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Steps to character creation

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Steps to character creation Empty Steps to character creation

Post by Admin Fri Jan 16, 2015 4:26 pm

Hey y'all feel free to contact me with any inquires about this. I am going to make this a step by step guide on how to make a level 1 character with all the info for all the rules in each step and a brief description of things. To make this easier all characters will begin with starting equipment for their class and background. Don't worry you can replace it quickly for equal pricing before your first adventure. Spells will be the same and again we can do an even swap. If you know how to make a character and have the players guide feel free to do whatever as long as it is in the rules the only thing I changed was the races (pretty much a palate swap) and the religions for anyone who is affected by that. Again feel free to inundate me with questions and concerns.

The character sheet is under profile.

Step 1. Come up with a concept of who you want to be. This should be very general so you can modify it as you go but have fun and for those of you who have played with me before I will work with you just let me know when it comes to anything special you want or feel your character needs for their background, look, history, and such.

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Fri Jan 16, 2015 4:47 pm

Choose a race: below is a list of the races with a short description for each including the rules. All races are a mix of animal and human which can range from more human with animal traits to a bipedal animal. I have included more detailed descriptions and pictures in the racial section under the library.

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Fri Jan 16, 2015 4:52 pm

Kitsune: these are fox like humanoids who are the most diplomatic of the races. Many become wanderers or adventures at some point in thier lives. They have a love for nature and are inventive and creative but also ambitious and curious with strong artistic tastes.

+2 charisma also +1 to two other abilities of your choice
Medium sized
30 speed
Dark vision: see in dim light like bright and dark like dim
Advantage against charm and no magical sleep
Gain two skill proficienies
Languages: common, kitsunish, and one other.

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Fri Jan 16, 2015 5:04 pm

Lemurians: these are a lizard humanoid. They are exceedingly graceful with keen minds and a mastery of basic magic. They have a sense of superiority towards other races but gracious.

+2 dexterity +1 intelligence
Proficiency: long sword, short sword, short bow, and long now
Medium size
Speed 30
Dark vision: dim as in bright, dark as in dim
Proficiency in perception
Advantage on being charmed and no magic sleep
Only need 4 hours of meditation
Language: Lemurian, common and one more of your choice
Knows chill touch: cantrip, 1 action, range 120feet, duration 1 round 1d8 necrotic damage (target cannot regain hp, if undead disadvantage on attack role), use intelligence.

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Fri Jan 16, 2015 5:13 pm

Naga: these are snake like humanoids. They are elegant and graceful but with a poisoned toungue and deciet usually just a step behind. They are the least trusted of the races and usually prefer night time activities to those that take place in the light.

+2 dexterity, +1 charisma
Medium size
30 speed
Profiency in perception
Advantage to being charmed and no magic sleep
They only need 4 hours of meditation instead of sleep
Superior dark vision: radius of 120 feet dim to bright dark to dim
In sunlight disadvantage to perception and attack
Proficient: rapiers, short swords, and hand crossbows
Cantrip: dancing lights; 1 action, 120 range, up to a min if concentrating, create 4 torch sized lights or one humanoid shaped light. Can move up to 60 feet but must be within 20 of another light, 10 foot radius light.
Languages: Naga, common


Last edited by Admin on Fri Jan 16, 2015 5:19 pm; edited 1 time in total

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Fri Jan 16, 2015 5:18 pm

Arakian: turtle like humanoids. These woodland folk are stealthy and wise. Usually seeking the quite woodlands to civilization. They have keen senses and intuition.

+2 dexterity, +1 wisdom
Medium size
Speed 35
Dark vision: 60 feet dim is bright dark is dim
Profiencient in perception
Advantage against being charmed and no magic sleep
Only 4 hours meditation instead of sleep.
Proficient: long sword, short sword, short now, long bow
Mask of the wild: can attempt to hide in lightly obscured foliage, heavy rain, falling snow, mist, and other natural phenomenon
Languages: Arakian, common

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Fri Jan 16, 2015 5:26 pm

Garudian: bird like humanoids. Remnants of a shattered race they wander as a minority in small packs or alone often live in the rough parts of town. Slow to trust others but once it is earned loyalty is a life long bond.

Intelligence +1, charisma +2
Medium size
Speed 30
Keen vision: +1 to vision based checks
Can fly at 30 for no more then one hour a day
Have resistance to sky based attacks (lightning, wind)

Admin
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Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Fri Jan 16, 2015 5:37 pm

Dryads: plant based humanoids. The coven is more important then life. All dryads know their station in the coven and seek to represent themselves and gain honor. They continually strive for self improvement and are incredibly self sufficient. Honorable and strong willed and purposed.

+2 strength, +1 charisma
Medium sized (but tall and dense)
Speed 30
Spores: choose one (acid, lighting, fire, ice, poison) create and launch a cone of spores (15feet) towards your enemy once per short or long rest.
Dc=8+con+prof. 2d6 dam or half on success
Resistant to same element.
Languages: common and drydac (appears to be a gust of wind generated from one dryad to another, no other race can learn to speak but can learn to grasp idea/intention)

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Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Fri Jan 16, 2015 5:44 pm

Honan Kochinan: badger like race. They are bold daring and fearless. Skilled warriors, miners and workers. They hold grudges through generations and seek for justice in all aspects. Resilient with deep intuition.

+2 constitution, +1 wisdom
Medium size
25 speed
Dark vision: see above
Advantage on poison and resistance to poison damage
Proficient: battle axe, hand axe, throwing hammer, and warhammer
Proficient: artisans tools of your choice(smith, brewer, or mason)
Double proficiency bonus to history checks dealing with arcitecture
Hp max increases by 1 and again each level
Languages: common, kochinan

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Fri Jan 16, 2015 5:50 pm

Kuekuatsheu: wolverine like humanoids. Close kin to the Honan Kochinian they are also proud skilled workers who do not lack in courage or thier desire for justice. The Kuekuatshu are even more stubborn and hardy then their cousins. Acustomed to more rugged terrain and climates they seek out the deeper mines.

+2 constitution +2 strength
Medium size (shorter and stout)
Speed 25
Dark vision: as above
Advantage to position And resistance to poison damage
Proficient: battle axe, hand axe, throwing hammer, war hammer, light and medium armor.

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Fri Jan 16, 2015 5:57 pm

Au Ra: sheep/ram like humanoids. The Au Ra are the most numerous of the races and the most diverse. They have varied cultures and customs depending region and history. They tend to form lasting institutions like guilds or cities to pass on their legacy. Many fixed traditions. Very ambitious.

+1 to every trait
Medium size
30 speed
Language: common, Au Ra, and one other of your choice
Proficiency in two skills
Proficiency in one tool

Admin
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Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Fri Jan 16, 2015 6:02 pm

Wokong: monkey like humanoid. Curious and filled with wanderlust the Wokang are are the size of most other races children but are courageous and kind. They blend in easily and ehen not wandering they enjoy the simple pleasures.

+2 dexterity, +1 charisma
Small size
Speed 25
Lucky: when you roll a 1 can reroll
Brave: advantage on being frightened
Can move through larger creatures
Naturally stealthy: can hide even when obscured only by a medium sized creature
Languages: common, wokongian

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Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

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Post by Admin Fri Jan 16, 2015 6:06 pm

Argrans: gibbon like humanoids. Similar to the Wokong they are diminutive in size but Giants in heart and of soul. More homebodies than the Wokong, they are hardier and usiLly a little larger.

+2 dexterity, +1 constitution
Size small
Speed 25
Lucky: see above
Brave: see above
Can move through any creature larger than you
Advantage vs poison and resistance to poison damage.
Language: common, Argran

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Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

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Post by Admin Fri Jan 16, 2015 6:11 pm

Thri Kreen: mantis like humanoids. The Thri Kreen are a strong nomadic race they joy in combat and quite enjoy worldly pleasures. Short tempered they are more inclined to action and often times lack civilized refinements.

+2 strength, +1 constitution
Size medium ( talk and slender)
Speed 30
Dark vision: see above
Proficient in intimidation
When ho reduced to 0 instead it goes to 1. Recharges after short rest.
On crit roll an extra time for damage and add it on.
Language: common, thri kreen (no other race can learn to speak because of the use of mandibles but can understand)

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Posts : 454
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Character sheet
Name:
Class: Wizard
Race: Wukong

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Post by Admin Fri Jan 16, 2015 6:19 pm

Rusalka: a toad like race. The Rusalka have a natural inventiveness and hardiness. They enjoy life and dedicate themselves to some form of life goal. They tend to speak faster than some can understand but are usually joyful if not distracted.

