll with a D20 to that he adds your Strength score and the number of ranks you have in Jump, If this TOTAL number exceeds the required difficulty class (shortened to DC) you make it, else you fall into the chasm)

For DC's it generally works like this
DC 10 Easy
DC 15 Normal
DC 20 Hard
DC 30 Almost undoable
DC 50 Godlike

B) What does Take 10 or 20 mean? Some skills allow you to do a "take 10" or a "take 20" This means that your character has a relatively large amount of time up to 1 minute per check, she can devote to the skillcheck at hand. Then instead of rolling (and risk failing) you can do a take 10 or 20. Which replaces the result of the D20 roll by 10 or 20. as you all saw this is not always allowed. It is NEVER ALLOWED DURING COMBAT

C) Critical Failure and success. A natural 1 on the D20 is ALWAYS A MISS, a natural 20 is ALWAYS A success. This is done to factor in "luck". NO matter how good you are you can always screw up.

D) Certain skills can not be used untrained, untrained means you have no ranks in that certain skill.
These skills are: Decipher Script, Disable Device, Handle Animal, Knowledge, Open Lock, Profession, Sleight of hand, Spellcraft, Tumble and Swim Use Magic Device

E) Armour Check Penalty: Some skills become a lot harder when you are wearing armour.
These skills are: Balance, Climb, Escape artist, Jump, Hide, Move Silently, Sleight of Hand, Tumble and Swim

Skills How to get them

Okie, I explained most of what you need to know about skills in the post above. The only thing left now is for people to know how they get skills.

Class skills
Every class has its own set of skills, these skills are called Class skills. They are the skills that are most essential for playing that class effectively. Some classes have more skills that others. (I will post the lists of Class and their respective Class skills later on this thread)

Crossclass skills
Now just because a certain skill isn't a class skill for you class, these are called CrossClass skills, does not mean you can not take ranks in it. They just cost 2 skillpoints for 1 rank (where as Class skills cost 1 skillpoint for 1 rank)

Skill points
As said before every class gets a different amount of skillpoints per level. The first level is special however; at that level (the one you started play at) you get 4 times your skillpoints for a level. Always remember that your amount of skillpoints is modified with your intelligence modifier, if you have a +1 Int mod you get 1 extra skillpoint each level (4 extra skillpoints at lvl1)

Barbarians: 4 skillpoints+int mod per lvl/ at lvl1
Bards: 6 skillpoints+int mod per lvl/ at lvl1
Cleric: 2 skillpoints+int mod per lvl/ at lvl1
Druid: 4 skillpoints+int mod per lvl/ at lvl1
Fighter: 2 skillpoints+int mod per lvl/ at lvl1
Monk: 4 skillpoints+int mod per lvl/ at lvl1
Paladin: 2 skillpoints+int mod per lvl/ at lvl1
Ranger: 6 skillpoints+int mod per lvl/ at lvl1
Rogue: 8 skillpoints+int mod per lvl/ at lvl1
Sorcerer: 2 skillpoints+int mod per lvl/ at lvl1
Wizard: 2 skillpoints+int mod per lvl/ at lvl1

Remember Humans get 4 extra skillpoints at lvl1 and 1 extra each next level

Class skill lists:
Barbarian: Climb, Craft, Handle animal, Intimidate, Jump, Listen, Ride, Survival, Swim.
Bard: everything BUT: Disable device, Forgery, Handle animal, Heal, Intimidate, Open lock, Ride, Search, Spot, Survival, Use Rope.
Cleric: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana), Knowledge (Religion), Knowledge (History), Profession, Spellcraft.
Druid: Concentration, Craft, Diplomacy, Handle animal, Heal, Knowledge (Nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim.
Fighter: Climb, Craft, Handle animal, Intimidate, Jump, Listen, Ride, Swim.
Monk: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (Arcana), Knowledge (Religion), Listen, Move silently, Perform, Profession, Sense Motive, Spot, Swim, Tumble.
Paladin: Concentration, Craft, Diplomacy, Handle animal, Heal, Knowledge (Nobility), Knowledge (Religion), Profession, Ride, Sense Motive.
Ranger: Climb, Concentration, Craft, Handle animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (Geography), Knowledge (Nature), listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope.
Rogue: everything BUT: Concentration, Handle animal, Heal, every Knowledge but Knowledge (local), Ride, Spellcraft and Survival. (YES ROGUES HAVE A SH*TLOAD OF SKILLS)
Sorcerer: Bluff, Concentration, Craft, Knowledge (Arcana), Profession,.
Wizard: Concentration, Craft, Decipher script, ALL KNOWLEDGES (GANDALF STYLE), Perform.

More info on skills can be found here: Skill Info

Fire

Fire
That's everything you need to make a character people.

If you have any questions please PM me, don't clog up this thread with silly comments or questions please.

Nickthoven
So we make characters and post them up here? I'll begin working on one. I'll ask when I'm ready for the roll.

Fire
that's indeed the idea nickthoven

Nickthoven
Ok I'll need the scores now thanks!

I'm thinking human paladin, but maybe a halfling wizard? Elven druid? What characters do you have so far?

Fire
human paladin, half-elf rogue, human sorcerer and human ranger

13, 13, 17, 9, 12, 7

Fire
CRAP I FORGOT THE PART ABOUT MODIFIERS. Modifiers are pretty important, the higher the stat the bigger the modifier ofc. positive modifiers influence rolls in a good way and negative modifiers influence rolls in a bad way


WELL HERE THEY ARE
3: -4
4-5: -3
6-7: -2
8-9: -1
10-11: 0
12-13: +1
14-15: +2
16-17: +3
18-19: +4
20-21: +5


SORRY

Nickthoven
Ok then. I'm going to be an elven cleric, a very support-oriented character, to balance out the team.

Name: Elendil (Elen) Abondell
Race: Elf Class(lvl): Cleric(1)
ALN: NG Deity: Fharlanghn(I'm assuming this is ok)
Sex: M, Age: 115, Ht: 5'0", Wt: 100 lbs., Eyes: Lt. Green, Hair: Black

Str: 9 Dex: 15, Con: 10, Int: 7, Wis: 17, Cha: 13

I'm assuming you can fill in the blanks...I've got it all but you seem like you know what you're doing.

Skills: Heal(2 ranks): +5
Concentration(2 ranks): +6

Feats: Turn Undead, Combat Casting

How much gold? I guess we buy everything in game? Am I allowed to start with anything?

Darth Zenemij
O.k, can I be a Female Necromancer? I have stats, but I thought I should ask first.

Fire
You shouldn't list turn undead with your feats but no problem.
Nick the gold will be arranged in another thread, which I will make today

Well darth you can make a character but I dunno if you're going to be in depends on how many people from the first game still play.

You can't have stats either.

Fire
Nick weapons and armour can be found in the Character Archive Thread

Ludill
Ok after much editing I've got my post done:
Level:1

alignement:Neutral good

Kingdomul Hanel

Strength:8

Dexterity: 10

Constitution:11

Intelligence:14

Wisdom: 14

Charisma:15

Name: Ludill

Age: 21

Race: Human

Class:Bard

Skin: Caucasian

Body Type: tanned, thin

Eye Color: Hazel Brown

Hair Color/Style: Light brown hair. The sides are thin and stop at the ears. The bangs are spiked up, and behind that is straight and flat.

Facial Hair: A thin brown goatee, with a sole patch

Clothes: White shirt with the sleeves ripped off at the shoulders. The shirt has three small buttons in the center of the shirt the top one is unbuttoned the other two if buttoned. Light Green pants that are baggy and thick.

Weapon(s): Dagger

Personal Item(s): A golden playing pipe.

Personality: Out going, loves other peoples company.

Bio: Ludills father had played the pipe and taught Ludill how to play. His father was also a bard and taught Ludill about many stories some myth some real. Ludills mother had died at Ludills birth so Ludill travled with his father to many places with a band wagon of bards. At the age of 18 Ludills father died with high fevers so Ludill took his skills and went around staying at Inns playing the pipe and telling stories as form of payments. Ludill took up smoking at the age of 20 and has journeyed far and wide telling his tales. But of late he feels bored and is looking for adventures, to get money so he can (one day) retire.

Skills:
Bluff:+4 (4)points
Descipher Script:+4 (4)points
Diplomacy:+4 (4)points
Listen:+4 (4)points
Perform:+4 (4)points
Profession:+4 (4)points
Sense motive:+4 (4)points
Gather Information:+4 (4)points

Cross Class skills:
Ride:+2 (4)points

Feats:Negotiator
Diligent

Fire
seems good except for a spellingmistake or two

Nickthoven
I always mix special qualities with feats.

Darth Zenemij
O.k, uhh, If this is to uber or anyhting at all, just tell me allright?

Cassie Darkweaver
Human (Hated Aasimar)
Necromancer 7
XP-21,260

Hp- 33

AC- 15 (+1 natural, +1 Deflection, +1 armor, +2 dex)

Init- +2

Str-10
Dex-14
Con-14
Int-17
Wis-10
Cha-10

Feats-
Spellfire-1 (City)
Extend spell-1 human
Scribe Scroll-1 Wizard
Empower spell- 3
Craft wonderous item-5 Wizard
Frozen Magic-6

Skills-
Alchemy- 8+3=11
Concentration- 8+2=10
Knowledge Arcana- 8+3=11
Knowledge Dungeoneering- 8+3=11
Knowledge Religion- 8+3=11
Spellcraft- 8+3+2(synergy)=13

Saves-
Fortitude- 2+2(Con)=4
Reflex- 2+2(dex)=4
Willpower- 5 +0(Wis)=5

Spells-
Prohibited- Enchantment, Illusion.

0th-
All

1st-
Magic missle
Ray of enfeeblement
Identify
Grease
Mage armor
Detect undead
Shield

2nd
Protection from arrows
Shatter
Melf's acid Arrow
Blindness/Deafness
Scorching ray
Darkness
Bulls strength
Web
False Life

3rd
Fireball
Ray of exhaustion
Fly
Protect from energy
Haste
Dispel
Slow

4th-
Polymorph
Mindfrost


Spells Per Day(+1 Necro spell) - 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
--------------------------------4---5---4--3---1


Spells commonly preared-

0th
4 detect magics

1st
Magic Missle x2
Mage armor
Shield
Ray of enfeeblement x2
Grease

2nd
Melf's acid arrow
Darkness
Blindness/deafness {Permanant}
Scorching ray x2

3rd
Haste
Fireball x2
Ray of exhaustion

4th-
Polymorph
Mindfrost

Equipment
Ring of protection +1
Amulet of Natural armor +1
Bracers of armor +1
Wand of magic missle 3rd level (25 charges)
6 Cure light wound potions.
2 scrolls web
2 scrolls protect from arrows
2 scrolls dispel
1 scrolls false life
1 scroll of haste
1 potion ivisibility
2 potions haste
5 potions cat's grace
2 POTION OF CURE MODERATE WOUNDS
2 POTION OF CURE LIGHT WOUNDS
Ring of sustenance
2 potions of haste
Hat of Disguise


Money- 7942
Total value- 11,401 Gp


Feat
Spellfire- You are tainted with the weave of magic, allowing you to gain 1 extra 1st level slot of magic (if wizard)
or 1 extra spell known of 1st level (If sorcerer). Furthermore, the slots or spells draw from within your inner being
thus you can use your blood as an optional component for the following effects-

10% chance of empower for 1 point of damage.
20% chance of increasing DC by 1 for 1 one point of damage.
50% chance of extend for 1 point of damage per 2 rounds after the normal duration.
80% chance of changing it's energy into a blood energy which reduces resistance by 5 (if any) to an encounter.

