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Dungeons and Dragons: Character Creation Thread
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Fire
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Gender: Male
Location: On vacation

Dungeons and Dragons: Character Creation Thread

Welcome stranger

This is the new and improved character creation thread. The reason why I made a new thread is because the old one was filled with junk posts which nobody needs and the relevant pages were too far apart to be useful for new people wanting to create a character.

Now that that's done let's get down to bussiness.
I will run down character creation in a few steps, just follow those steps and you will be fine.

A) Stats
There are 6 different stats: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. I think they are self-explaining enough. You get a figure for each ranging (for humans) between 3 and 18, 3 being very bad and 18 being very high. E.g a horse has an intelligence of 3 so unless you want to play somebody who is mentally disabled it is best to take an intelligence score of atleast 6.

More info about stats can be found at here Stat info

Now the way your stats are determined is by dice. When you want to join you ask me for your stats. Then I roll 4 6-sided dice (d6) and substract the lowest, Giving you 6 numbers ranging from 3 to 18. which you can allocate as you wish.

B) Race
There are quite a few races in dnd from which you can choose. I will list them all down here.

HUMANS: I think everyone knows what humans look like.
If you decide to play a human take into account that you need to decide from which country you are coming the choice as the following:
- Takuna-Sato, Zultanae, Glabryn (3 city-states, much like Venice and northern Italy, wealthy, peaceful nations)
- The Empire of Toranaga: Basicly Feudal Japan
- Rundarior: A nomadic kingdom (inspired by both the Rohirrim and the mongols)
- Dul Hanel: The largest empire in the world (imagine the roman empire reaching the medieval)
- Cuthandrium: A fairly new kingdom ruled by the clerics of St. Cuthbert (God of Retribution) -these people are very strict and hate chaos-
- Jeundrium and Vieuxdrium: as young as Cuthandrium, two kingdoms lead by two brothers, peaceful nations looking for their place in the world.

In game features:
* Human base land speed is 30 feet.
* 1 extra feat at 1st level.
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.

DWARVES: I assume everyone here has seen lord of the rings, so you know how dwarves act and what they look like.

In game features:
* +2 Constitution, -2 Charisma.
* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
* Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
* Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
* Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
* +2 racial bonus on saving throws against poison.
* +2 racial bonus on saving throws against spells and spell-like effects.
* +1 racial bonus on attack rolls against orcs and goblinoids.
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
* +2 racial bonus on Appraise checks that are related to stone or metal items.
* +2 racial bonus on Craft checks that are related to stone or metal.

ELVES: See Dwarves)

In game features:
* +2 Dexterity, -2 Constitution.
* Elf base land speed is 30 feet.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
* +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

GNOMES: Gnomes are everywhere as technicians,alchemists,and inventors.Despite the demand for their skills,most gnomes prefer to remain among their own kind,living in comfortable burrows beneath rolling,wooded hills where animals live.They adore animals,beautiful gems,and jokes of all kinds.they are also inquisitive.They get along well with dwarves and halflings and are rarely hostile to other races.they stand about 3 to 3 1/2 feet tall and weigh 40 to 45 pounds.Gnomes are most often of the good alignment.the chief gnome god is Garl Glittergold,the watchful protector.they speak gnome which is similar to dwarven.Gnomes are of a compulsive and curious nature and easy to get along with if you can stand a practical joke or two.

In game features:
* +2 Constitution, -2 Strength.
* Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
* Gnome base land speed is 20 feet.
* Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
* Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
* +2 racial bonus on saving throws against illusions.
* Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
* +1 racial bonus on attack rolls against kobolds and goblinoids.
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
* +2 racial bonus on Listen checks.
* +2 racial bonus on Craft (alchemy) checks.
* Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.

HALF-ELVES: See Dwarves

In game features:
* Half-elf base land speed is 30 feet.
* Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
* Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* +1 racial bonus on Listen, Search, and Spot checks.
* +2 racial bonus on Diplomacy and Gather Information checks.
* Elven Blood: For all effects related to race, a half-elf is considered an elf.