+2 intelligence, +1 constitution
Small size
25 speed
Dark vision: see above
Advantage on intelligence, wisdom and charisma saving throws against magic
Add twice proficiency on history rolls for magic, alchemy and texhnogy
Tinker: proficiency with artisan tools. One hour and 10gp can construct a tiny clockwork device (5ac 1hp) ceases to function after 24 hours (unless one hour is spent repairing it) can reclaim materials(gold cost). One of the following:
Clockwork toy: moves 5feet and makes turns and appropriate sound.
Fire starter: creates fire like a lighter
Music box: plays a single song like music box
Language: common, rusalkan


Last edited by Admin on Fri Jan 16, 2015 6:27 pm; edited 1 time in total

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Fri Jan 16, 2015 6:26 pm

Cedrins: frog like race. Vibrant and enthusiastic about all that they do. Excited easily and usually have ridiculous facial hair( if male) and similarly styled hair styles. Distracted by beauty in all forms but especially natural wonders. Love practical jokes and surprises. Natural knack for illusion.

+2 intelligence, +1 dexterity
Size small
25 speed
Dark vision: see above
Advantage on all intelligence, wisdom, and charisma Magic saving throws
Can communicate simple ideas to small animals(often has a pet of some sort)
Can trip: minor illusion; 1 action, 30 foot range, duration min, create sound of image. Whisper to scream, your voice someone else's whatever. Image can be object or like muddy foot prints anything visul physical contact breaks illusion. Intelligence saving throw.
Language: common, cedrian

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Sat Jan 17, 2015 9:19 am

Step 3 choose a class: the classes are the base classes from the players guide and as I mentioned above I will be asigning players any choices to stream line the process but if you want something adjusted or if you have the players guide feel free to take a different equivalent item.

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Sat Jan 17, 2015 9:28 am

Barbarian: fierce warrior of primitive background who can enter a battle rage.

Hit dice d12
Primary ability: strength
Saving throw proficiencies: str & com
Proficient: light, medium armor, shields, simple and martial weapons
Proficiency bonus: +2
Starting hp : 12+ con bonus
Skill proficiencies: animal handling and survival
2 rages a day(cannot be wearing heavy armor) : bonus action, advantage on all str rolls, +2 damage, resistant to slashing, piercing and bludgeoning. Lasts one min.
When unarmored(can still use a shield) AC=10+con+dex

Equipment: great axe( 1d12 slashing, heavy, two handed) , two hand axes( 1d6 slashing, light, thrown (20/60)) , four javelins(1d6 piercing, thrown (30/120)), backpack, bedroll, mess my, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of rope.
Money: 40 gp


Last edited by Admin on Mon Jan 19, 2015 1:36 pm; edited 2 times in total

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Sat Jan 17, 2015 10:01 am

Bard: an inspired magician whose power echoes the music of creation.

Hit dice d8
Hit points 8+con
Proficient in light armor, simple weapons, hand crossbows, long swords, short swords, and rapiers
Also proficient in three musical instruments of your choice
Saving throws dex and char
Skills: persuasion, disguise kit and acrobatics
Proficiency bonus +2
Bardic inspiration: bonus action, choose one creature within 60 feet they gain a d6 to be added to another roll within ten min. Can use cha bonus times a day (1 is the minimum).
Cantrips: friends; 1 action, self, duration up to a min, you have advantage on charisma checks, after the creature realizes you cast a spell and seeks retribution.
Vicious mockery; 1 action, 60feet, instantaneous, target must hear but can not understand wisdom saving throw or 1d4 psychic dam and had disadvantage on next attack.
1st level spells known: comprehend language; 1 action, self , 1 hour, can understand literal meaning of spoken language you hear and if touching can read any.
Disguise self: 1 action, self, hour; you make yourself including clothes. Weapons and other belongings look differ t 1 foot shorter or taller fatter slimmer no additional limbs. An investigation check against spell dc will uncover.
Healing word: 1 bonus action, 60 feet, instantaneous, any creature regains 1d4+ char bonus to there hp.
Sleep: 1 action, 90 feet, 1 minute, roll 5d8 the total is the hit points of creature the spell affects. 20 foot sphere, magical slumber.
Charisma is spell casting ability, spell save dc is 8+pro+char
Attack modifier is pro+char.
Can ritual cast
Can cast 2 1st level spells a day.
Equipment: a rapier (1d8 slashing, finesse), dagger (1d4 piercing, finesse, thrown (20/60)), leather armor(AC=11+dex), one music instrument, backpack, bedroll, 2 costumes, 5csndles, 5days of rations, water skin and a disguise kit
Money: 100 gp


Last edited by Admin on Mon Jan 19, 2015 1:36 pm; edited 1 time in total

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Sat Jan 17, 2015 11:59 am

Cleric: priestly champion who wields do one Magic in service of a higher power.

Hit dice 1d8
H
Starting up 8+con
Proficiencies: light and medium armor, shields, all simple weapons
As inv throws: wis and char
Skills: religion and medicine
Prof bonus +2
Divine domain: located under library: religion: astral resonance pick one of the elements and get the 1st level spells always prepared and the two abilities underneath them.
Spell casting: can cast 2 it's level spells a day and can prepare wisdom mod+1 1st level spells per rest in addition to domain spells.
Spell save = 8+prof+wis
Spell attack= prof+wis
Cantrips: sacred flame:1 action, 60 feet, instant; 1d8 radiant save on dec no bonus to cover
Thaumaturgy: 1 action, 30 feet, up to min; minor wonders; booming voice, lights flicker, instantaneous sound from distance, alter appearance of eyes etc up to three at a time
Light: 1 action, touch, 1 hour; one object sheds 20 foot radius light can be colored
1st level spells that can be prepared:
Bane: 1 action, 30 feet, up to min; up to three creatures make char saving throw, on fail roll d 4 and subtes y from atraca or Sabina throw.
Bless: 1 Action, 30 feet, up to a min; choose up to thre creatures they get to add d4 to any attack or saving throw rolls
Command:1 action, 60 feet, 1 round; one word command on failed wis saving throw will do it except if it causes creature harm, is in another language, creature is undead
Create & destroy water: 1 action, 30 feet, instant; create or destroy up to 10 gallons of water in a vessel or create rain fail in 30 foot area or cancel fog in 30 foot area
Cure wounds: 1 action, touch, instant; cure 1d8+wis damage
Detect evil and good:1 action, self, up to ten min; can sense aberration, celestial, elemental, fey, fiend or undead within 30 feet , through barriers
Detect Magic: 1 action, self, up to ten min; sense magic within 30 feet of you see aura of magic objected and creature shoes through barriers
Detect poison and disease: action, self, ten min; location and kind of poison poison creature or disease within 30 feet, goes through barrier.
Guiding bolt:action, 120 feet, 1 round; ranged attack, 4d6 radiant and advantage on next attack
Healing word: bonus, 60 feet, instant; restore 1d4+wis
Inflict wounds:action, touch, instant; melee attack 3d10 necrotic
Prot from good and evil: action, touch, ten min; protects against ; aberrations, celestial, elemental, fey, fiends and undead. They have disadvantage to attack can't charm frighten or posses them.
Purify food and drink: action, ten feet, instant; all non magical food in 5 foot radius is freed of poison and disease
Sanctuary: action, 30 feet, 1 minute; on a creature anything that makes an attack must first make a wis saving throw, does not affect aoe and is dismissed if the creature attacks.
Shield of faith: action, 60 feet, ten min; +2 AC

Equipment: domain weapon, or mace (1d6 bludgeoning) scale mail (14+dex (max +2) disadvantage on stealth), sling (1d4 bludgeoning (30/120) needs ammunition), shield (+2 AC), holy symbol, backpack, blanket, 10 candles, tinderbox, alms box, 2 blocks of incense, Cesar, vestments, 2 days rations, and water skin.
Money: 100gp


Last edited by Admin on Mon Jan 19, 2015 1:37 pm; edited 1 time in total

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Mon Jan 19, 2015 9:29 am

Druid: a person with a close bond to nature they are concerned with the delicate valences and the need to live in harmony ( civilization & the wild). Ancient traditions there spells center around animals and nature.

