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Kenutsu Yasashiku Vice Captain
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Posted: Wed Oct 11, 2006 10:32 pm
This sub-forum is where we will keep our [Lair of the Role-Players] online D&D information and role-plays.
Also this thread is where the supporting information for the Dungeons and Dragons style role-play will be kept. There for this thread will be locked. I hope this all begins to make more sense as we go along.
Disclaimer: The below information is mostly from "Dungeons & Dragons: Player Handbook: Core Rulebook I v.3.5." Copyright: 2003 Wizards of the Coast, inc.
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Posted: Wed Oct 11, 2006 10:58 pm
Disclaimer: These will be the character profiles that we will be using. They may change as time goes on.
I will have character sheets on my computer that go into more detail, however we will use these simplified versions fore ease of access on gaia.
[b]Owner:[/b] [b]Name:[/b] [b]Age:[/b] [b]Race:[/b] [b]Gender:[/b] [b]Height:[/b] [b]Weight:[/b] [b]Eye Color:[/b] [b]Skin Color:[/b] [b]Hair Color:[/b] [b]Size:[/b] [b]Movement:[/b]
[b]Strength:[/b]------[**]--[ [b]Dexterity:[/b]-----[**]--[ [b]Constitution:[/b]--[**]--[ [b]Intelligence:[/b]---[**]--[ [b]Wisdom:[/b]-------[**]--[ [b]Charisma:[/b]------[**]--[
[b]Initiative[/b]---------[
[b]AC[/b]----------------[ [b]Touch AC[/b]--------[ [b]Flat-footed AC[/b]--[
[b]Fortitude Save:[/b]--[ [b]Reflex Save:[/b]-----[ [b]Will Save:[/b]--------[
[b]Level:[/b] [b]ECL:[/b] [b]Exp:[/b] 0 / 0
[b]Total HP:[/b]---------------[ [b]Lethal Damage:[/b]--------[ [b]Non-Lethal Damage:[/b]--[ [b]HP remaining:[/b]----------[
[b]Base Attack:[/b]-----[ [b]Melee Attack:[/b]----[ [b]Ranged Attack:[/b]--[
[b]Languages:[/b]
[b]Abilities:[/b]
[b]Feats:[/b]
[b]Spell:[/b]
[b]Inventory:[/b]
[b]Storage:[/b]
Here is the first list of skills that your character can use, each time you level up you will be able to put more points into them to get better at using them. Ones marked with an x before them you cannot use unless you put at least one point into them.
-Appraise---------------[**]--[ -Balance----------------[**]--[ -Bluff-------------------[**]--[ -Climb------------------[**]--[ -Concentration--------[**]--[ -Craft-------------------[**]--[ xDecipher Script-----[**]--[ -Diplomacy------------[**]--[ xDisable Device------[**]--[ -Disguise---------------[**]--[ -Escape Artist---------[**]--[ -Forgery----------------[**]--[ -Gather Information--[**]--[ xHandle Animal------[**]--[ -Heal--------------------[**]--[ -Hide--------------------[**]--[ -Intimidate-------------[**]--[ -Jump-------------------[**]--[ x[u]Knowledge[/u] x~Arcana---------------[**]--[ x~Arch/Eng.-----------[**]--[ x~Dungioneering-----[**]--[ x~Geography----------[**]--[ x~History--------------[**]--[ x~Local----------------[**]--[ x~Nature---------------[**]--[ x~Nobility/Royalty---[**]--[ x~The Planes----------[**]--[ x~Religion-------------[**]--[
Here is the second list of skills that your character can use.
-Listen------------------[**]--[ -Move Silently--------[**]--[ xOpen Lock-----------[**]--[ xProfession------------[**]--[ -Ride--------------------[**]--[ -Search-----------------[**]--[ -Sense Motive---------[**]--[ xSeight of Hand-------[**]--[ xSpellcraft-------------[**]--[ -Spot--------------------[**]--[ -Survival---------------[**]--[ -Swim------------------[**]--[ xTumble--[**]--[ -Use Magic Devic----[**]--[ -Use Rope-------------[**]--[ -[u]Perform[/u] -~Act-------------------[**]--[ -~Comedy-------------[**]--[ -~Dance---------------[**]--[ -~Keyboard-----------[**]--[ -~Oratory--------------[**]--[ -~Percussion----------[**]--[ -~String Instrument--[**]--[ -~Wind Instrument--[**]--[ -~Sing-----------------[**]--[
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Kenutsu Yasashiku Vice Captain
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Kenutsu Yasashiku Vice Captain
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Posted: Thu Oct 12, 2006 12:02 am
Disclaimer: Here is a list of C.O.A races.