HALF-ORCS: In the wild frontiers,tribes of human and orc barbarians live in uneasy balance,fighting in times of war and trading in times of peace.Half-orcs who are born in the frontier may live with either human or orc parents,but they are nevertheless exposed to both cultures.Some,for whatever reason,leave their homeland and travel to civilized lands,bringing with them the tenacity,courage,and combat prowess that they developed in the wilds.Half-orcs tend to be short-tempered or sullen in nature.They stand between 6 and 7 feet tall and usually weigh between 180 and 250.Orcs are the sworn enemies of dwarves and elves,the half-orcs will have ahard time with these races.Since they have both human and orc parents,they can be either good or evil.Like orcs,many half-orcs worship Gruumsh,the cheif orc god.They can also follow human gods if they favor good.

*+2 Strength, -2 Intelligence, -2 Charisma.
A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
* Half-orc base land speed is 30 feet.
* Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
* Orc Blood: For all effects related to race, a half-orc is considered an orc.


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Be smart, be cool, be sexy = be LIBERAL!

Old Post Jul 18th, 2005 10:28 AM
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Fire
Senior Member

Gender: Male
Location: On vacation

HALFLINGS: Halflings are clever,capable opportunists.Halfling individuals and clans find room for themselves wherever they can.Often they are strangers and wanderers,and others react to them with suspicion or curiosity.Depending on the clan,halflings might be reliable,hard-working(if clanish) citizens,or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night.Regardless,halflings are cunning,resourceful survivors.Halflings prefer trouble to boredom,notoriously curious.Halflings stand about 3 feet and usually weigh between 30 and 35 pounds.Halflings try to get along with all the other races.Halflings tend to be neutral.The chief deity of halflings is Yondalla,the blessed one.They often set out on their own to make their way in the world.

In game features:
* +2 Dexterity, -2 Strength.
* Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
* Halfling base land speed is 20 feet.
* +2 racial bonus on Climb, Jump, and Move Silently checks.
* +1 racial bonus on all saving throws.
* +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
* +1 racial bonus on attack rolls with thrown weapons and slings.
* +2 racial bonus on Listen checks.

NIGHTELVES: Nightelves are a special breed of elves who favor night over day. IF YOU WANT TO PLAY A NIGHTELF CHARACTER ASK ME FIRST, I WON'T ALLOW THIS TO EVERYONE.

In game features:
* +2 Dexterity, -2 Constitution, +2 Intelligence
* Night Elf base land speed is 30 feet.
* Immunity to magic sleep effects, and a +2 racial bonus on Will saves against spells and spell-like abilities.
* Dark Moon Vision: A night elf can see in the dark up to 60 feet. She retains the ability to distinguish color and detail under these conditions. Dark moon vision can not function with no light at all.
* Light sensitivity: Night elves are dazzled in bright sunlight or within the radius of a daylight spell.
* Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
* +2 racial bonus on Listen, Survival, and Spot checks.
* +8 racial bonus on Hide checks in a forest at night.penalty for multiclassing.
* +1 Level adjustment. (I will explain what a level adjustment means to the people who take this race)

C) Class
Now it's time to determine what kind of an adventurer you want to be.

BARBARIAN- From the frozen wastes of the north and the hellish jungles of the south cme brave,even reckless warriors.Civilized people call them barbarians or berserkers and suspect them of mayhem,impiety,and atrocities.They have,however,proven their mettle and their value to those who would be their allies.To enemies who underestimated them,they have proved their cunning,resourcefulness,persistence,and mercilessness.
Alignment: may not be of a lawful alliance

BARD: It is said that music has a special magic and the bard proves that saying true.Wandering across the land,gathering lore,telling stories,working magic with his music,and living on the gratitude of his audience-such is the life of a bard.When chance or opportunity draws them into a conflict,bards serve as diplomats,negotiators,,messengers,scouts,and spies.
Alignment: cannot be lawful

CLERIC- The handiwork of the gods is everwhere-in places of natural beauty,in mighty crusades,in soaring temples,and the hearts of worshipers.Like people,gods run the gamut from the benevolent to the malicious,reserved to intrusive,simple to inscrutable.The gods,however,work mostly through intermediaries-their clerics.Good clerics heal,protect,and avenge.Evil clerics pillage,destroy,and sabotage.A cleric uses the power of his god to make the god's will manifest.And if a cleric uses his god's power to improve his own lot,that's to be expected too.
Alignment: typically the same as the god they serve

