Races: Human Base land speed is 30 feet. 1 bonus feat at first level.
size: medium. automatic language: Common + any bonus languages (Except Druidic.)
Favored Class: Any
Jumi: Slightly different from humans, They are a dying race who have Gems on or in their bodies called "Jumi Cores." When removed, the Jumi dies. Jumi Cores sell high on the black market.Usually, they travel in pairs, one guardian/knight and one protectee. Each one belongs to a tribe of jumi, like Lapiz Lazuli, Ruby, Or sapphire.
Base land speed: 30 feet
Racial traits: +2 charisma -2 constitution +2 wisdom.
Size medium
Automatic Languages: Common and Jumi.
Favored Class: Cleric or Paladin.
Dragoon: A race of animal like people who often serve a dragon, carrying out it's wishes be it the evil cunning of the Red dragon or the kindness of the Silver dragon. Size: Large.
Base land speed: 40 feet.
Traits: +4 strength -4 charisma +3 Constitution
-1 to armor class against medium creatures, -2 against small ones like halflings, kobolds, and goblins.
weapons carried by dragoons are one dice class stronger when it comes to damage.
Automatic Languages: Common, Draconic.
Favored Class: Barbarian.
http://www.gaiaonline.com/guilds/viewtopic.php?t=12683727
http://www.d20srd.org/ <- that should help explain all the rules.
Note: Ev eryone of every class gets to choose one starting feat, so fighters get one bonus feat+1 fighter bonus feat at level 1.
Description of classes:
Barbarian: hit die 12: A wild fighter who can go into rages to temporarily increase his power.
Fighter: hit die: 10: All around fighter who uses any weapon and armor. Very good at such a low level.
Paladin: Hit die 10: Holy warrior. gains abilities that allow him to damage evil beings/creatures better than other fighters. can do some minor healing.
Ranger: Hit die 8: A well balanced fighter that specialises on nature and survival. at level 2, can choose between becoming a dual-weapon wielding warrior or becoming a powerful archer.
Cleric: Hit die 8: A healer who can depending on alighnment(Good vs. evil) Gains the ability to heal damage, or cause damage. Casts healing spells and divine spells. can defeat undead with ease.
Drudi: Like the cleric, except totally devoted to nature. less healing skills, but also better at fighting.
Monk: A bare-handed fighter who's fists and feet are as powerful as swords. Attack power goes up wiht levels. may attack twice in one turn.
Rogue: A thief, treasurehunter, and technic. Can learn abilities to disarm traps, do extra damage on unsuspecting enemies, and strike vital points. They gain the most skill points.
Bard: A jack of all trades, master of none. can sing songs to bolster allies, and cast minor spells.
Sorcerer: Can use any spell known at any time, but can aquire less spells than a wizard.
Wizard: Muyst select spells at the start of each day. Can choose from a wide variety of spells. powerful spells that do damage. AKA a "Nuker."
Profiles look like ths:
Screenname: Gin Yanma
Character name: Evolas
Class:Monk
Level: 2
Exp: 1075
HP: 17
Armor Class: 14
16, 13, 12, 16, 10, 4
STR: 16 +3
DEX: 13 +1
CON: 12 +1
INT: 10 +0
WIS: 16 +3
CHA: 4 -3
Base attack Bonus: +1
Fortitude saving throw: +3
Reflex save: 3
Will save: 3
Dodge: +1 AC bonus against selected target.
Improved Grapple: you don't provoke an attack of opportunity when you make a touc h attac k to start a grapple. you also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Flurry of blows: Monks can strike twice if they take a -2 penalty to their attacks.
Unarmede strike biggrin eals lethal damagae with unarmed strikes.
Damage per attack: 1d6 at 1st lv, 1d8 at 4th lv, 1d10 at 8th level
AC bonus: Monks apply their Wis bonus to their Armor class.
fast movement: While wearing no armor, base land speed increases by 10 (2 squares)
Cleave: If this char kills a monster, he gets an extra attack against one enemy close to him.
Grapple:BAB 1 + STr 3= +3
Starting skill points = (4 + int modifier) x4 = 16
Level up skill points: 4 + int modifier
Put 2 points into a skill to raise it one rank. You get 1 bonus poiint when you use that skill for every
rank.Appraise
Balance
Bluff
Climb
Decipher Script
Dipolmacy
Disable Device
Disguse
Escape artist
Forgery
Gather Information
Handle Animal
Heal 3 ranks +Wis3=6
Hide
Intimidate
Jump
Knowledge (Any)
Listen
Move Silently 2 ranks + dex = 6 bonus
Open Lock
Perform (Any)
Profession (any)
Ride
Search
Sense Motive
Slight of Hand (Pickpocket)
Spot
Survival
Swim
Tumble 2 ranks +Dex= 1=3
Use rope
(Any questions or anything i forgot, pm it to me.)
