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DUNGEONS AND DRAGONS CHARACTER CREATOR

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DUNGEONS AND DRAGONS CHARACTER CREATOR Empty DUNGEONS AND DRAGONS CHARACTER CREATOR

Post by White Mage Slave Fri 21 Jun 2013, 1:34 am

Have you ever wanted to get into Dungeons and Dragons? Couldn't do so? Well, have I got a thread for you!

Here we'll cover the basics of making your very own Dungeons and Dragons character! If you wish, you can even use this thread to keep track of progress throughout online RPs!

Alright, so, here's a great website for keeping track of DND rules and such. I will be linking to it often. Unfortunately it doesn't have EVERYTHING, to encourage you to buy the much more detailed rulebooks. Fortunately the internet is a wonderful place.

http://www.d20srd.org/

http://www.d20srd.org/srd/theBasics.htm

So first off, you create the STATS for your character. Or in standard terms, their ability scores.

http://www.d20srd.org/srd/theBasics.htm#abilityScores

Roll a 6-sided die four times. Take out the lowest number and add the other three. That is just one stat. Do this six times, and you will have your six stats. Just as an example, you might get 8 10 12 14 16 18. You can assign these to your six stats, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, however you please.

You can use the following websites for dice rolls! 

http://www.wizards.com/dnd/dice/dice.htm -the official dice roller of DND.
http://www.random.org/dice/ -the official dice roller of the entire internet. Also good for coins!

If you DON'T like your initial stats setup, feel free to reroll. Try to set a hard limit of 3 total sets, however. Alternatively, if there's only one number you don't like, reroll that one number instead of making more sets.

Example Stat set- Str 8 Dex 12 Con 10 Int 18 Wis 16 Cha 14

After this, pick your race and class combinations! Your stats can influence your class greatly, and your race can affect both your stats and class very easily. There are standard classes, but if you browse online, you can find all sorts of expanded content and custom content.

http://www.d20srd.org/srd/races.htm

http://www.d20srd.org/indexes/classes.htm

For the stats above, I shall pick an Elf Wizard. Elves have +2 Dex and -2 Con, so we end up with Dex 14 and Con 8.

Next we work out specific stats, like Skill Points and Hit Points. Since we have an Elf Wizard, we use the Wizard page for reference. 
http://www.d20srd.org/srd/classes/sorcererWizard.htm#wizard

A Wizard has a "d4" hit die, meaning at first level they have 4 HP at level 1 and will have to roll a 4 sided die whenever they level to increase their Hit Points. Wow, not a lot. Our Elf Wizard here has a negative Constitution Modifier as well (see http://www.d20srd.org/srd/theBasics.htm#abilityModifiers ), so their starting HP is less than that (3).

As for Skill Points, the Wizard gets (2 + Int Modifier) per level. The Wizard has Int 18, so their modifier is +4. So, they get 6 skill points per level. At first level, you get four times that amount, so the wizard starts off with 24 skill points. You want to put these mostly into your class skills, which are covered in the previously linked Wizard page.

http://www.d20srd.org/indexes/skills.htm

 At first level, the most points you can put into a skill is four. In your class skills, this translates into a +4 modifier to that skill. With skills that aren't your specialty, you have to spend two points to get +1, so at level 1 you can have a non-class skill at +2. (overall, the formula is- Amount of points in a skill possible is your level +3. Since non-class skills take twice as many points to raise, the formula for them is your level + 3, divided in half. +1/2 is possible in non-class skills, but the +1/2 is just a placeholder and doesn't affect gameplay.)

At this point, you sort out all of your class features, reference your chart for your saving throws (Fortitude, Reflex, and Will), and so on. Do note that the Saving Throws are affected by your ability modifiers (Fort/Con, Reflex/Dex, Will/Wis).

