HITPOINTS: 7
ARMOURCLASS: 12 (10 + dex mod)
MOVE: 30 ft
SAVES:
- Fortitude: +0 (0+ con mod)
- Reflex: +2 (0+ dex mod)
- Will: +3 (2+ wis mod)
Trickster knows how casting spells works
----------------------------------------------- Rusky: played by Rusky
RACE: Bayer, from Takuna-Sato (Human)
ALIGN: Lawful/Good
SEX: Male
DEITY: Heironeous
CLASS: Paladin lvl1
HITPOINTS: 11
ARMOURCLASS: 13 (10 + dex mod + Armour + Shield)
MOVE: 20 ft
SAVES:
- Fortitude: +3 (2+ con mod)
- Reflex: -3 (0+ dex mod)
- Will: +2 (0+ wis mod)
Aura of Good
Paladins have an aura of good surrounding them all the time. It can't be seen (except by certain spells) People just generally feel at ease around a Paladin and normaly trust their words for truth.
Detect evil
Paladins can call upon their deity to allow them to feel the presence of evil AT WILL. Then a paladin can direct an imaginaire cone in whatever direction it wants (60 ft in length) and the paladin will detect wether or not there are evil aura's in the area. The longer you keep up the detection the more info you will get. Detecting very powerful evil aura's can overwhelm a paladin and make him pass out.
Smite evil 1/day
A Paladin can summon the strength of all that is good in the world to land one killer blow to an evil creature. When using your Smite evil ability a paladin adds his Charisma modifier (In Rusky's case +2 to his attack bonus) and his paladin levels (for now 1) to damage. If you fail to hit your target your smite ability is still used up. If you hit a nonevil creature with smite evil your ability is still used up.
CODE OF CONDUCT
Can't stress this enough. Paladins are great warriors they get tons of help from their deities but their deities except things in return. Paladins are CHAMPIONS OF GOOD they will always try to do what is righy and honourable. If a paladin knowingly commits an evil act or fights in a dishonourable way he will LOSE HIS CLASS BENEFITS until he atones (which generally means you're screwed so DON'T **** UP)
-------------------------------------- Sarwyn: Played by Storm
RACE: Bayer from Takuna-Sato (Human)
ALIGN: Chaotic Good
SEX: Female
DEITY: Ehlonna
CLASS: Ranger lvl1
ATTACK:
Longbow:+3 (to attack) 1d8 (damage) 20 (threat) *3 (crit dam multi) 100ft (Range)
Longsword: +4 (to attack) 1d8+2(damage) 19-20 (thrat) *2 (crit dam multi)
HITPOINTS: 10
ARMOURCLASS: 16 (10 + dex mod + Armour + Shield)
MOVE: 20 ft
SAVES:
- Fortitude: +4 (2+ con mod)
- Reflex: +4 (2+ dex mod)
- Will: +1 (0+ wis mod)
Track
You can use your survival skill to track down animals or people.
Wild empathy
Rangers can change the attitude of animals for this they need to make a check consisting of a d20 roll + their ranger levels (1 in Storms case) + their charisma mod (0 in storms case)
Favoured Enemy
Against this class of enemies the ranger is highly effective. Spending hours and hours hunting down or studying these creatures gives the ranger a bonus of +2 to Listen, Spot, Bluff, Sense Motive and Survival checks relating the type. Likewise the ranger also gets a +2 to damage against such class of enemies.
-------------------------------------- Vash played by Dark Mousy
RACE: Half-Elf (Mercurionas)
ALIGN: Chaotic-Good
SEX: Male
DEITY: ??????
CLASS: Rogue level1
RACIAL ABILITIES:
- Immunity: sleep spells
+2 Save VS enchants
- Low light vision
+1 to search spot listen
+2 Diplomacy
+2 Gather Information
+2 to All charisma base Checks
- Require 8 hours of Sleep
ATTACK:
Rapier:+1(to attack) 1d6+1(damage) 18-20(threat) *2 (crit dam multi)
Heavy Crossbow:+2(to attack) 1d10 19-20(threat) *2 (crit dam multi) 120ft(Range)
HITPOINTS: 6
ARMOURCLASS: 15 (10 + dex mod + AC mod)
MOVE: 30 ft
SAVES:
- Fortitude: +0 (0+ con mod)
- Reflex: +4 (2+ dex mod)
- Will: +1 (0+ wis mod)
Sneak Attack +1d6
When an opponent can't defend himself effectively a rogue can strike a vital spot and deals extra damage. In game this means when the target is denied his Dex bonus to AC (even if that is a negative one) like when the foe is flat on his back or is tied up. Or when the rogue is flanking his target. The extra damage dealt is 1d6 This increase for every two extra levels you gain (+2d6 at lvl3 +3d6 at lvl5...)
Ranged Sneak attack only works within 30ft.
Trapfinding
Rogues can use their search skills to find traps.
-------------------
__________________ Be smart, be cool, be sexy = be LIBERAL!
[this means when the target is denied his Dex bonus to AC (even if that is a negative one)] coool so in my case a sneak attack is actually HARDER to land )
P.s. As I said, I'm only familiar with NW nights take on the rules mostly so... don't I get my charisma modifier added to the saves ?
__________________
Have fun||
Last edited by rusky on Apr 12th, 2005 at 04:41 PM
If I'm not mistaken, since u'r a sorc, casting is as easy as picking a spell from u'r repretoaire and "shooting" it .. u don't have to memorize them ...
Also, u get u'r spells every time u level, and u can't learn them from scrolls.
Check out u'r char, u'll see the spells u have listed there...
U'll prolly want some more details (stats) on them though..
__________________
Have fun||
Last edited by rusky on Apr 12th, 2005 at 08:49 PM
Ah right - was confused by D&D on the computer... Spells fail on that sometimes.
Spellcasting
All spells succeed automatically unless the magic-user is wearing armour, or is somehow distracted or impeded from completing it.
Silent Spell
Also I have silent spell, which Fire is explaining to me. BTW I'm just making this for my own reference.
It goes basically like this.
All spells need words to be cast. This means that many people believe that by simply stopping a magic-user from speaking, they also stop him from utilising his magic. With silent spell, however, the magic-user can cast without speaking, enabling him to escape what could otherwise be a tricky situation. Of course, this has it's hindrances - spells become more difficult.
Rules-wise, this means that casting a spell without it's vocal component increases the level of the spell by one (e.g. a Level 0 spell becomes level 1). This takes up that slot. A practical example is below;
Ander (whilst Level 1) has, stupidly, been taken captive by a group of Vash's vengeful victims. Suprisingly, one of the victims was a minor wizard, who upon sensing Ander's magic cast a spell of silence on the cell he's placed in.
Stuck in his cell, Ander can see the key to the lock. After pacing a while, the perfect solution comes to him. By casting the spell Mage Hand silently, he can take the key and unlock the cell, thereby setting himself free. He does so and escapes! As he leaves the cell he finds he can speak again. On the way out he casts Magic Missile once and Feather Fall. As Mage Hand counted as a level 1 spell, he now has no level 1 spells left, but still has all his 5 level 0 spells.
__________________ "If clowns warred on monkeys, and the monkeys had guns, and were trained to use them, who would win?"
Death only gives another set of choices.
He who dies with the most toys. Still dies.
Last edited by Trickster on Apr 12th, 2005 at 09:16 PM
well it'll have to wait till you are in the game and post your character in the right thread (not started by me) called Dungeons and Dragons Character Creation something something....
__________________ Be smart, be cool, be sexy = be LIBERAL!