Welcome to Gaia! ::

UNC: United Nerd Clans

Back to Guilds

A nerdy guild where we play weird and normal rps, as well as host a variety of other nerdy topics and games. 

Tags: Nerd, Roleplay, Fantasy, Sci-Fi, Free RP 

Reply The Dungeons and Dragons Campaign Forum
Dungeons and Dragons 101

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

PhantomJavon
Captain

Thieving Alchemist

16,800 Points
  • Treasure Hunter 100
  • Conventioneer 300
  • Married 100
PostPosted: Fri Feb 26, 2010 8:16 am


A brief explanation on how to fill out character sheets, as well as some other facts about Dungeons and Dragons you might need to know during the campaigns.

(If something does not appear here, I will update it later. So please do not post anything here, and pm me your questions if you have any. Thank you.)


http://www.wizards.com/default.asp?x=d20/article/srd35
Here is all of the information you might need in a non-Gaia format. I will try to keep as much of it as possbile but will summarize the rest as best I can. I will mainly just use this for items, feats, spells, and other long lists I do not feel like rewriting...
PostPosted: Fri Feb 26, 2010 9:35 am


Gaia Character Sheet Section I

Player refers to the player's screen name and Character Name refers to the rpc's name.

Level and Experience displays how skilled and experienced your rpc is. The higher the level, the more powerful the character becomes. Depending on their class, different skills and abilities can be learned. Experience is gained through a variety of ways throughout the campaign, such as killing monsters and completing quests. The level- experience tree looks like this:
Level 1............0 Experience
Level 2......1,000 Experience
Level 3......3,000 Experience
Level 4......6,000 Experience
Level 5.....10,000 Experience
(etc. Pattern is [previous level]x1000+[previous experience])

Class simply refers to the skills and abilities your character will have. Classes vary from magic classes, stealth classes, and fighter classes.
Magic Classes: Cleric, Druid, Monk, Sorcerer, Wizard
Stealth Classes: Bard, Ranger, Rogue
Fighter Classes: Barbarian, Fighter, Paladin
However, just because you character is in one class of character, does not mean you can't adjust your skills to be in a different category to fit the way you want. Also, certain classes have certain personalities and possible alignments, so take this into account.
Note: If there is a class missing from the list and you want to be it, let me know and I shall look up the stats for the class.

Race refers to the species of the character. The race affects certain attributes as well as gives the player special abilities, such as darkvision (the ability to see in the dark).
I have the racial stats for Humans, Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, and Halfings (as well as a few other races that I can translate relatively quickly, such as orcs and goblins).
Note: If you do not see the race you want here, let me know and I will search for the stats for that race.

Allignment refers to the personality of the character that ranges from good to evil and from violent to peaceful.
To make an allignment you must first pick from:
Chaotic - Love of violence, prefers combat to negotiation.
Neutral - Acts out however the mood strikes out, violent or peaceful.
Lawful - Prefers peace and negotiations, always obey their laws.
Then you must pick one of the following and add it to the end of the first. (Example: Lawful Good or Chaotic Neutral.) Note: If you select both neutrals, only put down 'neutral' or 'true neutral'.
Good - Walks the path of lightly, helping others and doing good.
Neutral - Switches from good to evil, sometimes sporatically.
Evil - Walks the path of darkness, helping themselves and lording their power over others.

Gender refers to the sex of your character and Age determines hold old they are. Note: Some races age differently, like adulthood might be younger than humans or older than humans.

Size refers to the general size of your character. Sizes vary from Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan.
Examples of a few common sizes:
Tiny: Fairies and Pixies
Small: Gnomes and Halflings
Medium: Humans and Elves
Large: Trolls and Ogres

Height, Weight, Eyes, Hair, and Skin are just further ways to make your character more descriptive and detailed to tell them apart from each other during the role-playing. Height and weight are looking for measurements in inches/feet and pounds. Eyes, Hair, and Skin are mainly looking for details in color, but hair can also refer to length if you wish to mention it.

PhantomJavon
Captain

Thieving Alchemist

16,800 Points
  • Treasure Hunter 100
  • Conventioneer 300
  • Married 100

PhantomJavon
Captain

Thieving Alchemist

16,800 Points
  • Treasure Hunter 100
  • Conventioneer 300
  • Married 100
PostPosted: Fri Feb 26, 2010 5:10 pm


Gaia Character Sheet Section II

Hit Points is how much health your character has. Each class has its own different rules regarding how much health you start with and how much you get when you level up, it is these class stats and your constitution modifier (modifiers will be discussed later) that determine how much health you get initially and from level to level. [You will always get at least 1 hit point everytime you level up.] 0 does not mean you are dead, it means you are unconscious until someone wakes you up or if you die, which occurs at -10 hp. But you can be brought to life at most temples and with a few rare kinds of spells or items.