Background: He used to sail on a pirate ship "The Buccaneer"
Since then he has become a lawful person. He likes birds and steak, and hates indecisiveness. His
family is dead, and he spends most of his time getting into barfights. He wears a cloth shirt, with blue
jeans and sandals. his hair is cut back, a brown mullet and a scar across hi cheek from a fight with his
ex best friend who is a high-ranking knight in the zeluvias kingdom, which is 50 miles west of Gloria.
Barbarian: 12 BAB: 1 per level http://www.d20srd.org/srd/classes/barbarian.htm
Fortitude saving throw: +2at first, then3 then3 then4then4
Reflex save: 0, 0, 1 1 1
Will save: 0, 0, 1, 1, 1
Illiteracy: All barbarians can't read unless they spend 2 skill points on learning to read/write.
Fast movement: A barb's speead is faster than the norm by 10 feet (2 spaces. Human's base land
speed is 30 (6 squares.)
Rage: WHen activated, Gains a +4 bonu8s to str, and COn, and a +2 bonus on will saves,but a -2 to armor class. the
barb gains 2 temp hit points per level, which lasts for 3+ ther char's constitution mod. after it ends,
he beecomes fatigued.(-2 to str, -2 to dex, can't charge or run)the fatigue lasts til the end of the
battle. this rage can only be used once perday at lvl 1, and twice at lvl 4.
Uncanny dodge: At 5th level, Barbs can't be flanked or sneak atatacked by rogues.
Paladin: 10 bab 1 per level
paladin's mount: http://www.d20srd.org/srd/classes/paladin.htm#thePaladinsMount
Fortitude saving throw: 2, 3 3 4 4
Reflex save: 0 0 1 1 1
Will save: 0 0 1 1 1
Can equip all armor and weapons.
Detect evil: Can detect evil auras around people or opbjects once per day, as the spell.
Smite evil: once per day, a paladin c an attempt to smite evil with a normal melee attack. she adds
her charisma bonus, to her attack roll, and deals 1 extra point of damage per level, p[lus strength and
BAB.
At 2nd level, a paladin fgains a bonus equal to her charisma bonus on all saving throws.
Lay on hands: Beginning at level 2, a pally with a CHA of 12 or higher can heal wounds bvy touch.
eahc day she can heal a total of hp of damage equal to her pally levelx her cha bonus. you can divide
this healing among recipients. this can also be used to deal equal damage to undead.
"Aura of courage: at 3rd lvl, a pally is immune to fear.maagical or otherwise. each ally wiuthin 10 feet
of ther pally gains a +4 morale bonus on saving throws against fear effects.
Divine health: At 3rd level, a pally gains immunity to all diseases, including magic or supernatural
(Like mummyrot or lycanthropy.)
Turn undead : At 4 lv, a pally can turn unjdead as a cleric of 3 levels lowerwould. she may use this
ability a number of times per day equal to 3+ her cha modifier.
spells: beginning at 4th level, a pally can cast divine spells which are drawn from the paladin spell list
(Page 191.)(Note: Pallies can't actually cast spells til level 6)
Fighter: 10 bab 1 per level
Fortitude saving throw: 2, 3, 3, 4 4
Reflex save: 0 0 1 1 1
Will save: 0 0 1 1 1
at level 1 and 4, a fighter can select one of these fighter bonus feats:Blind-Fight
Combat Expertise
Improved Disarm
Improved Feint
Improved Trip
Whirlwind Attack
Combat Reflexes
Dodge
Mobility
Spring Attack
Exotic Weapon Proficiency
Improved Critical
Improved Initiative
Improved Shield Bash
Improved Unarmed Strike
Deflect Arrows
Improved Grapple
Snatch Arrows
Stunning Fist
Mounted Combat
Mounted Archery
Ride-By Attack
Spirited Charge
Trample
Point Blank Shot
Far Shot
Precise Shot
Rapid Shot
Manyshot
Shot On The Run
Improved Precise Shot
Power Attack
Cleave
Great Cleave
Improved Bull Rush
Improved Overrun
Improved Sunder
Quick Draw
Rapid Reload
Two-Weapon Fighting
Two-Weapon Defense
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting
Weapon Finesse
Weapon Focus
Weapon Specialization
Greater Weapon Focus
Greater Weapon Specialization
http://www.d20srd.org/srd/feats.htm#fighterBonusFeats
Bard: 6 bab starts at 0, lvl 2 =1 3=2 4=3 5=3
Fortitude saving throw: 0 0 1 1 1
Reflex save: 2, 3, 3, 4, 4
Will save: 2, 3, 3, 4, 4
Can pick a fighter bonus feat at level 1, 2, and 4.