These are only usable if you have at least half of your hit points.Everytime you try this, you roll percentiles and
if it is within the range, then the effect goes through. If you fail, then you only take 1 point of damage from the
prick of blood. These are only usable on the spells associated with this feat.

You may not take this feat as any other class other than wizard or sorcerer.
Frost hinderer-

Requirements-

-Knowledge Arcana 8 ranks
-Knowledge Planes 8 ranks

Able to cast Mind frost(Will explain)

Frozen magic feat

Must have survived a blizzard for 24 hours unprotected.


Skills-
Craft
Concentration
Knowledge (all skills taken individually)
Spellcraft


Skills per level- 2+ intelligence modifier

Level---Base attack-Saves-------Class---------------Spells



1-------------0-----0/0/2----Ice Armor (+1)--+1 Existing Spell casting level

2-------------1-----0/0/3----Slipperyness----+1 Existing Spell casting level

3-------------1-----1/1/3----Resist Cold 10--+1 Existing Spell casting level

4-------------2-----1/1/4----Ice armor (+2)--+1 Existing Spell casting level

5-------------2-----1/1/4----Cold Strike-----+1 Existing Spell casting level

6-------------3-----2/2/5----Resist Cold 15--+1 Existing Spell casting level

7-------------3-----2/2/5----Ice armor (+3)--+1 Existing Spell casting level

8-------------4-----2/2/5----Frostburn-------+1 Existing Spell casting level

9-------------4-----2/2/6----Resist Cold 20--+1 Existing Spell casting level

10------------5-----3/3/6----Ice armor (+4)--+1 Existing Spell casting level
---------------------------Improved Cold strike---------------------------



Ice armor-
Gives you a bonus to your natural armor. This is a bonus to armor that stacks with magic items such
as amulet of natural armor.

Slipperyness-
This let's you twice per day cast an ice spell that does normal damage and freezes the ground making it
slippery and unstable to walk on. The DC for walking is =to 10 + level in Frost hinderer + intelligence.

Cold Strike-
This gives you the ability once per day to attack an opponent with a maximized and empowered Ice spell.
This ability does NOt benifit from any other abilities mentioned in this class.

Frost Burn-
This lets you slow your enemies by casting an ice spell once per day. The effect is 1d6 Dexterity damage
and the DC is = Level In frost hinderer + intelligence + 10

Improved Cold Strike-
This lets you pierce Resistance of enemies cold resistance. It let's you bypass 15 resistance points.

Fire
WTF? You start as a level one character just like all the other new players, secondly you don't get to decide things like which stats you have or which magical items you start with. WHICH IS NONE

So make a level 1 character with Stats provide for you and then you are on the list, to see if you can join.

xxxpoppunker182
um i can still join right? and if i can could be a nightelf

Darth Zenemij
Oh, sorry. I'm in another RP and thought I could use that one, allright then, let me make one.

Fire
Punker how old are you and do you have experience with RPGs and DND in particular?

Very well Darth, tho chance of you joining are slim

xxxpoppunker182
i don't have much DnD experience but i've played many rpgs and am 16.

Lord Melkor
I might join. Is there still place?

Is Lawful Neutral Cleric of Hextor possible? He would treat his Patron as good of Rulership more than Tyranny.

Fire
There is still room, in theory it is possible, but I would advise against it, the main part of where the game is set now are kingdoms who are very close to Heironeous.

Lord Melkor
Okay. How many magic users are there in the group?

I am also thinking about a wizard. Illusionst, Enchanter, Diviner or Necromancer. And is Wee Jas availible as a patron deity?

Or Cleric of Boccob who will multiclass as Wizard(later Mystic Theurge).

Fire
hmm I have to check but I think Trickster is the only one, sidewinder was gonna play one but haven't heard of him in ages.