After this you can select Feats. At level 1, you get one feat of your own free will, supposing you meet the prerequisites. Under normal circumstances, you gain one more feat at every 3rd level. Some classes/races will gain more.

http://www.d20srd.org/indexes/feats.htm

Normally I'd mention cash and starting equipment but the websites seem to be lacking this information. I suppose they think that starting cash should be up to individual GMs. For safety's sake pretend you have like 100 GP to start with. Have fun shopping for your character! Keep in mind what they are good at, and what items would actually be useful.

http://www.d20srd.org/indexes/equipment.htm

Lastly, I will drop a couple more websites for references so you can answer any questions you have yourself.

http://www.dandwiki.com/wiki/Main_Page
http://dungeons.wikia.com/wiki/Main_Page
These wikis are great sources of material, both canon and custom. If you have a favorite anime species you'd want to bring into battle against orc hordes, it's probably covered here.
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Post by White Mage Slave Fri 21 Jun 2013, 3:36 am

I made a sample character using a custom race and the most basic class. An Earth Pony Fighter! Actually a terrible idea in hindsight, fighters are weapon users and Earth Ponies don't have hands. Good at low levels, though.

Skullbash
Earth Pony Fighter
Level 1
STR 22 DEX 9 CON 15 INT 10 WIS 11 CHA 12

Earth Pony Racial Traits
+ 4 STR +2 CON -2 INT -2 WIS

HIT DIE: d10

TOTAL HEALTH: 13

SKILL POINT TOTAL: 8

SKILL POINTS: 2 + INT

SIZE: SMALL

60 FT LAND SPEED

TRAITS: 
Magical Beast 
Quadruped: 60 ft land speed, No Armor Movement Penalty 
Way of the Earth: +2 Knowledge Nature, Profession Farmer, Profession Miner
No Hands: -4 on checks involving fine manipulation, such as picking locks
Stuck In It: DC 18 Dex roll if attempting to take off their own armor
Hard Kick: 3D6 Bashing Damage kick. Crit 19-20
Auto Language: Common
One Fighter Bonus Feat

Base Attack +1, Fort Save +2 (+2 Con for +4 total)

Armor Class ((+1 size, - 1 Dex))

Skills
Climb +2 (STR)
Jump +2 (STR)
Swim +2 (STR)
Handle Animal +2 (CHA)

FEATS
Toughness (+3 HP)
Improved Initiative (+4 Initiative)
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Post by GenericSpider Fri 21 Jun 2013, 10:59 am

Grunt
Half-Orc Paladin

Racial Bonus: +2 Str  -2 Int  -2 Char

Str: 14 Dex: 10 Con: 13 Int 13 Wis: 13 Char: 9

Traits:

Darkvision: Can see in the dark up to 60 ft in black and white.

Automatic Languages: Common and Orc

Base Land Speed: 30

Feats

*  Combat Expertise:When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

* Armor Proficiency Medium: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.

Skills:

Sense Motive + 4 (Wis)

Heal + 4 (Wis)

Handle Animal: + 1 (Char)

Ride: + 3 (Dex)



Base attack + 1  Fort Save +2
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Post by White Mage Slave Sat 22 Jun 2013, 6:11 pm

Here's another character sample, though I might actually want to USE this one in a campaign just because this class looks fantastic.

NAME: Rain

STR DEX CON INT WIS CHA
  12   16   13   12   11   18

Human Magical Girl Level 4

Alignment: Neutral Good

Hit Die: d6 + CON (1)
Hit Points: 26
Land Speed: 30ft

Skill Points: 4 + INT (1) + 1 (human)
Total SP: 42

Base Attack: +3 + either STR (1) or DEX (3)
Armor Class: 10 + 3 (DEX)
Saving Throws
Fort Rex Will
  +1  +1  +4


Bluff +7 (+CHA)
Concentration +7 (+CON)
Diplomacy +7 (+CHA)
Escape Artist +7 (+DEX)
Handle Animal +7 (+CHA)
Tumble +7 (+DEX)

FEATS
Combat Casting- +4 to concentration checks for spells/spelllike abilities while on defensive, grappling, or pinned.
Combat Reflexes- Make additional attacks of opportunity equal to your dexterity bonus. Make attacks of opportunity while flat-footed.
Weapon Finesse- You may use Dex modifier to strike with light weapons or special weapons (Rapier, whip, spiked chain)

PROFICIENCIES
Simple Weapons
Rapiers

LANGUAGES
Common, Elven

SPECIAL
Formula: Focused Shot (SP): Fullround action, ranged touch attack, 100 ft + 10 p/caster level. 1d6 electrical damage p/caster level.
Transformation: Full-round action, summons armor that gives AC equal to half-caster level. Lasts 10 minutes per caster level.
Formula: Healing (SP): Fullround action, melee touch. Heals Charisma modifier x Caster level.
Device: Masterwork Rapier disguised as a necklace.

