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
-----------------------------------------------
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)
--------------------------------------
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.
--------------------------------------
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.
-------------------