Wee Jas is the patron deity of the Empire of Dul'Hanel (a human empire) the other humans and races don't believe in Wee Jas to exist.

KingDubya
Can we have self-made classes and/or races? I have some pretty awesome ones in storage just waiting to be used.

Before you say "no because we don't know the specifics about them", I'll post the races/classes specs before the character.

Sneak peek at the races: Nords, Others that are currently in progress

Sneak peek at classes: Sniper, Battlemage, others still in progress

Fire
Well PM what you want to play and then I'll see what I will and what I won't allow.

Tho I am very inclined to say No to self made classes, for two reasons:

A) almost every class already exists (or is just a variaty to another basic class)

B) Classes are delicately put together to TRY and keep it balanced. New selfmade classes could easily throw off this balance.

KingDubya
Originally posted by Fire
Well PM what you want to play and then I'll see what I will and what I won't allow.

Tho I am very inclined to say No to self made classes, for two reasons:

A) almost every class already exists (or is just a variaty to another basic class)

B) Classes are delicately put together to TRY and keep it balanced. New selfmade classes could easily throw off this balance.

I've read the v3.0 DM guide. I know to keep it balanced. If I can manage to find the papers with the info on them, I'll PM the specs to you.

Fire
very well but the 3.0 classes don't add up to 3.5 classes in balancing. but you know a bit of the game so that's good

I'm waiting stick out tongue

KingDubya

KingDubya
Now here's my guy...

Name: Robin Atrey
Race: Human (Empire of Toronaga)
Class: Sniper
Alignment: Chaotic Neautral
Deity: None (If I have to have one, I'll choose Fharlanghn)

Str: 11 (+0)
Dex: 16 (+3)
Con: 12 (+1)
Int: 14 (+2)
Wis: 9 (-1)
Cha: 11 (+0)

Fort: +1 (+1 Con)
Ref: +5 (+3 Dex, +2 base)
Will: -1 (-1 Wis)

Skills (* means cross-class)
*Appraise +2 (+2 Int)
Balance +6 (+3 Dex, +3 ranks)
Bluff +3 (+0 Cha, +3 ranks)
Climb +2 (+0 Str, +2 ranks)
*Concentration +1 (+1 Con)
Craft() (+2 Int)
Diplomacy +2 (+0 Cha, +2 ranks)
Disguise +4 (+0 Cha, +4 ranks)
Escape Artist +5 (+3 Dex, +2 ranks)
Forgery +4 (+2 Int, +2 ranks)
Gather Information +2 (+0 Cha, +2 ranks)
*Heal -1 (-1 Wis)
Hide +7 (+3 Dex, +4 ranks)
Intimidate +0 (+0 Cha)
Jump +2 (+0 Str, +2 ranks)
Listen +3 (-1 Wis, +4 ranks)
Move Silently +7 (+3 Dex, +4 ranks)
Perform() +0 (+0 Cha)
*Ride +3 (+3 Dex)
Search +2 (+2 Int)
Sense Motive +1 (-1 Wis, +2 ranks)
Spot +3 (-1 Wis, +4 ranks)
Survival +3 (-1 Wis, +4 ranks)
Use Rope +3 (+3 Dex)

Feats
Rapid Reload
Improved Initiative

Weapons
Sniper's Crossbow
Rapier

Clothing
Crudely made camoflague cloak (+2 to Hide when used in trees/foliage), white button-up shirt with long sleeves, brown slacks covered in dirt stains and the like, dark-brown belt, various sacks hanging from belt loops carrying who-knows-what.

Other Items
2 smokesticks
5 tanglefoot bags
50 ft. of hempen rope
5 torches
5 tindertwigs
Crowbar
Grappling Hook
Crossbow bolt case
5 silver bolts

*hopes all the items together don't cost too much*

Fire
okay I adapted your items a tad cause you can't have them all.

