Dungeons and Dragons Characters Thread

Started by Fire1 pages

Dungeons and Dragons Characters Thread

Here I will list the players their characters and I'll explain their special abilities

Ander Tailun: Played by Trickster
RACE: Rundar (Human)
ALIGN: Chaotic Good
SEX: Male
DEITY: Fharlanghn
CLASS: Sorcerer lvl1

STATS:
STR:11 +0
DEX:14 +2
CON:11 +0
INT:12 +1
WIS:13 +1
CHA:15 +2

SKILLS:
Bluff: +6
Diplomacy: +4
Profession (brewer): +5
Spellcraft: +5

FEATS:
- Silent Spell
- Toughness

RACIAL ABILITIES:
+1 Feat
+1 Skillpoint per level
+3 to Ride (Rundar)
- Doesn’t have reduced Movement in med armour (Rundar)

CLASS FEATURES:
Familiar: Hawk

SPELLS PER DAY:
5 lvl0's, 3 lvl1's

SPELLS KNOWN:
Level 0
Read Magic
Dancing Lights
Disrupt Undead
Arcane Mark
Mage Hand

Level 1
Magic Missile
Silent Image
Feather Fall

TRAVELLING GEAR:
Explorers outfit
Backpack
Bread
Cheese
Torch
Bedroll
10 Trail rations

ATTACK:
Light Crossbow:+2(to attack) 1d8(damage) 19-20(threat range) *2(critical damage multiplier) 80ft(Range)

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
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Rusky: played by Rusky
RACE: Bayer, from Takuna-Sato (Human)
ALIGN: Lawful/Good
SEX: Male
DEITY: Heironeous
CLASS: Paladin lvl1

STATS:
STR: 15 +2
DEX: 5 -3
CON: 13 +1
INT: 9 -1
WIS: 14 +2
CHA: 15 +2

SKILLS:
Concentration: +5
Ride: +1

FEATS:
Power Attack
Cleave

RACIAL ABILITIES:
+1 Skillpoint per level
+1 Feat
+2 to Sense Motive (Bayer)
+2 to Bluff (Bayer)

CLASS FEATURES:
Aura of Good
Detect Evil
Smite evil 1/day

TRAVELLING GEAR:
Longsword
Scale mail
Large Steel shield

ATTACK:
Longsword: +3 (+1 base +2 str mod) 1d8+2(damage) 19-20(threat) *2 (critical damage multiplier)

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)
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Sarwyn: Played by Storm
RACE: Bayer from Takuna-Sato (Human)
ALIGN: Chaotic Good
SEX: Female
DEITY: Ehlonna
CLASS: Ranger lvl1

STATS:
STR: 14 +2
DEX: 15 +2
CON: 14 +2
INT: 12 +1
WIS: 13 +1
CHA: 11 +0

SKILLS:
Climb: +5
Handle Animal: +4
Heal: +5
Listen: +5
Search: +5
Spot: +5
Use Rope: +6
Survival: +5

FEATS:
Weapon Focus (LS)
Point Blank Shot

RACIAL ABILITIES:
+1 Skillpoint per level
+1 Feat
+2 to Sense Motive (Bayer)
+2 to Bluff (Bayer)

CLASS FEATURES:
Track
Favored Enemy: Magical beasts
Wild Empathy

TRAVELLING GEAR:
100 arrows
Backpack
Bedroll
Winterblanket
Waterskin
2 Trail rations

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.
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Vash played by Dark Mousy
RACE: Half-Elf (Mercurionas)
ALIGN: Chaotic-Good
SEX: Male
DEITY: ??????
CLASS: Rogue level1

STATS:
STR: 13 +1
DEX: 14 +2
CON: 10 +0
INT: 11 +0
WIS: 12 +1
CHA: 10 +0

SKILLS:
Balance: +5
Escape Artist: +5
Hide: +7
Jump: +4
Move Silently: +7
Open Lock: +6
Sleight of Hand: +5
Tumble: +5

FEATS:
- Stealthy

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

CLASS FEATURES:
Sneak attack +1d6
Trapfinding

TRAVELLING GEAR:
Studded Leather
Rapier
Heavy Crossbow
100 Arrows
1 gem

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.
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Let me know if there is anything incorrect wiv this info guys

[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 ?

well actualy yea rusky unless you are flanked ofc.

You'll get your charisma mod to your saves later on (need a higher level)

I don't suppose you could explain in thread how casting spells works Fire?

So when I forgot, which I will do, I don't have to come annoy you on MSN.

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..

he already choose his spells and Rusky is right Trickster you just tell me which spell you want to cast et voila it is done

Arcane Magic

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.

d&d sucks!!!!!!!!!!!! ahahahaha!!!!!!!!!! runescape rules!!!!!!!! d&d sucks big floppy donkey ding dong!!!!! ahahahahahaha

Right then...immature n00bs aside, have you put my character data up yet?

i'm not in there 🙁

Originally posted by Avatar bizatch
d&d sucks!!!!!!!!!!!! ahahahaha!!!!!!!!!! runescape rules!!!!!!!! d&d sucks big floppy donkey ding dong!!!!! ahahahahahaha

Coming from a 15 year old that doesn't really says much

Originally posted by DarkDethbringer
i'm not in there 🙁

Cause you're not in the game yet, and Dark I have questions for you in the creation thread, I need those answered before I can put you in

Hey! I'm 15!

Who is Sarwyn's favoured enemy?

Favored Enemy: Magical beasts

hey waht about my profile

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....

hmm did ya get my info?