http://www.d20srd.org/srd/spellLists/bardSpells.htm#zeroLevelBardSpells
http://www.d20srd.org/srd/classes/bard.htm
Cleric: 8 BAB starts at 0, lvl2=1 lvl3=2 lvl4=3 lvl5= 3
Fortitude saving throw:2, 3 3 4 4
Reflex save: 0 0 1 1 1
Will save: 2 3 3 4 4
Cleric
Alignment
A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.
Hit Die
d8.
Class Skills
The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills
A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, for more information.
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
Table: The Cleric Level Base
Attack Bonus Fort
Save Ref
Save Will
Save Special Spells per Day1
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
In addition to the stated number of spells per day for 1st- through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st.
The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.
1st +0 +2 +0 +2 Turn or rebuke undead 3 1+1 — — — — — — — —
2nd +1 +3 +0 +3 4 2+1 — — — — — — — —
3rd +2 +3 +1 +3 4 2+1 1+1 — — — — — — —
4th +3 +4 +1 +4 5 3+1 2+1 — — — — — — —
5th +3 +4 +1 +4 5 3+1 2+1 1+1
Druid: 8 bab 0, then 1, then 2 then 3 then 3
Fortitude saving throw: 2 3 3 4 4
Reflex save: 0 0 1 1 1
Will save: 2 3 3 4 4
http://www.d20srd.org/srd/classes/druid.htm
And animal companion:
http://www.d20srd.org/srd/classes/druid.htm#theDruidsAnimalCompanion
Monk:http://www.d20srd.org/srd/classes/monk.htm 8 1st=0, 2nd=1 3rd=2 4th=3, 5=3
Fortitude saving throw: 2 3 3 4 4
Reflex save: 2 3 3 4 4
Will save: 2, 3, 3, 4, 4
Bonus feat: at 1st level: A monk may select either improved grapple or stunning fist.
at 2nd lv, she may take either combat reflexes or deflect arrows.
Flurry of blows: A monk can attack 2x per round if she takes a -2 penalty to both attack rolls.
Unarmede strike biggrin eals lethal damagae with unarmed strikes.
Damage per attack: 1d6 at 1st lv, 1d8 at 4th lv, 1d10 at 8th level
AC bonus: Monks apply their Wis bonus to their Armor clas
evasion: a 2nd level monk who takes a saving throw for half damage, instead takes no damage on a
successful saving throw.
fats movement:at level 5, a monk gets a +10(2 squares) bonus to her movement(Bringing her to 40
feet (8 squares.)
Still mind: A monk of third level or higher gains a +2 bonus on saving throws aginst spells and
effects from the school of enchantment.
Slow fall" at 4tgh level, a monk within arm's reach of a wall can use it to slow her descent. when first
used, she takes damage as if the pit were 20 feet shorter than it actually is.
purity of body: at 5th level, a monk gains control over her body's immune system and is immune to all
diseases, except for supernatural and magicals diseases(such as mummyrot or lycanthropy)
Ranger: 8 1 bab per level
Fortitude saving throw: 2 3 3 4 4
Reflex save: 2 3 3 4 4
Will save: 0 0 1 1 1
favored enemy: A rangerof 1st and 5th level can select ann enemy from the table below and ggain a
+2bonus on bluff, listen, sense motive, spot, and suyrvival checks against the selected grou of
enemy(s).
Abberation
Animal
Construct
Dragon
Elemental
Fey
Giant
Humasnoid(aquatic)
Humanoid(dwarf)
Humanoid(Elf)
Humanoid(Goblinoid)
Humanoid(Gnoll)
Humanoid sad Gnome)
Humanoid(halfling)
Humanoid(Human)
Humanoid(orc)
Humanoid(Reptilian)
magical beast
monstrous humanoid
ooze
outsider(air)
outside(Chaotic)
Outsider(earth)
Outsider(Evil)
(Outsider(Fire)
outsider(Good)
outsider(Lawful)
outsider(Native)
outsider(Water)
Plant
undead
vermin
Track:you can follow the trails of creatures and characters across most types of terrain. this
requires a successful survival check for every mile.