Dwarf:
Wood Elf:
Gnome:
Halfling:
Human:
Half-orc:
Half-elf:
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Posted: Thu Oct 12, 2006 12:20 am
Disclaimer: Here is a list of languages.
Language: Typical Speakers: Alphabet:
Abyssal: Demons, chaotic evil outsiders: Infernal Celestial: Good outsders: Celesial Common: Humans, halflings, half-elves, half-orcs: Common Draconic: Kobolds, troglodytes, lizardfolk, dragons: Draconic Druidic: Druids (only): Druidic Dwarven: Dwarves: Dwarven Elven: Elves: Elven Giant: Ogres, giants: Dwarven Gnome: Gnomes: Dwarven Goblin: Goblins, hobgoblins, bugbears: Dwarven Gnoll: Gnolls: Common Halfling: Halflings: Common Akauran: Akaurans: Akauran Infernal: Devils, lawful evil outsiders: Infernal Orc: Orcs: Dwarven Sylvan: Dryads, brownies, leprechauns: Elven Kurrisk: Kurrisk: N/A Undercommon: Drow, mind flayers: Elven
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Kenutsu Yasashiku Vice Captain
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Kenutsu Yasashiku Vice Captain
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Posted: Thu Oct 12, 2006 12:58 pm
Disclaimer: This is the list of the nine possible alignments.
Lawful Good, "Crusader"
A lawful good character acts as a good person is expected or required to act. They combine a commitment to oppose evil with the discipling to fight relentlessly. They tell the truth, keep their word, help those in need, and speak out against injustice. A lawful good character hates to see the guilty go unpunished.
Chaotic Good, "Rebel"
A chaotic good character acts as his conscience directs him with little regard for what others expect of them. They make their own way, but they are kind and benevolent. They believe in goodness and right but have little use for laws and regulations. They hate it when people try to intimidate others and tell them what to do. They fallow their own moral compass, which, although good, may not agree with that of society.
Lawful Neutral, "Judge"
A lawful neutral character acts as law, traditio, or a personal code directs them. Order and organizarion are paramount to them. They may believe in personal order and live by a code or standard, or they may believe in order for all and favor a strong, organized government.
Neutral, "Undecided"
A neutral characer does what seems to be a good idea. They do not feel strongly one way or the others when it comes to good versus evil or law versus chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil. After all, they would rather have good neighbors and rulers than evil ones. Still, they are not personally committed to upholding good in any abstract or universal way.
Some neutral Characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous exremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.
Chaotic Neutral, "Free Spirit"
A chaotic neutral character fallows their whims. They are an individualist first and last. THey value their own liberty but do not strive to protect others' freedom. They avoid authority, resents restrictions, and challanges traditions. A chaotic neutral character does not intentionally distrupt organizations as part of a campaign or anarchy. To do so, they would have to be motivated either by good (desire to liberate others) or evil (desire to make those different from themselves suffer). A chaotic neutral character may be unpredictable, but their behavior is not totally random. They are not as likely to jump off a bridge as to cross it.
Lawful Evil, "Dominator"
A lawful evil villain methodically takes what they want within the limits of their code of conduct without regard for whom it hurts. They care about tradition, loyalty, and order bu tnot about freedom, dignity, or life. They play by the rules but without mercy or compassion. They are comfortable in a hierarchy and would like to rule, but is willing to serve. They condemns others not according to their actions but according to race, religion, homeland, or social rank. They are loath to break laws or promises. This reluctance comes partly from their nature and partly because they depends on order to protect themselves from those who oppose them on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but have underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.
Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.
Neutral Evil, "Malefactor"
A neutral evil villain does whatever they can get away with. They are out for themselves, pure and simple. They shed no tears for those they kill, whether for profit, sport, or convenience. They have no love of order and hold no illusion that fallowing laws, traditions, or codes would make them any better or more noble. On the other hand, they do not have the restless nature or love of conflict that a chaotic evil villain has.
Chaotic Evil, "Destoyer"
A chaotic evil character does whatever their greed, hatred, and lust for destuction drive them to do. They are hot-tempered, vicious, arbitrarily violent, and unpredictable. If they are simply out for whatever they can get, they are ruthless and brutal. If they are committed to the spread of evi and chaos, they are even worse. Thankfully, their plans are haphazard, and any groups they join or form are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as they can thwart attempts to topple or assassinate them.
Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil.
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Posted: Mon Oct 16, 2006 2:04 am
Disclaimer: Here is a list of feats for you characters.
