Dungeons and Dragons: Character Creation Thread

Started by Fire4 pages

Have you read the first posts?

There are 6 different stats: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.

Gaa, sorry my bad... I have played D's and D's in ages.

Originally posted by Fire
sure your stats are: 18, 17, 11, 10, 7, 10

Those are some pretty high rolls.

Well it's pretty crappy in total, two great rolls, three normal ones and one bad one

Still, I normally get something around two bad and not a single one above slightly-above-average when I'm creating my own... (once I ended up with three 7's for the same guy)

I'm not saying you should re-roll or anything, just commenting that I normally get worse.

Three 7's is a *****, but you sure that character was ok by the rules, you'd need atleast two 14's and one 16 to make itan ok character I think

Err... can i join?

I want to play a elf wizard. If i can join, can you send me the stats please? I'll build my character from there and send it back.

...

I'm not sure if Fire's doing this anymore (the thread died a year and a month ago).

It died because my players all quit! Plus dnd is a hard game to do online with people who don't know the game.

hmm..

I play D&D a ton. I DM and play. just lettin ya know im here, and here is the char i made.
Darati
Male Halfling Rogue 1
True Neutral
Representing Nick

Strength 13 (+1)
Dexterity 20 (+5)
Constitution 14 (+2)
Intelligence 17 (+3)
Wisdom 16 (+3)
Charisma 14 (+2)
Size: Small
Height: 3' 4"
Weight: 38 lb
Skin: Pale
Eyes: Black
Hair: Black; Straight; Beardless

Total Hit Points: 8

Speed: 20 feet

Armor Class: 19 = 10 +4 [chain shirt] +4 [dexterity in armor] +1 [small]

Touch AC: 15
Flat-footed: 15
Initiative modifier: +5 = +5 [dexterity]
Fortitude save: +3 = 0 [base] +2 [constitution] +1 [halfling]
Reflex save: +8 = 2 [base] +5 [dexterity] +1 [halfling]
Will save: +4 = 0 [base] +3 [wisdom] +1 [halfling]
Attack (handheld): +2 = 0 [base] +1 [strength] +1 [small]
Attack (unarmed): +2 = 0 [base] +1 [strength] +1 [small]
Attack (missile): +6 = 0 [base] +5 [dexterity] +1 [small]
Grapple check: -3 = 0 [base] +1 [strength] -4 [small]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
38 lb. or less
38-75 lb.
76-113 lb.
113 lb.
225 lb.
563 lb.

Languages: Common Dwarven Elven Gnome Halfling

Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing]

Punching Dagger [1d3, crit x3, 1/2 lb., light, piercing or slashing]

Short Sword [1d4, crit 19-20/x2, 1/2 lb, light, piercing]

Shortbow [1d4, crit x3, range inc. 60 ft., 1 lb., piercing]

Chain shirt [light; +4 AC; max dex +4; check penalty -2; 12.5 lb.]

Feats:

Jack of All Trades [hand-edit as needed]

Traits:

Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 3 = +3
Balance Dex* 9 = +5 +4
Bluff Cha 6 = +2 +4
Climb Str* 3 = +1 +2 [halfling]
Concentration Con 2 = +2
Craft_1 Int 3 = +3
Craft_2 Int 3 = +3
Craft_3 Int 3 = +3
Decipher Script Int 6 = +3 +3
Diplomacy Cha 2 = +2
Disable Device Int 7 = +3 +4
Disguise Cha 6 = +2 +4
Escape Artist Dex* 5 = +5
Forgery Int 3 = +3
Gather Information Cha 6 = +2 +4
Heal Wis 3 = +3
Hide Dex* 11 = +5 +2 +4 [small]
Intimidate Cha 4 = +2 +2
Jump Str* -3 = +1 +2 [halfling] -6 [speed 20]
Listen Wis 9 = +3 +4 +2 [halfling]
Move Silently Dex* 7 = +5 +2 [halfling]
Open Lock Dex 6 = +5 +1
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Ride Dex 5 = +5
Search Int 7 = +3 +4
Sense Motive Wis 7 = +3 +4
Spot Wis 7 = +3 +4
Survival Wis 3 = +3
Swim Str** 1 = +1
Use Rope Dex 5 = +5

* = check penalty for wearing armor

Halfling:

+2 dexterity / -2 strength (already included)

Small (combat bonuses, +4 to hide already included)

+2 racial bonus on climb, jump, move silently

+1 racial bonus on all saving throws (already included)

+2 morale bonus on saves vs. fear (stacks with racial bonus)

+1 to hit with thrown weapons and slings

+2 racial bonus on listen checks (already included)

Rogue:

Sneak Attack +1d6

Trapfinding

Evasion (level 2)

Trap Sense (level 3)

Uncanny Dodge (level 4)

Improved Uncanny Dodge (level 8)

Special Abilities (choices begin at 10th level)

Hp: 8

Darati's Equipment:
Weapons / Armor / Shield
Arrows (quiver of 20) x3
Backpack
Bedroll
Blanket, winter x1
Block and tackle
Caltrops
Chain (10 feet) x2
Flasks x1
Flint and steel
Grappling hook
Ink vial
Ink pen
Lantern (hooded)
Locks x3
Manacles x1
Oil flasks x2
Paper sheets x3
Parchment sheets x3
Rations (1 day) x1
Rope (50', hempen) x1
Torches x1
Disguise kit
Thieves' tools

Total:
69 lbs

k thx for sharing 🙂