I got you:
2 smokesticks
50 ft. of hempen rope
5 torches
5 tindertwigs
Crowbar
Grappling Hook
30 Crossbow bolts
10 silver bolts
Crossbow bolt case

eleveninches
Is it too late to join??

If not, can I be a dwarf monk?

Fire
yea all seems pretty ok

eleveninches
i dont have a LOT of dnd experience, but I've played almost all of the PC and x-box games, and I bought a couple of dnd books a few of years ago (epic handhook, equipment/arms handbook, players handbook) , but sold them eventually

Fire
well you will have to wait a while before you can use the epic books stick out tongue

PC games are good because they explain a few of the base rules, but I like to think my games are a whole lot different from BDG and stuff/sh*t like that.

eleveninches
I've played through:

Baldurs Gate
Tales of the Sword Coast
Shadows of Amn
Throne of Baal
Icewind Dale
Heart of Winter
Temple of Elemental Evil
Pool of Radience
Dark Alliance.


I read through the epic book and the equipment/item book, as well as the Players handbook and the Deities/Demigods books. I also had a look through the sword&fist monk/fighter player book. But ive sold all of those books now, so i dont have access to them any more

Fire
np I have every book online, and prestige classes are still a long long time from here.

Fire
GAME WILL RESTART WHEN I GET BACK FROM SPAIN

eleveninches
red dragon disciples are just SO overpowered. they should do away with that prestige class

Fire
I'm back

eleveninches
hi

VTMusical
Ok im makeing a character gimme like 1 hr at most i need a dice generator

VTMusical
Stats are

Str: 13
Con:16
Dex:14
Int: 13
Wis: 11
Cha: 13

I am a Half-Elf Ranger
Lvl 1 (i guess)

ill edit in a second

VTMusical
Stats are
HP:11
Str: 13
Con:16
Dex:14
Int: 13
Wis: 11
Cha: 13

I am a Half-Elf Ranger
Lvl 1 (i guess)
(+)=racial
Listen, Search, and Spot +4 (+1) (9points)
Diplomacy and Gather Info +3 (+2) (2 points)
Handle animal: 4 (4 points)
Knowledge (dungeoneering,Geography,Culture) 4 (12 Points)
Jump: 1 (1 point)
Feats: Point blank Shot

Equipment:
Longbow,Composite
Atk Bonus: +3
Damage: 1d8+2
crit: x3
110 range

Armor: Chan Shirt
AC+4
Dex Max:+ 4
20% chance spell failure

Sorry it wouldnt let me edit

Fire
Well that's all very well; but you can't use your own stats, they have to be provided by ,e

eleveninches
Can you email me back with my charachter info, as i seem to have lost them

Spelljammer
Will you allow psionics? If so here's my character, he's a 3.5 psionics and I can link you to a system reference document as it's open-game matireal of how psionics work. (Psionics can be either differant from magick or the same thing, it's compatible all the same..) They're less powerful overall then even arcane magick. So they're actually more even then spellcasters with the melee classes.. My starting gold was drained but I wouldn't be able to afford full plate anyway, so I got chainskirt instead..



http://www.dndonlinegames.com/view.php?id=23068
Bejita is brave knight from the far East of Cuthabert. He disposes of would be anarchists with swift, merciless execution. And even though is not nearly the strongest in the land, is by far the meanest, so he gets the same respect. He secretly despises his goverment. They've become corrupt and have turned away to hanus crimes involving the mob or some rich lunatic, who can offer them gold and silver in place of freedom. They have twisted and peverted the law to serve themselves. Bejita won't stand for it. And in honour of how Curthabert use to be, he will eventualy bring them down. When the oppurtunity presents itself..

Fire
Sorry spelljammer but no I do not allow psionics for the simple reason that I don't know them wel enough and I have no intention of reading up on them, since I don't think they have the DnD Feel.