Armor Class is how much defense your character has. It means that the attacker's attack must be equal to or above your character's AC to actually deal damage to you character, so the higher the defense the better.
Armor Class is determined by 10 + [Armor Bonus] + [Dexterity Modifier] + [Size/Natural Bonus] + [Any Other Misc. Modifier]

Speed is how faster your character is. Speeds usually match size, class, and race. The most common speed is 30 feet, this means your character can move 30 feet a round. (But we usually don't pay too close attention to this, unless you are chasing someone or you are being chased.)

Initiative determines in what order you and the others participate in battle or any other scenario where timing is required. It is determined by your [Dexterity Modifier] + [Any Other Misc. Bonuses].
PostPosted: Fri Feb 26, 2010 5:55 pm


Gaia Character Sheet Section III

All attributes (Stength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) start at a level determined by rolling 4d6 (Four six sided dice) and removing the lowest of the four rolls. Then you add the other three together and that becomes one of your attributes of your choice. Do this for all six, you are allowed to pick which roll totals go in which attribute.

Along with these attribute scores, an attribute modifier goes with the rolls. This modifier is used to determine how much the score affects damage, skills, and abilities.
When you write it, it should be like this example: "Strength: 12 (+1)"
The following is a simply chart that shows how to get the attribute modifiers:
Score......Modifier
1.................-5
2-3..............-4
4-5..............-3
6-7..............-2
8-9..............-1
10-11..........+0
12-13..........+1
14-15..........+2
16-17..........+3
18-19..........+4
20-21..........+5
(Note: Scores cannot be below 1.)
(Side-Note: Once your scores have been picked, your character's race will alter your scores slightly. Usually one +2 and one -2.)

Strength deals with damage with melee weapons, certain moments that need strength (such as moving boulders or opening heavy doors), and certain skills.

Dexterity deals with ranged weapons, stealth and sneaking, as well as certain skills.

Constitution deals with your starting health and health per level, your resistance to poison, how long you can hold your breath, and your concentration (skill).

Intelligence affects how many languages you can learn (which will be explained in detail in the language section), the spells you can learn, as well as intelligence oriented skills.

Wisdom is the awareness of your character, the ranges of spells, resistance to magic, and certain skills.

Charisma controls how persuasive your character is, physcial attractiveness, the strength of certain spells, and several skills.

Fortitude is your character's resistance to poisons.
It is figured by: [Class Modifiers] + [Constitution Modifier] + [Any Misc. Modifier]

Reflex is you character's ability to dodge.
It is figured by: [Class Modifiers] + [Dexterity Modifier] + [Any Misc. Modifier]

Will is your character's resistance to magic.
It is figured by: [Class Modifiers] + [Wisdom Modifier] + [Any Misc. Modifier]

Base Attack Bonus are the additional points added to your attack (not damage) 1d20 (one twenty-sided dice) during combat. It will increase the odds of your character's attack of hitting and dealing damage to the enemy. The base attack bonus varies from class to class and only changes during certain level ups for that class.

PhantomJavon
Captain

Thieving Alchemist

16,800 Points
  • Treasure Hunter 100
  • Conventioneer 300
  • Married 100

PhantomJavon
Captain

Thieving Alchemist

16,800 Points
  • Treasure Hunter 100
  • Conventioneer 300
  • Married 100
PostPosted: Sat Feb 27, 2010 12:29 pm


Gaia Character Sheet Section IV (Skills)

Skills are specific talents that your character can become more skilled in. Each skills is affected by an attribute (Strenght, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) as well as points you divide into your skills. You will start with a few points and will get more when you level up.
The skills you can add points to depend on what class you pick, the class also affects how many points you will get to divide amongst your skills.
During the actual game, the skills (which should be labeled, for example, +1 or -1, depending on the bouses) will be used in different situations in which you choose to use them. You add the skill bonus to your 1d20 roll, in an attempt to get high enough to complete the skill roll successfully.

(Note: If how the skills are set up look odd or confusing, it's just that I moved them into their attribute categories. The first cluster is the Strength category, next is the Dexterity category, then the Constitution category, and so forth...)
(About Class Skills: Each class has its own favorite skills, mark these skills with a (C) in your character sheet so you know which ones are yours. Also, Class Skills are the only skills you can modify with points you get from leveling up.)


Strength Category:
(To figure out the skill level in this categories take [Strength Modifier] + [Point Modifier] + [Any Misc. Modifiers])

Climb is how skilled your character is at climbing walls, rope, and other obstacles.
Jump is the skill that affects how well, how high, and how far your character can jump. This is useful when trying to jump across a gap or up to a higher platform.
Swim controls how well your character can swim and how long it takes you to swim through water.