Feat: Prerequisites: Benefit
Acrobatic: ********: +2 bonus on Jump & Tumble checks. Agile: ********: +2 bonus on Balance & Escape Artist checks. Alertness: ********: +2 bonus on Listen & Spot checks. Animal Affinity: ********: +2 bonus on Handle Animal & Ride Checks. Armor Proficiency: ~light: ********: No Armor check penalty on attack rolls. ~Medium: Armor proficiency- light: No Armor check penalty on attack rolls. ~Heavy: Armor proficiency- medium: No Armor check penalty on attack rolls. Athletic: ********: +2 bonus on Climb & Swim checks. Augment Summoning: Spell Focus (conjuration): Summoned creatures gain +4 Str. & +4 Con. Blind-Fight: ******** Reroll miss chance for concealment. Combat Casting: ******** +4 bonus on Concentration checks for defensive casting. Combat Expertise: Intelligence 13. Trace attack bonus for AC (max 5 points.) Improved Disarm: Combat Expertise. +4 bonus on disarm attempts; no attack of opportunity. Improved Feint: Combat Expertise. Feint in combat as a move action. Improved Trip: Combat Expertise. +4 bonus on trip attempts; no attack of opportunity. Whirlwind Attack: Combat Expertise, Spring Attack. One Mellee attack against each opponent w/in reach. Combat Reflexes: ******** Additional attacks of opportunity. Deceitful: ******** +2 bonus on Disguise & Forgery checks. Deft Hands: ******** +2 bonus on Sleight of Hand and Use Rope checks. Diligent: ******** +2 bonus on Appraise and Decipher Script checks. Dodge: Dexterity 13. +1 dodge bonus to AC against selected target. Mobility: Dodge. +4 dodge bonus to AC against some attacks of opportunity. Spring Attack: Mobility, base attack +4. Move before and after melee attack. Endurance: ******** +4 bonus on checks or saves to resist nonlethal damage. Diehard: Endurance. Remain conscious at -1 to -9 hit points. Eschew Materials: ******** Cast spells without material components. Weapon Proficiency: ~Exotic: Base attack +1 No penalty on attacks with specific exotic weapon. ~Martial: ******** No penalty on attacks with specific martial weapon. ~Simple: ******** No -4 penalty on attack rolls with simple weapons. Extra Turning: Ability to turn or rebuke creatures. Can turn or rebuke 4 more times per day. Great Fortitude: ******** +2 bonus on Fortitude saves. Improved Counterspell: ******** Counterspell with spell of the same school. Improved Critical: Proficiency with weapon, base attack +8. Double threat range of weapon. Improved Initiative: ******** +4 bonus on Initiative checks. Improved Turning: Ability to turn or rebuke creatures. +1 level for tuning checks. Improved Unarmed Strike: ******** Considered Armed even when unarmed. Improved Grapple: Dexterity 13, improved unarmed strike. +4 bonus on grapple checks; no attack of opportunity. Deflect Arrows: Dexterity 13, improved unarmed strike. Deflect on ranged attack. Snatch Arrows: Dexterity 15, deflect arrows. Catch a deflected ranged attack. Stunning Fist: Dexterity 13, wisdom 13, improved unarmed strike, base attack +8. Stun opponent with unarmed strike. Investigator: ******** +2 bonus on Will saves. Iron Will: ******** +2 bonus on Will saves. Leadership: Level 6. Attract cohorts & followers. Lightning Reflexes: ******** +2 bonus on Reflex saves. Magical Aptitude: ******** +2 bonus on Spellcraft & Use Magic Device checks. Mounted Combat: Ride 1 rank. Negate hits on mount with Ride check. Mounted Archery: Mounted Combat. Half penalty for ranged attacks while mounted. Ride-By-Attack: Mounted Combat. Move before and after a mounted charge. Spirited Charge: Ride-By-Attack. Double damage with mounted charge. Trample: Mounted Combat. Target cannot avoid mounted overrun. Natural Spell: Wisdom 13, ability to use wild shape. Cast spells while in wild shape. Negotiator: ******** +2 bonus on Diplomacy & Sense Motive checks. Nimble Fingers: ******** +2 bonus on Disable Device & Open Lock checks. Persuasive: ******** +2 bonus on Bluff & Intimidate checks. Point Blank Shot: ******** +1 bonus on ranged attack and damage w/in 30 ft. Far Shot: Point blank shot. Increase range increment by 50% or 100% Precise Shot: Point blank shot. No -4 penalty for shooting into melee. Improved Precise Shot: Dexterity 19, precise shot, base attack +11. Ignore Less than total cover/ concealment on ranged attacks. Rapid Shot: Dexterity 13, point blank shot. One extra ranged attack each round. Manyshot: Dexterity 17, rapid shot, base attack +6. Shoot two or more arrows simultaneously. Shot on the Run: Mobility, point blank shot, base attack +4. Move before and after ranged attack. Power Attack: Strength 13. Trade attack bonus for damage. (up to base attack bonus) Cleave: Power attack. Extra melee attack after dropping target. Great Cleave: Cleave, base attack +4. No limit to cleave attacks each round. Improved Bull Rush: Power attack. +4 bonus on bull rush attempts; no attack of opportunity. Improved Overrun: Power attack. +4 bonus on overrun attempts; no attack of opportunity. Improved Sunder: Power attack. +4 bonus on sunder attempts; no attack of opportunity. Quick Draw: Base attack +1 Draw weapon as free action. Rapid Reload: Weapon proficiency: crossbow. Reload crossbow more quickly. Run: ******** Run at 5 times normal speed, +4 bonus on Jump checks made after a running start. Self-Sufficient: ******** +2 bonus on Heal & Survival checks. Shield Proficiency: ******** No Armor check penalty on attack rolls. Improved Shield Bash: Shield proficiency. Retain shield bonus to AC when shield bashing. Tower Shield Proficiency: Shield proficiency. No Armor check penalty on attack rolls. Skill Focus: ******** +3 bonus on checks with selected skill. Spell Focus: ******** +1 bonus on save Dcs against specific school of magic. Greater Spell Focus: ******** +1 bonus on save Dcs against specific school of magic. Spell Mastery: 1 level on Learned spell. Can prepare some spells without spellbook. Spell Penetration: ******** +2 bonus on caster level checks to defeat spell resistance. Greater Spell Penetration: Spell penetration. +2 bonus on caster level checks to defeat spell resistance. Stealthy: ******** +2 bonus on Hide & Move Silently checks. Toughness: ******** +3 hit points. Track: ******** Use Survival skill to track. Two-Weapon Fighting: Dexterity 15. Reduce two-weapon fighting penalties. Two-Weapon Defense: Two-weapon fighting. Off-hand weapon grants +1 shield bonus to AC. Improved Two-Weapon Fighting: Dexterity 17, two-weapon fighting, base attack +6. Gain second off-hand attack. Greater Two-Weapon Fighting: Dexterity 19, improved two-weapon fighting, base attack +11 Gain third off-hand attack. Weapon Finesse: Base attack +1 Use Dex. Modifier instead of Str. Modifier on attack rolls with light melee weapons. Weapon Focus: Proficiency with weapon, base attack +1. +1 bonus on attack rolls with selected weapon. Weapon Specialization: Weapon focus with weapon, level 4. +2 bonus on damage rolls with selected weapon. Greater Weapon Focus: Weapon focus with weapon, level 8. +1 bonus on attack rolls with selected weapon. Greater Weapon Specialization: Weapon specialization with weapon, greater weapon focus with weapon, level 12. +2 bonus on damage rolls with selected weapon. Item Creation Feats: ~Brew Potion: Caster, level 3. Create magic potions. ~Craft Magic Arms & Armor: Caster, level 5. Create magic weapons, armor & shields. ~Craft Rod: Caster, level 9. Create magic rods. ~Craft Staff: Caster, level 12. Create magic staffs. ~Craft Wand: Caster, level 5. Create magic wands. ~Craft Wondrous Item: Caster, level 3. Create magic wondrous items. ~Forge Ring: Caster, level 12. Create magic rings. ~Scribe Scroll: Caster, level 1. Create magic scrolls. Metamagic Feats: ~Empower Spell ******** Increase spell's variable, numeric effects by 50% ~Enlarge Spell ******** Double spell's range. ~Extend Spell ******** Double spell's duration. ~Heighten Spell ******** Cast spells as higher level. ~Maximize Spell ******** Maximize spell's variable, numeric effects. ~Quicken Spell ******** Cast spells as free action. ~Silent Spell ******** Cast spells without verbal components. ~Still Spell ******** Cast spells without somatic components. ~Widen Spell ******** Double spell's area.
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Kenutsu Yasashiku Vice Captain
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Kenutsu Yasashiku Vice Captain
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Posted: Mon Oct 16, 2006 2:08 am
Disclaimer: This is a basic level up chart.
1st level: 0xp, 1st feat
2nd level: 1,000xp
3rd level: 3,000xp, 2nd feat
4th level: 6,000xp, +1 ability score
5th level: 10,000xp
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Posted: Fri Oct 20, 2006 1:18 pm
Disclaimer: Ability Modifier and Bonus Spell Chart.
Score: Modifier: Bonus Spells.
00-01: -5: cannot cast spells tied to this ability
02-03: -4: cannot cast spells tied to this ability
04-05: -3: cannot cast spells tied to this ability
06-07: -2: cannot cast spells tied to this ability
08-09: -1: cannot cast spells tied to this ability
10-11: +0: no spell bonus
12-13: +1: +1 first level spell per day.
14-15: +2: +1 first level and second level spell per day.
16-17: +3: +1 first level, second level and third level spell per day.
18-19: +4: +1 first level, second level, third level and fourth level spell per day.
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Kenutsu Yasashiku Vice Captain
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