VTM you still want to join in

Fire
VTM your stas are:
14 2
9 -1
12 1
11 0
14 2
8 -1

Ofc you can arrange them as you want

PS: equipment and money can be found here: http://www.killermovies.com/forums/showthread.php?s=&threadid=355809&pagenumber=1#post4916015

eleveninches
Can you remind me of my charachter details

KingDubya
Anyone wanna help with my guy's background?
Originally posted by KingDubya
Now here's my guy...

Name: Robin Atrey
Race: Human (Empire of Toronaga)
Class: Sniper
Alignment: Chaotic Neautral
Deity: None (If I have to have one, I'll choose Fharlanghn)

Str: 11 (+0)
Dex: 16 (+3)
Con: 12 (+1)
Int: 14 (+2)
Wis: 9 (-1)
Cha: 11 (+0)

Fort: +1 (+1 Con)
Ref: +5 (+3 Dex, +2 base)
Will: -1 (-1 Wis)

Skills (* means cross-class)
*Appraise +2 (+2 Int)
Balance +6 (+3 Dex, +3 ranks)
Bluff +3 (+0 Cha, +3 ranks)
Climb +2 (+0 Str, +2 ranks)
*Concentration +1 (+1 Con)
Craft() (+2 Int)
Diplomacy +2 (+0 Cha, +2 ranks)
Disguise +4 (+0 Cha, +4 ranks)
Escape Artist +5 (+3 Dex, +2 ranks)
Forgery +4 (+2 Int, +2 ranks)
Gather Information +2 (+0 Cha, +2 ranks)
*Heal -1 (-1 Wis)
Hide +7 (+3 Dex, +4 ranks)
Intimidate +0 (+0 Cha)
Jump +2 (+0 Str, +2 ranks)
Listen +3 (-1 Wis, +4 ranks)
Move Silently +7 (+3 Dex, +4 ranks)
Perform() +0 (+0 Cha)
*Ride +3 (+3 Dex)
Search +2 (+2 Int)
Sense Motive +1 (-1 Wis, +2 ranks)
Spot +3 (-1 Wis, +4 ranks)
Survival +3 (-1 Wis, +4 ranks)
Use Rope +3 (+3 Dex)

Feats
Rapid Reload
Improved Initiative

Weapons
Sniper's Crossbow
Rapier

Clothing
Crudely made camoflague cloak (+2 to Hide when used in trees/foliage), white button-up shirt with long sleeves, brown slacks covered in dirt stains and the like, dark-brown belt, various sacks hanging from belt loops carrying who-knows-what.

Other Items
2 smokesticks
50 ft. of hempen rope
5 torches
5 tindertwigs
Crowbar
Grappling Hook
30 Crossbow bolts
10 silver bolts
Crossbow bolt case

Fire
I'll help you with it KD

VTMusical
sorry dont have the time anymore i got a job now, and those stats ****in blow

Fire
If you can't play with decent regular stats then I don't think you're my kind of player!

ChakraStrings
I'm in as a theif. If that's all right.

Fire
sure your stats are: 18, 17, 11, 10, 7, 10

ChakraStrings
All right thanks. Wait... what does each number represent... (Strength, Defense, etc.)"

Fire
Have you read the first posts?

There are 6 different stats: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.

ChakraStrings
Gaa, sorry my bad... I have played D's and D's in ages.

KingDubya
Originally posted by Fire
sure your stats are: 18, 17, 11, 10, 7, 10
Those are some pretty high rolls.

Fire
Well it's pretty crappy in total, two great rolls, three normal ones and one bad one

KingDubya
Still, I normally get something around two bad and not a single one above slightly-above-average when I'm creating my own... (once I ended up with three 7's for the same guy)

I'm not saying you should re-roll or anything, just commenting that I normally get worse.

Fire
Three 7's is a *****, but you sure that character was ok by the rules, you'd need atleast two 14's and one 16 to make itan ok character I think

Armads
Err... can i join?

I want to play a elf wizard. If i can join, can you send me the stats please? I'll build my character from there and send it back.

KingDubya
...