ITEMS


Last edited by White Mage Slave on Tue 11 Nov 2014, 10:20 pm; edited 3 times in total
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Post by GenericSpider Sun 23 Jun 2013, 1:15 pm

Rasha
Mini Monster Tamer
 
Hit Die: d6
 
HP: 24
 
Race: Halfling
 
Racial Bonus: -2 Str  +2 Dex
 
Str: 8  Dex: 14  Con: 13  Int: 14  Wis: 12  Char 18
 
Racial Traits:
 

  • +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, Listen, 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.

  • Automatic Languages: Common and Halfling. 



Skills:
 
Diplomacy + 5
 
Handle Animal +7
 
Intimidate + 4
 
Ride +6
 
Knowledge (Arcana) + 7
 
Survival + 7

Sleight of hand + 1

Speak Language (Draconic) + 1

Concentration +1

Craft + 5

Perform + 3

Bluff + 1
 
 
Feats
 
Point Blank Shot: +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Rapid Shot: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
 
 +3 Base attack   +1 Fort   +4 ref  +1 will


Abilities:

Control Monster

Train Monster

Craft Soul Prison

Heal Monster

Subtype Specialization: Animal Empathy

Increased Awareness

Double Team

Dread Lore
 
Gear: 5170g
Leather Armour  5g
Ink  8g
Backpack  2 lbs  2g
100 sling bullet  1gp
Monster chow 3 days: 15g
Rations 3 days: 15g
Sling 
Soul Prison

100 EXP


Last edited by GenericSpider on Mon 17 Nov 2014, 11:24 pm; edited 14 times in total
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Post by RandomHyuuga Mon 24 Jun 2013, 12:51 am

Tinkerer

Race: Human

Hit die: D6/D8/D10
 
Weapon Proficencies: Gun(Hand/Mag), Rifle(Semi), Launcher(Rocket)
 
Armor Proficencies: Cloth, Leather (+2)
 
 
Starting Equipment:
 
Weapon(s): LF45 Widowmaker, LF46 Swiss, Carbon's 32 Ventilator,
Ironclad Potato Masher(Metal Glove)
Head: Dapper Steam Hat (+3 WIS)
Body: Leather Corset (+2 CHA)
Mantle: Battle Coat (+3 CON, +1 DEX)
Gloves: Long Leather Gloves (+ 1 DEX)
Waist: Cloth Sash (+1 CHA)
Legs: Tough Leather Shorts (+1 CHA)
Boots: Long Trenchstompers (+2 DEX)
Basic Ammo
Punch Rounds: Ignores enemy bonus checks
 
Stats:
HP: 14
STR: 10
DEX: 17 (+4)
CON: 12 (+3)
INT: 9
WIS: 12 (+3)
CHA: 15 (+4)
 
AC: 17
FORT: 12
REF: 15
WILL: 14
 
Beginning Feats:
 
Makin' Repairs: Intimate knowledge of how your weapons work allows you to fix them up to be ready at a moment's notice, reducing Power cooldown time.
 
New Toy: You may commandeer any pilotable piece of technology and add it to your arsenal until it breaks down. They may be repaired provided you know how it works.
 
Starting Powers:
 
At Will:
Line Shot: You aim your rifle and blast an enemy in the chest.
1[W]+DEX Modifier damage. Punch Round: If an enemy is behind the one you shot, they also take damage but it is halved.
 