Wild empathy: A ranger can make a diplomacy check to improve an attitude of an animal. he adds his
cha, and ranger level, to a 1d20 roll. This requires body language.
Combat style: At level 2, a ranger selects his combat style (Two weapon fighting or archery.
Twoweaponfighting: the ranger takes a -2 penalty to attack with two weapons in one turn, -4 to the
second if the weapon is not a light melee weapon.
Archery: you get one extra attack per round with a ranged weapon. if you take 2 attacks with a
ranged weapon, you take a -2 penalty to both attack rolls.
Endurance: at 3rd level, a ranger gains a +4 bonus on the fopllowing checks and saves: swim checks
made to resist nonlethal damage, con checks made to continue running, con checks made to avoid
nonlethal damage, from a forced march, con checks made to hold your breath, con checks to avoid
nonlethal damage from starvation or thirst, fort saves made to avoid nonlethal damage from hot or
cold environment, and fort saves made to resist damage from suffocation.
animal companion: at 4th lv, a ranger gains an animal companion selected from this mlist: badger,
camel, dire rat, dog, riding dog, eagle, hawk,, hiorse, (Light or heavy) owl, snake,(small or medium
viper), or wolf.
Sorcerer: http://www.d20srd.org/srd/classes/sorcererWizard.htm
4 1st=0, 2nd=1, 3rd = 1, 4th and 5th=3
Fortitude saving throw: 0 0 1 1 1
Reflex save: 0 0 1 1 1
Will save: 2, 3, 3, 4, 4
http://www.d20srd.org/srd/classes/sorcererWizard.htm#sorcerer
Wizard: 4 same as sorc
Fortitude saving throw: 0 0 1 1 1
Reflex save: 0 0 1 1 1
Will save:2, 3, 3, 4, 4
http://www.d20srd.org/srd/classes/sorcererWizard.htm#wizard
Rogue: BAB: 0 1 2 3 3
Fortitude saving throw: 0 0 1 1 1
Reflex save: 2 3 3 4 4
Will save: 0 0 1 1 1
sneakattack: When flanking or unnotic ed, an attack by the roguedeals 1d6 extra damage
Evasion: At 2nd level, a rogue who makes a saving throw again st an attaack for half damage, instead
takes 0.
Sneak attack: at lvl 3, Sneak attacks deal 2d6 extra damage.
Trap sense: atr 3rd level, a rpogue gains a =1 bonus against on rolls against traps.
lvl 5: Sneak attack deals 3d6 extra damage.
Sonic swordsman:
Hit die: 10
BAB 1 per level
Fort save 0 0 1 1 1
Ref save 2 3 3 4 4
Will save 2 3 3 4 4
Sonic Swordsmans Are Proficient with all swords and light armor.
Sonic sword: A Sonic swordsman can fire off a Sonic blast from her sword that strikes enemies up to 80 feet away.(16 squares away)
At level 1, sonic sword does 1d6 damage and can be fired twice a day. Ate level 2, It can be fired 4 times a day. At level 3, it does 1d8 damage and can be fired 6 times a day/. At level 5, it does 2d6 damage and can be fired 10 times a day..
Sword stance: A sonic swordsman gains a +1 bonus against Other sword users attacks. at level 2, he gains a +2 to AC against swords. At level 4, she gains a +3 against swords and a +1 against All other bladed weapons. At level 5, she gains a +2 against all other bladed weapons.
Graceful slash: A Sonic swordsman can select one enemy at the start of battle. attacks aginst that enemy gain a +1 to Attack/Damage.
lvl:1st = 0 exp
2 = 1000
3=3000
4=6000k
5=10000
Pick a weapon: (Clerics only use Blunt weapons, Rogues use small Swords and daggers,
monks use their hands, feet, and knees, sorcs and wizards use staves, Fighters and Barbs use any
weapon)light weapons:
Dagger 1d4 Crit: 19-20/x2
Punching dagger: 1d4 crit: x3
light mace: 1d6 crit x2
Short sword: 1d6 crit 19-20/x2
Onehanded melee wepons:
club 1d6 crit x2 0 gp
heavy mace 1d8 crit x2 12 gp
morningstar: 1d8 crit x2 8 gp
short spear: 1d6 x2 1 gp
battleAxe: 1d8 x3 4 gp
flail 1d8 x3 8 gp
Longsword 19-20/x3 15 gp
heavy pick 1d6 x4 8 gp
Rapier: 1d6 18-20/x2 20 gp
You may apply your dex bonus instead of youyr strength bonus when using this weapon if you have the weapon finesse feat. Rogues can use this.