I'm not sure if Fire's doing this anymore (the thread died a year and a month ago).

Fire
It died because my players all quit! Plus dnd is a hard game to do online with people who don't know the game.

Ariatsu
I play D&D a ton. I DM and play. just lettin ya know im here, and here is the char i made.
Darati
Male Halfling Rogue 1
True Neutral
Representing Nick


Strength 13 (+1)
Dexterity 20 (+5)
Constitution 14 (+2)
Intelligence 17 (+3)
Wisdom 16 (+3)
Charisma 14 (+2)
Size: Small
Height: 3' 4"
Weight: 38 lb
Skin: Pale
Eyes: Black
Hair: Black; Straight; Beardless




Total Hit Points: 8

Speed: 20 feet

Armor Class: 19 = 10 +4 +4 +1

Touch AC: 15
Flat-footed: 15
Initiative modifier: +5 = +5
Fortitude save: +3 = 0 +2 +1
Reflex save: +8 = 2 +5 +1
Will save: +4 = 0 +3 +1
Attack (handheld): +2 = 0 +1 +1
Attack (unarmed): +2 = 0 +1 +1
Attack (missile): +6 = 0 +5 +1
Grapple check: -3 = 0 +1 -4


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
38 lb. or less
38-75 lb.
76-113 lb.
113 lb.
225 lb.
563 lb.




Languages: Common Dwarven Elven Gnome Halfling


Dagger

Punching Dagger

Short Sword

Shortbow

Chain shirt


Feats:

Jack of All Trades

Traits:

Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 3 = +3
Balance Dex* 9 = +5 +4
Bluff Cha 6 = +2 +4
Climb Str* 3 = +1 +2
Concentration Con 2 = +2
Craft_1 Int 3 = +3
Craft_2 Int 3 = +3
Craft_3 Int 3 = +3
Decipher Script Int 6 = +3 +3
Diplomacy Cha 2 = +2
Disable Device Int 7 = +3 +4
Disguise Cha 6 = +2 +4
Escape Artist Dex* 5 = +5
Forgery Int 3 = +3
Gather Information Cha 6 = +2 +4
Heal Wis 3 = +3
Hide Dex* 11 = +5 +2 +4
Intimidate Cha 4 = +2 +2
Jump Str* -3 = +1 +2 -6
Listen Wis 9 = +3 +4 +2
Move Silently Dex* 7 = +5 +2
Open Lock Dex 6 = +5 +1
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Ride Dex 5 = +5
Search Int 7 = +3 +4
Sense Motive Wis 7 = +3 +4
Spot Wis 7 = +3 +4
Survival Wis 3 = +3
Swim Str** 1 = +1
Use Rope Dex 5 = +5


* = check penalty for wearing armor


Halfling:


+2 dexterity / -2 strength (already included)

Small (combat bonuses, +4 to hide already included)

+2 racial bonus on climb, jump, move silently

+1 racial bonus on all saving throws (already included)

+2 morale bonus on saves vs. fear (stacks with racial bonus)

+1 to hit with thrown weapons and slings

+2 racial bonus on listen checks (already included)

Rogue:

Sneak Attack +1d6

Trapfinding

Evasion (level 2)

Trap Sense (level 3)

Uncanny Dodge (level 4)

Improved Uncanny Dodge (level 8)

Special Abilities (choices begin at 10th level)

Hp: 8

Darati's Equipment:
Weapons / Armor / Shield
Arrows (quiver of 20) x3
Backpack
Bedroll
Blanket, winter x1
Block and tackle
Caltrops
Chain (10 feet) x2
Flasks x1
Flint and steel
Grappling hook
Ink vial
Ink pen
Lantern (hooded)
Locks x3
Manacles x1
Oil flasks x2
Paper sheets x3
Parchment sheets x3
Rations (1 day) x1
Rope (50', hempen) x1
Torches x1
Disguise kit
Thieves' tools

Total:
69 lbs

Fire
k thx for sharing smile

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