Double Date: You unload two rounds from both handguns into an enemy or two, whichever strikes your fancy.
Single Target: 4[W]+DEX Modifier Damage
Two Targets: 2[W] Each+DEX Modifier Damage
 
Encounter:
Gearwrench: Call out your trusty robotic assistant to aid you in combat.
He attacks independently but always attacks after your turn.
Uses D4 to determine attacks.
1= Hammerpunch. 1[W]+STR Mod damage. (D10)
2= Gatling Spray. 3[W]+DEX Mod Damage (D8)
3= Napalm Raze. 4[W]+DEX Mod Damage, 25% chance to ignite foes (D6)
4=  Rocket Barrage. 8[W]+Dex Mod Damage on four targets (D10)
 
Daily:
Minefield: Scatter a bunch of mines on the field. Anyone careless enough to step on them will wish they hadn't gotten out of bed this morning.
1[W]+DEX Modifer Damage. Exploded enemies are prone for three turns.
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Post by RandomHyuuga Wed 26 Jun 2013, 10:49 pm

STR DEX CON INT WIS CHA
 14   12   13   13   14   17

Pancakes
Welsh Corgi Fighter

Alignment: True Neutral
Hit Die: d10

Racial Traits:

  • Starting Ability Score Adjustments: +2 Con, -2 Dex, +2 Cha, -2 Wis
  • Size: Small. As a small creature, a welsh corgi gains a +1 size bonus to Armor class, a +1 bonus on Attack Rolls, and a +4 bonus on Hide Checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of a medium character when standing upright. While on four legs, the Welsh Corgi is considered a medium character for determining weight allowance and encumbrance.
  • Speed: 20 ft (when upright) and 30 ft (on all fours)
  • Low-light Vision: Can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination
  • Keen Scent
  • Automatic Languages: Canine and Common


Class Skills:

  • Climb (Str):
  • Craft (Int):
  • Handle Animal (Cha):
  • Intimidate (Cha):
  • Jump (Str):
  • Ride (Dex):
  • Swim (Str):


Feats:


Last edited by RandomHyuuga on Sat 06 Jul 2013, 6:50 pm; edited 3 times in total
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Post by Simply David Fri 28 Jun 2013, 9:44 pm

STR DEX CON INT WIS CHA
 22   18   20    5    8    16
(Starting Modifiers already applied) (+1 to Con from leveling)

Midas, the Minotaur
Fighter level 2
Minotaur level 2 (max 6)

Alignment: Chaotic Showoff
Hit die: 2d8, 2d10
Current Max HP: 45
Base Attack Bonus: +4 (+1 per level as Fighter, +1 per level as Minotaur)

Racial Traits:

  • Starting Ability Score Adjustments: +8 Str, +4 Con, -4 Int, -2 Cha
  • Size: Large
  • Type: Monstrous Humanoid
  • Speed: 30 Feet
  • Darkvision: 60 Feet
  • Automatic Languages: Common, Giant, Spanish


Class Skills: 37 pts at lvl 2 

  • Intimidate (Cha): +4
  • Jump (Str): +4
  • Listen (Wis): +1 (+4 race)
  • Search (Int): +0 (+4 race)
  • Spot (Wis): +0 (+4 race)
  • Survival (Wis): +4
  • Balance (Dex): +4
  • Climb (Str): +2
  • Craft (Int): 0
  • Handle Animal (Cha): +4
  • Ride (Dex): 0
  • Swim (Str): +4
  • Perform (Cha): +1 (LUCHADOR PERFORMANCE CATEGORY!)


Class Features:

Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). [Player Note: Armor and shields are useless to A LUCHADOOOORRRRR]

Bonus Feats
At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Furthermore, check [url=https://randomroleplay.forumotion.net/this link]this link[/url] for information on MINOTAUR race specific features! 

Feats:
Improved Unarmed Strike: You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

Improved Grapple: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Improved Initiative: +4 to initiative checks.

Track

---
Appearance information: Clothing is primarily gold in color, with red highlights and red all on the edges, tight like a luchador uniform and includes a mask with holes for his horns that doesn't cover his mouth and snout. His body is massive, 7 and a half feet total in height at 700 pounds. His deep black horns extend out in a very threatening manner. Brown fur covers most of his body, and what skins shows (mostly on his chest) is a deep brown as well. Of course, the tights cover most of the skin that would show aside from directly under his neck.

Luchador Title: El Toro De Oro

---

Equipment and inventory details:

182 G (Minus 1 cp)
350 lb. or less = no penalties
Current weight: 104.6

Entertainer's Outfit: 4 lb
Shock Gauntlets: 1 lb
-Shock Gauntlets add 1d6 of electricity damage on successful hit when active. These gauntlets have been recolored completely red.

