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Posted: Mon Jan 09, 2006 1:45 pm
[ Message temporarily off-line ]
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Posted: Mon Jan 09, 2006 1:47 pm
[ Message temporarily off-line ]
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Posted: Mon Jan 09, 2006 1:49 pm
Classes
Barbarian Alignment: Any nonlawful. Hit Die: d12. Class Skills: The barbarian's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Ride (Dex), Swim (Str), and Wilderness Lore (Wis). Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Bard Alignment: Any nonlawful. Hit Die: d6. Class Skills: The bard's class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha, exclusive skill). Weapon and Armor Proficiency: A bard is proficient with all simple weapons. Additionally, the bard is proficient with one of the following weapons: longbow, composite longbow, longsword, rapier, sap, short composite bow, short sword, shortbow, or whip. Bards are proficient with light armor, medium armor, and shields.
Cleric Alignment: Varies by deity. A cleric's alignment must be within one step of his deity's, and it may not be neutral unless the deity's alignment is 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 (religion) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). Domains and Class Skills: A cleric who chooses Animal or Plant as one of his domains also has Knowledge (nature) (Int) as a class skill. A cleric who chooses Knowledge as one of his domains also has all Knowledge (Int) skills as class skills. A cleric who chooses Travel as one of his domains also has Wilderness Lore as a class skill. A cleric who chooses Trickery as one of his domains also has Bluff (Cha), Disguise (Cha), and Hide (Dex) as class skills. See Deity, Domains, and Domain Spells, below, for more information. Armor and Weapon Proficiency: Clerics are proficient with all simple weapons. Clerics are proficient with all types of armor (light, medium, and heavy) and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Druid Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. Hit Die: d8. Class Skills: The druid's class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (nature) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis). Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, halfspear, longspear, quarterstaff, scimitar, sickle, shortspear, and sling. Their spiritual oaths prohibit them from using weapons other than these. They are proficient with light and medium armors but are prohibited from wearing metal armor (thus, they may wear only padded, leather, or hide armor). They are skilled with shields but must use only wooden ones.
Fighter Alignment: Any. Hit Die: d10. Class Skills: The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Ride (Dex), and Swim (Str). Weapon and Armor Proficiency: The fighter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields.
Monk Alignment: Any lawful. Hit Die: d8. Class Skills: The monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Swim (Str), and Tumble (Dex). Weapon and Armor Proficiency: Monks are proficient with basic peasant weapons and special weapons whose use is part of monk training. The full list includes club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and sling. A monk using a kama, nunchaku, or siangham can strike with his or her unarmed base attack, including her more favorable number of attacks per round (see below). His or her damage, however, is standard for the weapon (1d6, crit X2), not his or her unarmed damage. The weapon must be light, so a Small monk must use Tiny versions of these weapons in order to use the more favorable base attack. A monk adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. (Only add this extra AC bonus if the total of the monk's Wisdom modifier and the number in the "AC Bonus" column is a positive number.) The Wisdom bonus and the AC bonus represent a preternatural awareness of danger, and a monk does not lose either even in situations when he or she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Monks do lose these AC bonuses when immobilized.) When wearing armor, a monk loses her AC bonus for Wisdom, AC bonus for class and level, favorable multiple unarmed attacks per round, and heightened movement. Furthermore, her special abilities all face the arcane spell failure chance that the armor type normally imposes.
Paladin Alignment: Lawful good. Hit Die: d10. Class Skills: The paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex). Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields.
The paladin's mount is different from a standard animal of its type in many ways. The standard mount for a Medium-size paladin is a warhorse, and the standard mount for a Small paladin is a warpony. A paladin's mount is a magical beast, not an animal. It is superior to a normal mount of its kind and has special powers,
Ranger Alignment: Any. Hit Die: d10. Class Skills: The ranger's class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis). Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Rogue Alignment: Any. Hit Die: d6. Class Skills: The rogue's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope (Dex). Weapon and Armor Proficiency: A rogue's weapon training focuses on weapons suitable for stealth and sneak attacks. Thus, all rogues are proficient with the crossbow (hand or light), dagger (any type), dart, light mace, sap, shortbow (normal and composite), and short sword. Medium-size rogues are also proficient with certain weapons that are too big for Small rogues to use and conceal easily: club, heavy crossbow, heavy mace, morningstar, quarterstaff, and rapier. Rogues are proficient with light armor but not with shields.
Sorcerer Alignment: Any. Hit Die: d4. Class Skills: The sorcerer's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields.
Wizard Alignment: Any. Hit Die: d4. Class Skills: The wizard's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). Weapon and Armor Proficiency: Wizards are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Wizards are not proficient with any type of armor nor with shields.
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Posted: Sun Apr 16, 2006 5:00 pm
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Posted: Fri Apr 21, 2006 11:26 am
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Posted: Fri Apr 21, 2006 11:28 am
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Posted: Fri Apr 21, 2006 11:29 am
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Posted: Fri Apr 21, 2006 11:31 am
For those of you interested in creating a character and joining this Campaign feel free to look over the races and classes at your leisure. If you have any questions post them here and I will try to answer them. Please don't PM the questions to me unless I do not answer within a week.
There is more information for these but it will not be neccesary for you to know until the character creation process is finished. For now think of what sort of character you would like to have.
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Posted: Wed Jul 26, 2006 5:01 am
somehow, i think it would've been easier to scan the entire Player's Handbook Version 3.5
I have the players handbook, the monster manual, and the dungeon master's guid. ain't i a geek? xd
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Posted: Wed Jul 26, 2006 8:55 pm
Not yet. I have all of those plus: Races of Dragons, Races of Stone, Draconomicon, Lords of Madness: Book of Aberations, Heroes of Horror, Weapons of Legacy, Tome of Magic, Races of Destiny, Book of Exalted Deeds, D20 Modern,... those are just mine and my roommates, my brothers have even more.
In actual book form, not PDS format. And I attend Gencon and Strategicon.
If you want to help flesh these pages out I could use the assistance...
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Posted: Fri Jul 28, 2006 6:15 pm
alright ermy can i use my 27th level Moon Elf Ranger that ive been useing since i was 6?
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Posted: Fri Jul 28, 2006 6:18 pm
Ermak Lorde Not yet. I have all of those plus: Races of Dragons, Races of Stone, Draconomicon, Lords of Madness: Book of Aberations, Heroes of Horror, Weapons of Legacy, Tome of Magic, Races of Destiny, Book of Exalted Deeds, D20 Modern,... those are just mine and my roommates, my brothers have even more. In actual book form, not PDS format. And I attend Gencon and Strategicon. If you want to help flesh these pages out I could use the assistance... well the only one i need is The Draconomicon and im all set...i might be able to help you out if you tell me what ED. your getting all this information from PM me about it ill try to help out and if i dont know it ill call my cousin up and he has every D&D book so far made
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Posted: Sun Aug 20, 2006 12:17 am
Alright, but I'm thinking that I'll try to get people to come up with the kind of character they want, and then help them put it into the specific D&D format.
have a character concept in mind?
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Posted: Sat Apr 07, 2007 6:21 pm
(9See the huge multimatrix of rules and modifiers and stats and engineering that goes into DnD, all without following logic or semireality, is why I only play with friends in RL where they can help me with the dicing and number systems. Good luck!))
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