warhammer: 1d8 x3 12 gp
Exotic weapons:
b*****d sword: 1d10 19-20/x2 35 gp
Dwaven waraxe: 1d10 x3 30 gp
two-handed melee weapons:
Longspear: 1d8 x3 5 gp
Quarterstaff 1d6/1d6 x2 none
Falchion 2d4 18-20/x2 25 gp
Greataxe 1d12 x3 20 gp
Greatsword 2d6 19-20/x2 50 gp
scythe: 2d4 x4 18 gp
Ranged weapons
heavy crossbow: 1d10 19-20/x2 50 gp
light crossbow: 1d8 19-20/x2 35 gp
Sling 1d4 x2 none
Longbow: 1d8: x3 100 ft. 75 gp
Shortbow: 1d6 x3 60 ft. 30 gp
Light Armor:
padded: 5 gp Bonus +1
leather 10 gp +2
studded leather 25 gp +3
chain shirt: 100 gp +4
Medium armor:
Hide 15 gp +3 +4
Scale mail 50 gp +4 +3
chainmail: 150 gp +5 +2
breastplate: 200 gp +5 +3
Heavy Armor:
Splint Mail: 200 gp +6 0
Banded mail: 250 gp +6 +1
Half-plate: 600 gp: +7 +0
Full plate: 1500: +8 +1
:Shields:
Buckler: 15 gp: +1
light wooden shield: 3 gp +1
light steel shield: 9 gp +1
heavy steel shield: 20 gp +3
heavy wooden shield: 7 gp +2
((Credit goes to Calcifer10 For finding me this website which will answer just about any question regarding this type of rp:http://www.d20srd.org/))
Types Of Feats
http://www.d20srd.org/indexes/feats.htm
Fighter Bonus Feats
Item Creation Feats
Metamagic Feats
Feat Descriptions
General Feats
Acrobatic
Agile
Alertness
Animal Affinity
Armor Proficiency (Light)
Armor Proficiency (Medium)
Armor Proficiency (Heavy)
Athletic
Augment Summoning
Blind-Fight
Combat Casting
Combat Expertise
Improved Disarm
Improved Feint
Improved Trip
Whirlwind Attack
Combat Reflexes
Deceitful
Deft Hands
Diligent
Dodge
Mobility
Spring Attack
General (cont.)
Endurance
Diehard
Eschew Materials
Exotic Weapon Proficiency
Extra Turning
Great Fortitude
Improved Counterspell
Improved Critical
Improved Familiar
Improved Initiative
Improved Turning
Improved Unarmed Strike
Deflect Arrows
Improved Grapple
Snatch Arrows
Stunning Fist
Investigator
Iron Will
Leadership
Lightning Reflexes
Magical Aptitude
Martial Weapon Proficiency
Mounted Combat
Mounted Archery
Ride-By Attack
Spirited Charge
Trample
Natural Spell
Negotiator
Nimble Fingers
General (cont.)
Persuasive
Point Blank Shot
Far Shot
Precise Shot
Improved Precise Shot
Rapid Shot
Manyshot
Shot On The Run
Power Attack
Cleave
Great Cleave
Improved Bull Rush
Improved Overrun
Improved Sunder
Quick Draw
Rapid Reload
Run
Self-Sufficient
Shield Proficiency
Improved Shield Bash
Tower Shield Proficiency,
Simple Weapon Proficiency
Skill Focus
Spell Focus
Greater Spell Focus
Spell Mastery
Spell Penetration
Greater Spell Penetration
Stealthy
Toughness
Track
Two-Weapon Fighting
Two-Weapon Defense
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting
Weapon Finesse
Weapon Focus
Weapon Specialization
Greater Weapon Focus
Greater Weapon Specialization
Item Creation Feats
Brew Potion
Craft Magic Arms And Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Forge Ring
Scribe Scroll
Metamagic Feats
Empower Spell
Enlarge Spell
Extend Spell
Heighten Spell
Maximize Spell
Quicken Spell
Silent Spell
Still Spell
Widen Spell
The Wandering Lotus
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