DRUID: The fury of a storm,the gentle strength of the morning sun,the cunning of a fox,the power of the bear-all these and more are at the druid's command.the druid,however,claims no mastery over nature.That claim,they say,is the empty boast of a city dweller.The druid gives her power not by ruling over nature but by being at one with it.To trespasser's in a druid's sacred grove,and to those who feel their wrath,the distinction is overly fine.
Alignment: any neutral alignment

Fighter: The questing knight ,the conquering overlord,the king's champion,the elite foot soldier,the hardened mercenary,and the bandit king-all are fighters.Fighters can be stalwart defenders of those in need,cruel marauders,or gutsy adventurers.Some are among the land's best souls,willing to face death for the greater good.Others are among the worst,with no qualms about killing for private gain,or even for sport.Fighters are not actively adventuring may be soldiers,guards,bodyguards,champions,or criminal enforcers.An adventuring knight might call himself a warrior,a mercenary,a thug,or simply an adventurer.
Alignment: any

MONK: Dotted across the landscape are monasteries-small,walled cloisters inhabited by monks that pursue personal perfection through action as well as contemplation.They train themselves to be versatile warriors skilled at fighting without weapons or armor.The inhabitants of the monasteries headed by good masters serve as protectors of the people.Ready for battle even when barefoot and dressed in peasnt clothes,monks can travel unnoticed among the populace,catching bandits,warlords,and corrupt nobles,unawares.In contrast,the residents of monasteries headed by evil masters rule the surrounding lands through fear,as an evil warlord and his entourage might.Evil monks make ideal spies,infiltrators,and assassins.
Alignment: lawful

PALADIN: The compassion to pursue good,the will to upheld the lawand the power to defeat evil-these are the 3 weapons of the paladin.Few Have the purity and devotion that it takes to walk the paladin's path,but those few are rewarded with the power to protect,to heal,and to smite.In a land of scheming wizards,unholy priests,bloodthirsty dragons,and infernal fiends,the paladin is the final hope that cannot be extinguished.
Alignment: lawful good only

RANGER: The forests and hills are home to fierce and cunning creatures,such as bloodthirsty owlbears and malicious displacer beasts.but more cunning and powerful than those monsters is the ranger,a skilled hunter and stalker.he knows th ewoods as if they were his home(as indeed they are) and he knows his prey in deadly detail.
Alignment: any

ROGUE: Rogues have little in common with one another.Some are stealthy thieves.Others are silver tongued tricksters.Still,others are scouts,infiltrators,spies,diplomats,or thugs.What they do share is versatility,adaptability,and resourcefulness.In general,rogues are skilled in what others don't wan them to get.
Alignment: any,but lean towards chaotic

SORCERER/SORCERESS: Sorcerers create magic the way a poet creates poems,with inborn talent honed by practice.They have no books,no mentors,no theories-just raw power that they direct at will.Some claim that the blood of dragons flows through their veins.NOTE: Sorcerers are also allowed to have a familiar that can be a bat,cat,hawk,lizard,owl,rat,raven,snake,toad,or weasel.
Alignment: chaotic

WIZARD: A few unintelligible words and fleeting gestures cause more harm than a battleaxe,when they are the words and gestures of a wizard.These simple acts make magic seem easy,but they only hint at the time a wizard must spend poreing over their spellbook preparing each spell for casting.Wizards depend on intensive study to create their magic.
Alignment: lawful

More info about the classes and their in game abilities can be found here: Class info
Due ignore Prestige Classes and Mutliclass characters for now.
CHECK YOUR OWN CLASS ON THE WEBBY TO MAKE SURE IT SUITS YOU.

D) Alignement
Your alignement is the way your character feels about the world. as you may have noted certain classes forbid certain alignements and others force you to take certain alignements. Those rules are strictly enforced. If you don't think you have what it takes to play lawful-good then don't play a paladin.

I will list all available alignements here (I do not allow people to take an evil alignement, so those will not be listed)

- Lawful good "Crusader"-combines a commitment to oppose evil with the discipline to fight relentlessly.
- Neutral good "benefactor"- preserves good and works with loyalty but does not feel obligated to revere them
- Chaotic good "rebel"- acts as his conscience directs him with no regard for consequences
- Lawful neutral "Judge"- acts as law,tradition,and personal code direct.
- Neutral "Undecided"- does what seems to be a good idea,doesn't feel strongly about good vs evil
- Chaotic Neutral "Free Spirit"- follows their whims,an individualist.