Backpack x 2: 4 lb
Bedroll: 10 lb ("Large" size)
Tent: 20 lb
Stretchy, Bouncy, but still practical Rope x 500 feet: 25 lb
Chains x 20 feet: 4 lb
Flask (With Ale): 1.5 lb 
Flint and Steel: 0 lb
Lantern, Bulls-eye x 2: 6 lb
Torch x 4: 4 lb
Oil x 9: 9 lb
Smokesticks x 6: 3 lb
Alchemist's Fire x 4: 4 lb
Sunrod x 4: 4
Guitar (Common): 3 lb (This guitar has red stripes) (Incidentally, no, Midas is trash at the guitar)
Rations (Good) x 8: ? lb

Jump Potion x 5: 0.5 lb
Endure Elements Potion: 0.1 lb
Cure Light Wounds Potion x 5: 0.5 lb
Magic Fang x 4: 0.4 lb
Cure Moderate Wounds x 3: 0.3 lb
Enlarge Person Potion: 0.1 lb
Bull's Strength Potion: 0.1 lb
Bear's Endurance Potion: 0.1 lb


Last edited by Simply David on Tue 18 Nov 2014, 12:20 am; edited 16 times in total
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Post by BlackMageMaster Fri 05 Jul 2013, 9:28 pm

Coppelia
Warforged Doll Dancer, level 1
Alignment: True Neutral

STR DEX CON INT WIS CHA
 13   19    14   14   16    18


Hit Die: d6 + CON(+2)
Hit Points: 8
Land Speed: 12.5ft

Skill Points: 6 + INT(+2)
Total SP: 24/24

Base Attack: +1 + either STR(+1) or DEX(+3)
Armor Class: 10 +0(armor) +0(sheild) +4(dex) +2(size) +4(CHA)
Saving Throws
Fort Rex Will
 +0  +2  +1

SKILLS
Hide (DEX) +8
Move Silently (DEX) + 2
Perform(Dance) (CHA) +4
Diplomacy (CHA) +4
Search (INT) +4
Spot (WIS) +4
Disable Device (INT) +4
Gather Information (CHA) +4

FEATS
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.



PROFICIENCIES
Simple Weapons, Whip, Spiked Chain, Guisarme

LANGUAGES
Common

SPECIAL
Dancer's Guise (Ex): Dancers may always take 10 on any Disguise checks to appear as another Dancer, or a similar style of character. (Harem-maidens, gypsies, and prostitutes.) All dancers are gifted with the exceptional ability to confuse and entice those into believing they are an entertainer.

Dancer's Elegant Fighting (Su): While a Dancer does not carry a Medium or Heavier load, and does not wear armor or a shield, she may choose to add her Charisma modifier to her AC. At 5th level, this increases to one and one half of CHA, and increasing to 2x CHA modifier at 10th level.

Dancer's Knowledge: A Dancer may use "Bardic Knowledge" as a Bard of her Dancer Level.

Knight's Armored Defense (Su): A Dancer gains Dances at certain levels, these Dances work as if through magical effect, and any allies within vision range of the Dancer recieve benefits of her dances. Instead of making a move, or attack action within a round, a Dancer may begin to Dance, gaining the benefits of the dance she begins so long as she continues to do so (Using up a move, or standard action per turn.) A Dancer -must- have ranks in Perform (Dance) to benefit from the effects of a dance. Knight's Armored Defense gives all allies a +2 bonus to AC, and this bonus is raised by +1 at 5th, 10th, 15th, and 20th levels.

Shrink - The target shrinks to a size appropriate for a Tiny creature's use. The new size ends at the end of your next extended rest unless the shrunken target is on your person. The size also ends if you or another pixie uses this power on the shrunken target. While shrunk, the target keeps its game statistics, such as damage dice and weight. A shrunken weapon, however, becomes an improvised one-handed weapon for a non-Tiny creature.

Tiny Warrior: You have a reach of 1, rather than the reach of 0 typical for a Tiny creature. When you wield a weapon sized for Tiny creatures, you follow the rules for weapons that Small creatures do.