Dexterity Category:
(To figure out the skills level in this category take [Dexterity Modifier] + [Point Modifier] + [Any Misc. Modifier])

Balance controls how well your character can balance as they walk across a beam or on a ledge without falling off.
Hide is how well your character can hide in the environment.
Move Silently is how well your character sneaks around without being detected.
Open Lock is the skill that affects how well your character can pick locks, opening them without a key.
Ride is how well your character can ride animals, creatures, or machines.
Sleight of Hand is how well you are with tricks with the hand, moving your hands quickly to trick people.
Tumble affects how well your character can roll out of a fall without being hurt.
Use Rope shows how well your character is at using rope, such as tying it into knots or lifting/pulling something with a rope. (Climbing the rope is considered to be part of the Climb skill.)


Constitution Category:
(To figure out the skills level in this category take [Constitution Modifier] + [Point Modifier] + [Any Misc. Modifier])

Concentration is how much focus your character has, which can affect if they are distracted by something or if they can use difficult incantations.


Intelligence Category:
(To figure out the skills level in this category take [Intelligence Modifier] + [Point Modifier] + [Any Misc. Modifier])

Craft (-type-) is your character's skill at creating objects (For example: Arrows or Potions). You class may assign you a specific Craft or simply a limited number of them, but if the class does not assign one then you may select your own Craft.
Decipher Script determines how well your character is at deciphering code or secret messages. (Normal languages that your character knows does not require using the Decipher Script skill.)
Disable Device is how skilled your character is at disabling traps without setting them off.
Forgery is how skilled your character is at forging documents or signatures.
Knowledge (-type-) is you character's specialty in knowing about a certain subject (example: history or magic). Like craft, certain classes will allow you to pick your own, while others do not allow it, and some will automatically select the Knowledge skill for you.
Search affects how well your character is at searching through boxes, corpses, or rooms to find items or treasure.
Spellcraft is used to see if your character's spell succeeded, it is similar to the attack phase during battles. (A successful spell needs to be 13 or higher.)


Wisdom Category:
(To figure out the skills level in this category take [Wisdom Modifier] + [Point Modifier] + [Any Misc. Modifier])

Heal is how good your character is at healing themselves and other, with bandages and other supplies. (A successfull heal is attained at 15, which heals one hitpoint. For every number higher than 15, one more hitpoint is healed.)
Listen is how well your character can hear others, this is handy when trying to listen for what is on the other side of a door.
Profession (-type-) works in the same way as the Craft and Knowledge skills. This skill determines how good your character is at a job, such as blacksmithing, locksmithing, or fletching.
Sense Motive is how well your character can sense another's motives.
Spot is how good your character is at seeing others far away, in the dark, or those who are sneaking.
Survival determines how well your character can adapt in the wild, keeping themselves and others fed and well in forests, caves, mountains, and other locations in nature.


Charisma Category:
(To figure out the skills level in this category take [Charisma Modifier] + [Point Modifier] + [Any Misc. Modifier])

Appraise is your character's skill at telling the actual price of an item.
Bluff is how well your character can bluff to trick others into believing you.
Diplomacy is how persuasive you are during diplomatic events, persuading the opposing party into agreeing with you.
Disguise determines your character's skill in disguising themselves to trick others into believing that they are someone else.
Escape Artist affects how well your character is at escaping restraints, such as hand cuffs and rope bindings.
Gather Information is how skilled our character is at gathering important or additional information from others.
Handle Animal allows your character to tame and train animals, or to calm wild ones and cause them not to attack.
Intimidate is how well your character can use their words or actions to inspire fear in others.
Perform (-type-) is your character's skill at entertaining others with a quick or long performance, depening on the players choice. Examples of Perform skills include playing musical instruments, dancing, or acting. (It is similar to other skills like Craft, Knowledge, and Profession.)
Use Magic Device is used like the the attack phase during battles with more complicated magical items, such as wands.
PostPosted: Sat Feb 27, 2010 5:36 pm


Gaia Character Sheet Section V

Languages are all of the different languages your character can understand, in writing and speech. All characters will understand "Common" and their native language (For Elves: Elvish). If your character has an intelligence of 1 or 2, then they will only know their native language.
(Additional languages are learned for every +1 in your intelligence modifier, so if your modifier is +3, your character will know three more languages other than "Common" and their native language)
Languages include, but are not limited to:
Common
Elvish
Dwarvish
Orcish
Goblin
[And others, most races have their own language.]

Special Abilities are abilities gained from either your character's race or class, or sometimes enchantments. They allow you to have special powers, such as darkvision (the ability to see in the dark), additional resistance to magic, etc.