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Be smart, be cool, be sexy = be LIBERAL!

Old Post Jul 18th, 2005 10:45 AM
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Fire
Senior Member

Gender: Male
Location: On vacation

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


__________________

Be smart, be cool, be sexy = be LIBERAL!

Old Post Jul 18th, 2005 10:48 AM
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Fire
Senior Member

Gender: Male
Location: On vacation

F) Feats
Feats are special talents your character posses, or special abilities he or she has learned to master through training.

You get 1 Feat at first lvl and every 3 lvls after that
So at lvls 3,6,9,12,15 and 18. Some classes and races get extra feats.

Skill feats:
These are feats that give you +2 on 2 skills.
-Acrobatic: +2 to jump and tumble
-Agile: +2 to balance and escape artist
-Alertness: +2 to spot and listen
-Animal affinity: +2 to handle animal and ride
-Athletic: +2 to Climb and swim
-Deceitful: +2 to forgery and disguise
-Deft hands: +2 to Sleight of hand and use rope
-Diligent: +2 to appraise and decipher script
-Investigator: +2 to Gather information and Search
-Magical Aptitude: +2 to Spellcraft and Use magic device
-Negotiator: +2 to Diplomacy and sense motive
-Nimble Fingers: +2 to Disable device and Open Lock
-Persuasive: +2 to Bluff and Intimidate
-Self-sufficient: +2 to Heal and Survival
-Stealthy: +2 to Hide and Move silently
------------------------------------------
-Skill Focus: +3 to one selected skill

Combat Feats
These have to do with combat, almost all of these feats have PREREQUISITS (make sure you meet the prereqs before selecting the feat)

The feats in italic are CORE TREE FEATS this means they are the prerequisit for the feats from the same tree. If you don’t have the it, don’t think about getting the others. The stand alone combat feats are listed first, the trees follow behind.

-Blindfight: no prereq, reroll miss chance for concealment
-Exotic Weapon Proficiency: BAB+1, no penalty to attack with a specific exotic weapon
-Quick draw: BAB+1, drawing a weapon is a free action
-Rapid Reload: Weapon Proficiency with crossbow, Reload a crossbow more quickly
-Simple weapon focus: no prereqs, No –4 penalty when attacking with simple weapons
-Martial weapon proficiency: no prereq, No penalty with ONE martial weapon
-Improved Critical: no prereq, Proficient with weapon +8 BAB, double threat range
-Improved initiative: no prereq, +4 intitative

-Armour Proficiency (Light): no prereq, you can wear light armour
-Armour Proficiency (Medium): prereq: APL, you can wear Medium Armour
-Armour Proficiency (Heavy): prereq: APM, you can wear Heavy Armour

-Combat Expertise: prereq: Int 13, trade BAB to AC (max +5)
-Improved disarm: prereq: CE, +4 to disarm checks, no Attack of Opportunity
-Improved Feint: prereq: CE, Feint as a move action
-Improved Trip, prereq: CE, +4 to trip checks, no AoO
-Whirlwind attack, prereqs: Dex 13, CE, Dodge, Mobility, Spring Attack, BAB+4, one melee attack against all opponents in reach

-Dodge: prereq: dex 13, +1 AC to one opponent
-Mobility: prereq: dodge, +4 AC against some AoO's
-Spring attack: prereq: Mobility, BAB+4, move before and after your attack

-Improved Unarmed strike: no prereq, Considered armed even when unarmed, unarmed attacks do not provoke AoO’s
-Improved grapple: dex 13 IUS, +4 to grapply checks, no AoO’s
-Deflect arrows: dex 13 IUS, Deflect one ranged attack per turn
-Snatch arrow: dex 15 DA IUS, catch a deflected ranged attack
-Stunning Fists: dex 13, wis 13, UIS, BAB +8, stun opponent with unarmed strike

-Mounted combat: ride 1 rank, Negate hits on mount with ride check
-Mounted archery: MC, half penalty for ranged attacks while mounted
-Ride by attack: MC, move before and after a mounted charge
-Spirited charge: MC, RBA, Double damage with mounted charge
-Trample: MC, Target can not avoid mounted overrun

-Point blank shot: no prereq, +1 bonus to ranged attacks and damage rolls within 30 ft.
-Far shot: PBS, increase range increment by 50% or 100%
-Percise shot: PBS, no penalty for shooting into melee
-Rapid shot: dex 13, PBS, one extra ranged attack each round
-Many shot: dex 17, ¨PBS, RS, BAB+5, shoot two or more arrows simultaniously (at the same target)
-Shot on the run: Dex 13, dodge, mobility, PBS, BAB+4, move before and after ranged attack
-Improved percise shot: Dex 19, PBS, PS, BAB+11, ignore less then total cover/concealment on ranged attacks

-Power attack: str 13; Trade attack bonus for damage (up to BAB)
-Cleave: PA, extra melee attack after dropping target
-Great Cleave: Cleave, PA, BAB+4, no limit to cleave each round
-Improved Bullrush: PA, +4 to bullrush checks, no AoO’s
-Improved Overrun: PA, +4 to overrun checks, no AoO’s
-Improved Sunder: PA, +4 to sunder checks, no AoO’s

-Shield proficiency: no prereqs, No armour check penalty on attack rols
-Improved shield bash: SP, retain shield bonus when shield bashing
-Tower shield proficiency: SP, No armour check penalty on attack rols

-Two-weapon fighting: Dex 15, reduce two-weapon fighting penalty by 2
-Two-weapon defense: TWF, off-hand weapon grants +1 bonus to AC
-Improved Two-Weapon fighting: Dex 17, TWF, BAB+6, gain second off-hand attack
-Greater Two-Weapon fighting: Dex 19, ITWF, TWF, BAB +11, gain third off-hand attack
-Weapon finesse: Proficiency with weapon, BAB+1, Use dex mod instead of str mod to attacks with Light Melee weapons

-Weapon Focus: Proficiency with weapon, BAB+1, +1 to attack and damage rolls with selected weapon
-Weapon specialization: Proficiency with weapon, WF with weapon, Fighter lvl4, +2 bonus to damage with selected weapon
-Greater Weapon Focus: Proficiency with weapon, WF with weapon, Fighter lvl8, +2 bonus on attack rolls with selected weapon (replaces WF, does NOT STACK)
-Greater Weapon Specialization: Proficiency with weapon, GWF, WF with weapon, WS with weapon, Fighter lvl 12: +4 Bonus on damage rolls with selected weapon (replaces, NO STACK)

General Feats
-Endurance: no prereq, +4 to checks to resist no lethal damage (like damage from drowning, also allows you to sleep decent in light and medium armour)
-Diehard: endurance, Remain conscious at –1 to –9 hp, (at –10 you die without this you normally go unconscious when you reach 0 hp)
-Great Fortitude: +2 bonus to fortitude saves
-Lightening reflexes: no prereqs, +2 to reflexes saves
-Iron will: no prereqs, +2 to Will saves
-Leadership: character lvl6, attract followers
-Run: no prereqs, Run at 5 times normal speed (instead of 4) +4 bonus to jump, when making a running jump
-Toughness: no prereqs, +3 HP
-Track: no prereqs, use survival skill to track

Item creation Feats
-Brew potion: Caster level 3rd (means you must have 3 levels in a class that can cast spells), Create magic potion
-Craft magic arms and armour: Caster lvl 5th: Create magic arms and armour
-Craft rod: Caster lvl 9th: Create magic rods
-Craft staff: Caster lvl 12th, Create magic staffs
-Craft wand: Caster lvl 5th, Create magic wands
-Craft wondrous item: Caster lvl 3rd, Create wondrous items
-Forge rings: Caster lvl 12th, Create magic rings
-Scribe scroll: Caster lvl 1st, Create magic scrolls

Metamagic Feats
-Empower spell: no prereqs, increase spell’s variable numeric effects by 50%
-Enlarge spell: no prereqs, Double spell’s range
-Extend spell: no prereqs, Double spell’s duration
-Heighten spell: no prereqs, Cast spell as higher level
-Maximize spell: no prereqs, Maximize spell’s variable numeric effects
-Quicken spell: no prereqs, Cast spell as a free action
-Silent spell: no prereqs, Cast spell without verbal component
-Still spell: no prereqs, Cast spell without somatic component (movement, gestures)
-Widen spell: no prereqs, Double spell’s area

