Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Characters
#1
Before I get to hardcore into details, everyone who is going to play reply with your Character name, race, and class. All can be changed up until we play. Don't decide on background just yet, critical info is missing, I just want to see if we're going to have enough peeps.
Reply
#2
BASIC RACES

For those new here are the basic races, dont mind the stuff you dont know, just read through to get a basic understanding of the race:

HUMANS
• 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.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

DWARVES
• +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.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter.

ELVES
• +2 Dexterity, –2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• 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.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Wizard.

GNOMES
• +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.
• Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
• 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.
• Favored Class: Bard.

HALF-ELVES
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• 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.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any.

HALF-ORCS
• +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.
• Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
• Favored Class: Barbarian

HALFLINGS
• +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.
• Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
• Favored Class: Rogue.


For advanced players; anything other than basic must be approved by me. No race with level adjustments will be approved.

http://www.d20srd.org/srd/races.htm
Reply
#3
BASIC CLASSES

Barbarian: The meat shield, the heavy hitter. Lacks the advanced techniques of the fighter but makes up for it with brute force. Has the ability to rage and temporarily become more powerful.

Bard: Fusion of music and magic. A jack of all trades, master of none.

Cleric:The walking band aid, a healer. Relies on the power of the divine to cast magic, but is no slouch at melee combat either.

Druid: A master of nature. Can summon and persuade animals, heal with natures grace, and buttrape the enemy with vines.

Fighter: Master of melee combat. No other class has the number of feats available to this one.

Monk: Body and will are your tools. Weapons are limited armor non-existent, but you have all you need in your fists and feet.

Paladin: Champion of righteousness and the divine. A lawful good fusion of cleric and fighter, lacking the conviction of both but gaining evil fighting powers of neither.

Ranger: Not as magical as a druid but a better fighter among those who live in the wilderness. Have animal companions and can easily dual wield.

Rogue: Sneaky little bastards. They pick locks ad pockets alike. Essential for getting passed those nasty traps.

Wizard: A learned individual who masters magic through books and mind.

Sorcerer: Has many of the powers of the wizard without the brains, instead relying on innate abilities.

http://www.d20srd.org/indexes/classes.htm
Reply
#4
Talyn
Human
Monk
Reply
#5
Kiro
Half-elf
Fighter
Reply
#6
http://www.thetangledweb.net/profiler/view.php?id=17200

Talyn Sheet
Reply
#7
http://srd.dndonlinegames.com/home.html

That's the rules in basic form if you don't have the PHB.

I'm still deciding what I want to play...but I think I'll be a tank

And be

Name: Havoc Grieve
Race: Human
Class: Fighter
Reply
#8
http://www.rpgwebprofiler.net/view.php?id=48524

Name: Gear
Race: Warforged
Class: Barbarian
Reply
#9
ADVANCEMENT

In this campaign we are on an accelerated advancement. You are all prodigies, even among adventurers, so this will show that.

EXP gained is anywhere from 1.5 to 2 times average.

Feats are gained at normal rates, but you will be awarded specific feats either for actions, chance, reward, penalty, or just because I damn well please.

Skill points are X5 at the end of the line, [ie (4 + Int modifier) × 5]rather than 4, so if you already allocated, just redo the math, subtract your smaller from the larger and add the extra.

Spells known/per day for magic users are +1 per available slot.
Reply
#10
Nevermind, using good ol' Shinno.

http://www.dndonlinegames.com/view.php?id=53180
Reply
#11
Lazy ass =p

Did you adjust the skill points?
Reply
#12
So when should we have enough info that we can write our histories and start?
Reply
#13
I think you can write your histories now, if you like. More info is coming, but you shouldn't need it.
Reply
#14
If you weren't around last time I do award EXP for backgrounds, more for better quality, originality and so on.

This time around I MAY award special feats as well, if they fit your character through the BG. So good luck.
Reply
#15
Everything on Shinno is ready to start, GJ. He was for the campaign where he never leveled up or anything.
"Maria..."
[Image: Sullivanbarscopy.jpg]
"...my star...'"
Quote:frickinegg 4:46 pm
To me, the thread is less about criticizing/defending Avatar and more about wondering how stoned Jack was when he saw the movie/made the thread.
Reply
#16
You had some nice stat rolls.
Reply
#17
I'll do mine tomorrow.
Reply
#18
SHIT. GJ, I won't be able to use Shinno, will I? That was from Spop/Blue's campaign, and that means his stats are excess-Godly, doesn't it?
"Maria..."
[Image: Sullivanbarscopy.jpg]
"...my star...'"
Quote:frickinegg 4:46 pm
To me, the thread is less about criticizing/defending Avatar and more about wondering how stoned Jack was when he saw the movie/made the thread.
Reply
#19
It'll be fine, Talyn, you can add two points to any ability you like to even things out a bit.
Reply
#20
So, we're going off Blue's system are we?
"Maria..."
[Image: Sullivanbarscopy.jpg]
"...my star...'"
Quote:frickinegg 4:46 pm
To me, the thread is less about criticizing/defending Avatar and more about wondering how stoned Jack was when he saw the movie/made the thread.
Reply


Forum Jump:


Users browsing this thread: