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Character Creation; Chapter Two
Topic Started: Jul 7 2009, 06:43 PM (57 Views)
Head DM
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OVERVIEW

When creating your character it would be best to have a set of dice and a copy of the Players handbook. If you don't have either you can download all the books from HERE. You can also download the Dungeon and Dragons Dice rolling program HERE. Once you have all of this information you follow the rules outlined in the Book for charater creation.

A quick breakdown of the process is as follows:

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1. Roll 4D6 dice and remove the lowest number from the roll to generate a number between 3-18. Do this 6 times recording the numbers.

2. Pick a Race to play as they include; Human, Elf, Half-Elf, Halfling, Gnome, Dward and Half- Orc. It is possible to be other races as outlined by the Monster Manual but they are at the DM's disgression

3. Pick a Class, these include Barbarian, Bard, Cleric, Druid, Ranger, Rogue, Warrior, Paladin, Wizard and Sorcerer.

4. Put the 6 numbers you rolled into your STR,DEX,CON,INT,WIS,CHA be sure to read about which ability might be useful for you class. Ex. Bards need a high CHA to cast spells and Warriors need High STR and CON to be useful in melee combat.

5. Pick Beginning Feat, Weapons, Armor, Tools and record them as well as determine starting gold which can be found on PG. 111 In the Players Handbook.

6. Determine starting Skill points (Class Mondifer X4 for Lv. 1) and apply them into the various skills in the skills chart.

7. Fill in name, age and other background information.

8. Submit to DM for approval.


If you have any issues along the way please feel free to PM a DM with questions or concerns.

-Head Dungeon Master

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CHAPTER 2

In Dungeon and Dragons there various races you can choose from, they include Humans, Elves, Gnomes, Halflings, Dwarves, Half-Elves and Half-Orcs. Each one has its own skills and traits that makes in unique. In this area I will least the features that each race gets but for more information please refer to the Players Handbook which can be downloaded above.

Humans
Most humans are the descendants of pioneers, traders, refugees, and other mixtures of people on the move. As a result human lands are home to a mixture of people. They vary in ethnics. knowledge, physical abilities. Humans run the gamut.

TRAITS
-Medium Creature (No bonuses or penalties related to size)
-Land Speed of 30
-Extra feat at 1st level, +4 skill points at level 1 and, 1 bonus point for every level aftwards.
-Humans have the following automatic languages: Common + Any (excluding secret such as Druidic.
-Humans have no favoured Class.
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Dwarves
Dwarves are known for there skill in warfare, there ability to withstand physical and magical punishment; there knowledge of the earths secrets, there hard work, and there ability to consume lots of ale. Their mysterious kingdoms carved from stone are renown for the marvelous treasure they produce and create.

TRAITS
+2 Constiution, -2 Charisma
-Medium Creature
-Land Speed 20. Armor does not lower this number even if it normally would.
-Darkvision 60ft
-Stonecunning: +2 on search checks stone. Rolls to fine unsual stone by only passing 10 feet from it.
-Waraxes and Urogoshes as martial weapons not exotic.
-Stability: +4 on Bull rush and Trip combat attacks.
+2 saving throw against poison.
+2 saving throw aganist magic and magic abilities.
+1 racial bonus on attack rolls to Orcs, Half-Orcs,Goblins, Hobgoblins,Bugbears
+4 to AC when fightning gaints
+2 Appraise check
+2 Craft checks
Languages: Common, Dwarven
Favoured Class: Fighter
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Elves
Elves mingle freely in humans land, always welcome but never at home there. They are well known for there poetry, dance, song, lore, and magical arts. Elves favour things of nature and simple beauty. When danger threatens there woodland homes elves reveal a more martial side, demonstrating skills with the bow, sword and strategy.

TRAITS
+2 Dexterity, -2 Constiution
-Medium Creature
-Land Speed 30 feet.
-Immunity to Sleep spells, +2 saving throw for enchantments.
-Low Light Vision. Double sightline in moonlight, low light, starlight
-Weapon skills: Longsword, Rapier, Longbow, Composite Longbow.
+2 on listen, search, spot checks. Passing within 5 feet of a secret door will allow a free roll as if they were looking for it.
-Language known: Common, Eleven
-Favoured Class: Wizard
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CHAPTER 3

Each race can choose from the 11 classes Dungeon and Dragons has to offer. Some are more combat specific while others focus more on arcane and divine magic. There are also hybrid classes that allow the player to specialize in areas of combat to be most effective. Whether your a nimble rogue or a powerful warrior, every class is a force to be reckoned with.

BARD
It is said that music has a special magic, and the Bard proves that saying true. Wandering about the lands, gathering lore and telling stories working magic with his music and living on the graditutde of his audience-such is the life of a Bard. When chances of opportunity draws them into conflict, Bards serve as diplomats, negotiators, messengers, scouts, and spies. A Bards magic comes from the heart. If his heart is good the Bard brings hope and courage to the downtrodden and uses his tricks and music to thwart the deeds of evil. If the nobles of the land are corrupt a Bard is the enemy of the state, evading capture and raising the spirts of the oppressed. But music can reach evil hearts as well. Evil Bards forgo blantant violence in favour of manipulation, holding swat over ones hearts, and taking what others willingly "give"
HP 1D6 | MAGIC Arcane | ALIGNMENT Any Non-Lawful
6 + Int Modfier SKILLS | Simple Weapons/ Light Armor WEAPON/ARMOR PROFICIENCY
*The Bard is a Support style Character*
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