Living Construct: You are a living construct. As a living construct, you can attach and embed warforged components, which resize themselves automatically. You do not eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect your normally.

ITEMS
Light crossbow (35gp) - simple, 1d6,19-20/x2 critical, ranged, piercing
Spiked Chain (25gp) - exotic, 1d6, x2 critical, two-handed melee (10ft range), piercing
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Post by Guest Sat 27 Jul 2013, 5:41 pm

Koller

Barbarian, Level 1   

Race: Human

Gender: Male                          

Alignment: Chaotic Good

STR DEX CON INT WIS CHA
 18  12    13   11    8     13

Hit die: d12
Hit Points: 12

Racial traits:

  • Medium : as medium creature human have no special bonuses or penalties due to their size.
  • Human land speed is 30ft.
  • 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.


 Skill points:

  • Total amount at 1st level = 20
  • skill points at each level =4 + Intelligence Modifier (+ 1. human trait)


Skills

  • Reading 2
  • Climb 4 (STR)
  • Jump 5 (STR)
  • Intimidate 5 (CHA)
  • Swim 4 (STR)


Class features
-Weapon and armor profiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

-Fast Movement
A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

-Illiteracy
Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

-Rage
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for BalanceEscape ArtistIntimidate, and Ride). A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

Base Attack: +1  +0 (weapon)   4+ (STR Modifier)  = 5
Armor Class: +10    +0(armor)   1+ (DEX Modifier) =11

Saving throws
 fort  Ref  Will
 +2   +0   +0

Feats:


  •  Endurance

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.


  • Power Attack

On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.


Last edited by Whitepulse43 on Fri 02 Aug 2013, 4:37 pm; edited 3 times in total

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DUNGEONS AND DRAGONS CHARACTER CREATOR Empty Re: DUNGEONS AND DRAGONS CHARACTER CREATOR

Post by GenericSpider Wed 31 Jul 2013, 7:29 pm

(My back up character in the event that Rasha gets herself eaten or melted or dies in the same confrontation as the cleric)

Soma Check

Great Fist of Righteous Goodness

Human Sentai

Alignment: Chaotic Good

Wis: 12 Int: 15 Dex: 15 Char: 17 Con: 16 Stren: 15

Racial Stuff:

Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. 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.

Skills:

Disguise +4

Martial Lore +4

Balance +4

Intimidate +4

Escape Artist +4

Profession +4

Climb +4
GenericSpider
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Moderator


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Points : 7510
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Age : 34
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DUNGEONS AND DRAGONS CHARACTER CREATOR Empty Re: DUNGEONS AND DRAGONS CHARACTER CREATOR

Post by Tom Mon 10 Nov 2014, 6:49 pm

Fox
Human Rogue
Level 4
STR 12 DEX 17 CON 7 INT 17 WIS 13 CHA 18

Human Racial Traits
Bonus skill points +4
Bonus feat + 1

HIT DIE: d6, -2

TOTAL HEALTH: 14

SKILL POINT TOTAL: 48

SKILL POINTS: 8 + 3 + 1

SIZE: Medium

30 FT LAND SPEED

TRAITS: 
Sneak Attack
Trapfinding

Base Attack ±0

Armor Class Light

Skills:

Bluff +7
Diplomacy +7
Disable Device +7
Disguise +7
Hide +7
Intimidate +7
Listen +7
Move Silently +7
Open Lock +7
Search +7
Sense Motive +7
Sleight of Hand +7


FEATS
Diplomacy
Persuasive
Negotiator

LANGUAGES
Common
Elven
Dwarven
Goblin


Last edited by Tom on Tue 11 Nov 2014, 10:43 pm; edited 2 times in total
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Posts : 737
Points : 5852
Join date : 2010-07-27
Age : 28
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Post by Ragna the Saviour Tue 11 Nov 2014, 9:45 pm

Name: Hereli
Appearance: DUNGEONS AND DRAGONS CHARACTER CREATOR OilgSZY
Class: Chronoblade
Sheet: Hereli's Sheet
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Posts : 413
Points : 4977
Join date : 2011-12-19
Age : 29
Location : Land of Complex Concepts

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