you add your stat modifiers to your skill ranks, what I mean by this is say player A has a theif with 18 in dexterity, he would add his Stat modifier to any skills based off of that stat, for instance if he had 2 skill points allocated in the skill Hide he would have an overall rank of 6 -(2 skill points +4 strength modifier)
name:vaya
race: elf
Sex: female
Age: have not decided yet
Class: Ranger
alignment: lawful good
Appearance: Tan skin tone, purple with silver high lights(I know a little weird), blue eyes,and att an average weight for an elf.
stats:
Str:15
Dex:15
Cha 14
Wis 11
Int 12
Con 12
Feats: Point blank shot, mount archary, many shots, weapon focas(long bow)
specials: have no clue..talk to animals spell...
skills: I'd like animal handling, ride, search, hide, use rope, pick locks...
Lanages: Common, elven, and dwarven(so i know what there saying.. then they cant talk about me)
animal companion: Bear?
Weapons: Long bow.. daggers
My stuff I have: have cloak, rope, backpack, daggers/and of course my long bow
Tidus: modifiers work like this
stat:
3 gives a -4 mod
4-5 give a -3 mod
6-7 give a -2 mod
8-9 give a -1 mod
10-11 give a 0 mod
12-13 give a +1 mod
14-15 give a +2 mod
16-17 give a +3 mod
18-19 give a +4 mod
20 give a +5 mod
(Stats can reach as high as 36 in the mortal realm (dragons score around 36 on every stat, except for dex) and go close to a 100 in the divine realm.)
As for skills is it that hard people? you take your skillpoints (for your class) you add your int modifier multiply that by 4 and spread around over whatever skill you want (taking into account that CrossClass Skills cost double) and you can only spend 4 skillpoints per skill. (each skill also list which stat mod should be added to it Tidus)
Vaya
Feats: Point blank shot, mount archary, many shots, weapon focas(long bow)
specials: have no clue..talk to animals spell...
there is no such thing like specials in DnD 3.5
and you are a level 1 Elf Ranger you only have 1 ft.
1. Red's character is chaotic neutral.
2. Here is the gold situation:
barbarian-100 gp
cleric- 125 gp
fighter- 150 gp
paladin- 150 gp
ranger- 150 gp
rogue- 125 gp
sorcerer- 75 gp
3. Trickster,sorcerers automatically have:
spellcraft,concentration,knowledge(arcana),bluff,gather information,diplomacy,hide,move silently,and the feat toughness.
Weapons and Armor
- First of not every character is proficient with every weapon. NO-ONE (except for a few races and Monks) can fight with any exotic weapon without taking the feat exotic weapon proficiency for that specific weapon. If you are NOT proficient with a weapon you can still fight with it altho with a -4 penalty. Also armor and shield proficiency depends on your class. I'll place the list of which class can fight with which weapon below.
- Barbarian/Fighter/Ranger/Paladin: these classes can fight with all simple and martial weapons and are proficient with all types of armor and shields (The Fighter is proficient with the Tower shield the others are not)
- Bard: all simple weapons + Longsword, Rapier, Sap, Short bow, Short sword and Whip. Light armor and shields (except tower shield)
- Cleric: all simple weapons + all types of armor and shields (except tower shield)
- Druid: Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Short-spear, Sling and spear. Light and Medium armor (BUT NO METAL), all shields (WOODEN SHIELDS) (except tower shield)
- Monk: Club, Crossbow, Dagger, Handaxe, Javelin, Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham and Sling (YEP MONKS ARE PROFICIENT WITH A LOT OF EXOTIC WEAPONS) No armor proficiency (monks lose a lot of abilities in armor so don't wear any)
- Rogue: All simple weapons + short sword, Rapier, handCrossbow, Short bow, Light armor, NO SHIELDS
- Sorcerer: all simple weapons, NO ARMOR OR SHIELDS (messes up Arcane spellcasting)
- Wizards: Club, Quarterstaff, crossbow, dagger, NO ARMOR OR SHIELDS
Simple Weapons:
-Light Melee Weapons:
Dagger: Cost: 2gp, dmg:1d4, Crit:19-20/*2, Range increment 10 ft
Punching Dagger: C:2gp, dmg:1d4, Crit:20/*3
Gauntlet spiked: C:5gp, dmg:1d4, Crit:20/*2
Mace, Light: C:5gp, dmg:1d6, Crit:20/*2
Sickle: C:6gp, dmg:1d6, Crit:20/*2
-One handed Melee Weapons:
Club: C:Free, dmg:1d6, Crit:20/*2, Range increment 10 ft
Mace heavy: C:12gp, dmg:1d8, Crit:20/*2
Morningstar: C:8gp, dmg:1d8, Crit:20/*2
Shortspear: C:1gp, dmg:1d6, Crit:20/*2, Range increment 20 ft
-Two handed Melee Weapons:
Longspear: C:5gp, dmg:1d8, Crit:20/*3
Quarterstaff: C:free, dmg:1d6/1d6, Crit:20/*2
Spear: C:2gp, dmg:1d8, Crit:20/*3, Range increment 20ft
-Ranged Weapons:
Crossbow Heavy: C:50gp, dmg:1d10, Crit:19-20/*2, Range in 120ft
Bolts (Crossbow) 10: C:1gp
Crossbow Light: C:35gp, dmg:1d8, Crit:19-20/*2, Range in 80ft
Dart: C:5sp, dmg:1d4, Crit:20/*2, Range increment 20ft
Javelin: C:1gp, dmg:1d6, Crit:20/*2, Range increment 30ft
Sling: C:free, dmg:1d4, Crit:20/*2, Range increment 50ft
Bullets (sling) 10: C:1sp
Martial Weapons:
-Light melee Weapons:
Axe Throwing: C:8gp, dmg:1d6, Crit:20/*2, Range increment 10ft
Hammer Light: C:1gp, dmg:1d4, Crit:20/*2, Range increment 20ft
Handaxe: C:6gp, dmg:1d6, Crit:20/*3
Kukri: C:8gp, dmg:1d4, Crit:18-20/*2
Pick light: C:4gp, dmg:1d4, Crit:20/*4
Sap: C:1gp, dmg:1d6, Crit:20/*2
Sword, short: C:10gp, dmg:1d6, Crit:19-20/*2
One-Handed Melee Weapons:
Battleaxe: C:10gp, dmg:1d8, Crit:20/*3
Flail: C:8gp, dmg:1d6, Crit:20/*2
Longsword: C:15gp, dmg:1d8, Crit:19-20/*2
Pick Heavy: C:8gp, dmg:1d6, Crit:20/*4
Rapier: C:20gp, dmg:1d6, Crit:18-20/*2
Scimitar: C:15gp, dmg:1d6, Crit:18-20/*2
Trident: C:15gp, dmg:1d8, Crit:20/*2, Range increment 10ft
Warhammer: C:12gp, dmg:1d8, Crit:20/*3
Two-Handed Melee Weapons:
Falchion: C:75gp, dmg:2d4, Crit:18-20/*2
Greataxe: C:20gp, dmg:1d12, Crit:20/*3
Greatclub: C:5gp, dmg:1d10, Crit:20/*2
Flail Heavy: C:15gp, dmg:1d10, Crit:19-20/*2
Greatsword: C:50gp, dmg:2d6, Crit:19-20/*2
Halberd: C:10gp, dmg:1d10, Crit:20/*3
Lance: C:10gp, dmg:1d8, Crit:20/*3
Scythe: C:18gp, dmg:2d4, Crit:20/*4
Ranged Weapons:
Longbow: C:75gp, dmg:1d8, Crit:20/*3, Range increment 100ft
Arrows 20: C:1gp
Short bow: C:30gp, dmg:1d6, Crit:20/*3, Range increment 60ft
Arrows 20: C:1gp
I'm not gonna list the exotic weapons, if you are interested in a weapon you know and it aint in this list ask me to list it
Explaining some Terms:
-Dmg: stands for Damage (I assume you people know the dice) to the result of the die roll you add your Strength modifier when you are fighting with a melee weapon, ONLY a melee weapon, ranged damage is not modified by Strength.
-Crit: Every weapon list a number(20) or a series of numbers(18-20 or 19-20) followed by a multiplication going from *2 to *4. This is for a special combat rule. When you are fighting and slasher rolls a 20 for your characters attack roll (20 on a d20, 5% chance) you have an AUTOMATIC HIT and you have a threat. To confirm wether or not this threat becomes a Critical Hit. Slasher rolls the attack again if you hit, the attack is a Critical Hit, if not it's just a hit. A Critical Hit means your damage (the die roll + your strength mod) are multiplied by the multiplier of the weapon.
Example: I attack an orc ,with an AC of 21, with my Longsword. Slasher rolls my attack roll and gets a 20. WOOT AUTO HIT and THREAT. Then he rolls the Threat roll, now he rolls a 18 to which he adds my Str mod of +2 and my BAB of +1 which gives 21. WOOT CRITICAL HIT. He rolls damage 1d8+2 which ends up 8. that 8 is mutiplied by 2 (Longsword Crit:19-20/*2) and gives a total damage of 16.