Magic related Feats (both divine and arcane)
-Augmented Summoning: Spell Focus (conjuration): Summoned creatures get +4 str, +4 con
-Combat casting, no prereqs: +4 bonus to concentration checks for defensive casting
-Eschew Materials: no prereqs: Cast spells without material components
-Extra turning: Ability to turn Creatures: 4 more times per day
-Improved counterspell: no prereqs: Counterspell with spell fo same school
-Improved turning: ability to turn creatures: +1 level for turning checks
-Spell focus: no prereqs: +1 bonus on save DCs against specific school of magic
-Greater spell focus: Spell Focus: +1 bonus on save DCs against specific school of magic (STACKS)
-Spell Mastery: Wizard lvl1: can perpare some spells without spell book
-Spell Penetration: no prereqs: +2 Bonus on caster lvl checks to defeat spell resistance
-Greater Spell Penetration: Spell penetration: +4 Bonus on caster lvl checks to defeat spell resistance (replaces does NOT STACK)

Any questions just ask, OFCOURSE THIS IS NOT THE ENTIRE EXPLINATION FOR THE FEATS (it is a general sketching) most of you probably do not know a lot of the terms so feel free to ask questions.

I will however just answer questions about feats you can take at this moment not about feats you can’t take now or will never be able to take.

There are tons of other feats too but I suggest that if you know very little about DnD you take your pick from these.

More info on feats can be found here: Feats Info


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Old Post Jul 18th, 2005 10:52 AM
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Fire
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Gender: Male
Location: On vacation

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.


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Old Post Jul 18th, 2005 10:55 AM
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Nickthoven
Compooser

Gender: Male
Location: United States

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.

Old Post Jul 18th, 2005 06:58 PM
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Fire
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Gender: Male
Location: On vacation

that's indeed the idea nickthoven


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Old Post Jul 18th, 2005 07:35 PM
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Nickthoven
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Gender: Male
Location: United States

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?

Old Post Jul 19th, 2005 01:34 AM
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Fire
Senior Member

Gender: Male
Location: On vacation

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

13, 13, 17, 9, 12, 7


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Old Post Jul 19th, 2005 06:56 AM
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Fire
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Gender: Male
Location: On vacation

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


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Old Post Jul 19th, 2005 06:32 PM
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Nickthoven
Compooser

Gender: Male
Location: United States

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?

Old Post Jul 19th, 2005 10:10 PM
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The Collector
Whatever

Gender: Male
Location: Your mother Should Know

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


__________________
I find it kind of funny
I find it kind of sad
The dreams in which I’m dying are the best I’ve ever had
I find it hard to tell you
I find it hard to take

Come Join Me At Vicious Intent p.m me if you join

Old Post Jul 20th, 2005 03:50 AM
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Fire
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Gender: Male
Location: On vacation

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.


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Old Post Jul 20th, 2005 07:25 AM
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Fire
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Gender: Male
Location: On vacation

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


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Old Post Jul 20th, 2005 02:20 PM
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Ludill
Junior Member

Gender:
Location: Canada

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

Old Post Jul 20th, 2005 04:01 PM
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Fire
Senior Member

Gender: Male
Location: On vacation

seems good except for a spellingmistake or two


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Old Post Jul 20th, 2005 04:28 PM
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Nickthoven
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Gender: Male
Location: United States

I always mix special qualities with feats.

Old Post Jul 20th, 2005 07:27 PM
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The Collector
Whatever

Gender: Male
Location: Your mother Should Know

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.


__________________
I find it kind of funny
I find it kind of sad
The dreams in which I’m dying are the best I’ve ever had
I find it hard to tell you
I find it hard to take

Come Join Me At Vicious Intent p.m me if you join

Old Post Jul 20th, 2005 10:20 PM
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Fire
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Gender: Male
Location: On vacation

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.


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Old Post Jul 21st, 2005 09:36 AM
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xxxpoppunker182
Senior Member

Gender: Male
Location: United States

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

Old Post Jul 21st, 2005 06:21 PM
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