Feats are additional special abilities that you can pick during level ups, they range from additional attack strength, to increased health, or even the ability to wield additional weapons.
(Note: Your character needs to have the proficiency feat in the weapons and armor they can use.)
[Feats can be seen in the website provided at the top of Page 1.]

Spells are what magic your character has gained and can use. If your class allows you to have spells, you will begin with one spell of your choise (Spells are leveled, so if you are a level one you can only have level one spells. But if you are a level two, you can use level one and level two spells.) Along with your beginning spell (if you get one), you will gain an additional spell for every additional intelligence modifier. So if you have an intelligent modifier of +2, then you will get to choose two more additional spells.
[Spells can be seen in the website provided at the top of Page 1.]

PhantomJavon
Captain

Thieving Alchemist

16,800 Points
  • Treasure Hunter 100
  • Conventioneer 300
  • Married 100

PhantomJavon
Captain

Thieving Alchemist

16,800 Points
  • Treasure Hunter 100
  • Conventioneer 300
  • Married 100
PostPosted: Sat Feb 27, 2010 6:09 pm


Gaia Character Sheet Section VI, VII, VIII

Under "Weapons", the weapons your character uses are placed. Along with the name of the weapons, their attack bonus, damage, and criticals should be listed. And if they have any enchantments of special abilities, they should be listed too.
(Example: Longsword [Attack Bonus: +1] (Damage: 1d8
  • ) {Critical: 19-20/x2} )
    (
  • = +[Strength Modifier] for melee weapons and +[Dexterity Modifier] for ranged weapons.)
    [Weapons are listed with equipment in the website provided on the top of Page 1.]

    (Note on Criticals: In the example it says 19-20/x2. This means if, during the attack roll [1d20], you roll a 19 or twenty then you get a critical hit. And the x2 is how much more damage you will deal as a bonus, in this case multiply the damage you deal by 2.)

    In the "Armor" category, you put down all the pieces of armor, shields, as well as enchanted rings and necklaces. For the enchanted items, simply put down the name and the enchantment provided by it. For the armor, put down the name, the AC (Armor Class) bonus, its speed, and any enchantments it has.
    (Item Example: Ring of the Wise (+2 Wisdom))
    (Armor Example: Leather Armor [+2 AC] {30 feet} (Enchantment: None))
    [Armor is listed with equipment in the website provided on the top of Page 1.]

    In "Other Equipment" you place the other, misc. equipment that your character has that is not a weapon or armor they are using. This category includes all of items, such as spellbooks, torches, and any other item that you might think of.
    [Equipment is listed on the website provided at the top of Page 1.]


    Money Exchange Rate
    Copper Pieces (CP) = 1/100 GP [Like a U.S. Penny]
    Silver Pieces (SP) = 1/10 GP [Like a U.s. Dime]
    Gold Pieces (GP) = 1 GP
    Platinum Pieces (PP) = 10 GP

    (Note: You will start with 100 gold.)


    Bio/Description/Picture is simply where you make your character more descriptive by telling their story and providing more details on how they look. (Perhaps with a picture.)
  • PostPosted: Sat Feb 27, 2010 7:06 pm


    A Brief Intro to Combat and Dice

    Dice Types:
    Three Sided - d3
    Four Sided - d4
    Six Sided - d6
    Eight Sided - d8
    Ten Sided - d10
    Twelve Sided - d12
    Twenty Sided - d20
    Hundred Sided - d100

    Initiative Phase
    To start combat, all of those participating in combat must roll a d20 and add their own respective Initiative modifiers. The ones with the highest will go first, leading down the list to the person with the lowest.

    Attack Phase
    When it is your turn, roll a d20 and add your attack modifiers. Once you have the number, then compare this number to that of the AC of the enemy (usually the dm will take care of this). If your number is larger, then your attack hit and you my continue with your attack, if not your attack missed and your turn is over.
    (Note: And if your attack is in the range of criticals for your weapon, then you do double (or whatever your weapon says) your damage dealt[which is figured in the damage phase].)

    Damage Phase
    After you successfully hit the enemy, then you roll the damage dice that your weapon has. Once you roll and add any additional modifiers, add the numbers together. Then take this number and subtract it from the enemy. If an npc's health goes below 0, then the enemy dies.

    PhantomJavon
    Captain

    Thieving Alchemist

    16,800 Points
    • Treasure Hunter 100
    • Conventioneer 300
    • Married 100
    Reply
    The Dungeons and Dragons Campaign Forum

     
    Manage Your Items
    Other Stuff
    Get GCash
    Offers
    Get Items
    More Items
    Where Everyone Hangs Out
    Other Community Areas
    Virtual Spaces
    Fun Stuff
    Gaia's Games
    Mini-Games
    Play with GCash
    Play with Platinum