Armor:
-Light Armor:
Padded: C:5gp, AC bonus:+1, Max Dex bonus:+8, ACP:0, Spd:30ft
Leather: C:10gp, AC:+2, Max Dex:+6, ACP:0, Spd:30ft
Studded Leather: C:25gp, AC:+3, Max Dex:+5, ACP:-1, Spd:30ft
Chain Shirt: C:100gp, AC:+4, Max Dex:+4, ACP:-1, Spd:30ft
-Medium Armor:
Hide: C:15gp, AC:+3, Max Dex:+4, ACP:-3, Spd:20ft
Scale Mail: C:50gp, AC:+4, Max Dex:+3, ACP:-4, Spd:20ft
Chainmail: C:150gp, AC:+5, Max Dex:+2, ACP:-5, Spd:20ft
Breastplate: C:200gp, AC:+5, Max Dex:+3, ACP:-4, Spd:20ft
-Heavy Armor:
Splint mail: C:200gp, AC:+6, Max Dex:+0, ACP:-7, Spd:20ft
Banded mail: C:250gp, AC:+6, Max Dex:+1, ACP:-6, Spd:20ft
Half-plate: C:600gp, AC:+7, Max Dex:+0, ACP:-7, Spd:20ft
Full plate: C:1,500, AC:+7, Max Dex:+1, ACP: -6, Spd:20ft
-Shields:
Buckler: C:15gp, AC:+1, ACP:-1 (Bucklers can be used by archers)
Shield, light wooden: C:3gp, AC:+1, ACP:-1
Shield, light steel: C:9gp, AC:+1, ACP:-1
Shield, heavy wooden: C:7gp, AC:+2, ACP:-2
Shield, heavy steel: C:20gp, AC:+2, ACP:-2
I've not listed the tower shield cause I am the only one who can use it decently and I ain't gonna.
Explaing some terms:
- AC bonus: This is the bonus the armor or shield grants you to your Armor Class. In combat an attacker his attack roll must equal or exceed your AC. So the more AC the less likely you are to get hit.
You determine your AC by adding up your AC bonus from Armor and or shield plus your Dex mod
- Max Dex bonus: Each armor lists a MDb, this shows how much of your dex bonus you are allowed to add to your AC. A Full plate is a lot harder to manoeuvre in than a Leather armor. That's why a Full plate's MDb is +1 and a Leathers MDb is +6
Try to find a decent balance between AC and MDb.
-ACP: It stands for Armor Check Penalties (again the heavier the armor the bigger the penalty) ACP is a number which is added to most skills which require freedom of movement or being quiet; like Balance, Hide, Move Silently, Listen....
-Spd: This is how fast you can travel in your suit of armor (the normal base speed for Humans, Elves and Half-elves is 30ft., for Dwarves, Halflings and Gnomes it is 20) Light armor means no speed penalty, Medium and Heavy both reduce your speed to 20ft.
Any questions just ask.
(Didn't list normal stuff like horses and food and so on, just tell me what you would like the price of and I can give it to you. DnD has prices for NEARLY EVERYTHING.)
Ooh: I forgot to say AC always starts at 10 even if you are unarmored the AC is 10 (so start adding everything to 10)
Since I have 150 gp I'll buy myself:
-A Dwarven Waraxe: C:30gp, dmg:1d10, Crit:20/*3
-Crossbow Light: C:35gp, dmg:1d8, Crit:19-20/*2, Range in 80ft
-Bolts (Crossbow) 50: C:5gp
-Scale Mail: C:50gp, AC:+4, Max Dex:+3, ACP:-4, Spd:20ft
-Shield, heavy steel: C:20gp, AC:+2, ACP:-2
AC:10+4+2=16 ACP -6
Which means I have 10gp left for buying other things like clothing, food supplies and so on....
CRAP FORGOT TO EXPLAIN WHAT RANGE INCREMENT MEANS!
Well basicly it's pretty easy. the range increment is a measure of showin to what distance a ranged weapon can be aimed effectively.
That's why the Range Increment of a bow is bigger than that of a dagger. This does not mean that you can not hit objects or foes who are further away then your Range Increment, it means it becomes harder.
For every range increment except the first one you get a -2 penalty to hit.
E.g. I want to shoot at an orc standing 102 ft away from me with a longbow (Range Increment 100ft) this means I get a -2 penalty on my attack roll (because he is in my second range increment) if the orc was standing 305ft away from me I would get a -6 penalty and so on....