Hit dice 1d8
Hp: 8+con
Proficiency: light and medium armor, shields (no metal on either) clubs, daggers, darts, javelins, maces, staffs, scimitars, sickles, slings, spears and herbalism kit.
Saving throws: intelligence & wisdom
Skills: animal handling & nature
Language: drudaic
Spell modifier : wisdom
Spell save: 8+prof+wis
Spell attack: prof+wis
Can ritual cast
1st level spell slots: 2
Prepare: wis+1 a day
Cantrips: produce flame:action, self, 10 min; flame produces 10 feet radius light, can be thrown 30 feet ranged attack 1d8 Fire.
Shillelagh: bonus, touch, min; can use wis instead of str for melee attack, dam becomes d8 and courts as a mic weapon.
1st level spells:
Animal friendship:action, 30 feet, 24 hours; charms beast with less then 4 int unless wis saving throw
Charm person: action, 30 feet, hour;  on failed wis saving throw( has advantage of fighting)  creature treats you as friendly acquaintance for duration. After knows it was charmed.
Create & destroy water: action,30 feet, instant; create or destroy 10 gallons from container or create isolated rain fall in 30 foot area, or destroy 30 foot area fog.
Cure wounds: action, touch, instant; restore 1d8+ wis.
detect magic: action, self, up to ten min; detect any magical creature or object even through barriers up to 30 feet from you. Things glow with an aura of effected by magic.
Detect poison and diesels:action, self, 10 min; detect poison poison creatures and dies ease, also type through barriers up to 30 feet away.
Entangle:action,90 feet, 1 min; 20 foot square area turns into rough terrain, any creatures in area at cast str saving throw or are unable to act.
Fairie fire: action, 60feet, min; every within a 20 foot cube is high kited with light ten foot radius dex saving throw or have advantage to strike.
Fog cloud:action, 120 feet, hour; 20 foot radius fog obscures vision unless blown away by wind.
Good berry: action, touch, instant; create ten berries, each berry restores 1hp and enough nourishment for one day.
Healing word:bonus, 60 feet, instant; restores 1d4+wis.
Jump:action, touch, min; three times jump distance.
Long strider: action, touch, hour; 10 more speed.
Purify food & drink: action, 10 feet, instant, ritual; removes poiso and diesels from 5 foot radius .
speak with animal:action, self, 10 min; can communicate with beasts.
Thunderwave: action, self, instant; 15 foot cube con saving throw or take 2d8 Thunder and pushed 10 feet back objecties also pushed back. Makes boom audible up to 300 feet away.

Equipment:
Wooden shield(+2 AC), scimitar (1d6, finesse, light ), leather armor (11+dex), drudaic symbol, backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, water skin, 50 feet of rope.
Money: 40 gp


Last edited by Admin on Mon Jan 19, 2015 1:38 pm; edited 1 time in total

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Mon Jan 19, 2015 1:01 pm

Fighter:
Well rounded specialist in martial combat, can be an expert in defense archery two handed, dual wielding etc. more speulzed and well trained than your average guard, gladiator, ruffian.

Hit dice: 1d10
Hit points: 10+con
Proficiencies: all armor, shields, simple weapons, martial weapons.
Saving throws: str & con
Skills: athletics and acrobatics
Prof bonus: +2
Choose one fighting style:
Archery: +2 ranged; long bow (1d8, 100/600, ammunition, two hands) leather armor (11+dex), 2 short sword ( 1d6 piercing, finesse, light), spear ( 1d6 piercing, thrown (20/60), versatile 1d8).
Defense: +1 AC, chainmail ( 16 AC str 13 disadvantage stealth), long sword ( 1d8, slashing, versatile 1d10), 2 hand axes (1d6 slashing, thrown (20/60), light), shield (+2 AC)
Dueling: +2 dam with one handed weapon and nothing in other hand, chain mail, rapier (1d8 piercing, finesse), morning star (1d8 piercing), light crossbow (1d8 piercing, ammunition, (80/320), loading two handed).
Great weapon fighting: re roll 1 or 2 for dam must take second roll. Chain mail, great axe (1d12 slashing, heavy two handed), mail ( 2d6 bludgeoning, heavy two handed), Two hand axes.
Protection: with shield impose disadvantage in any creature attacking party within 5 feet. Chain mail, shield, war hammer (1d8 bludgeoning, versitile (1d10)), light crossbow.
Two weapon fighting: add ability modifier to dam of off hand attack. Long bow, leather armor, flail (1d8 bludgeoned), short sword, 2 hand axes.

Second wind: once per rest restore 1d10+1 hit points.

Equipment: backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, water skin, 50 feet of rope.
Money: 100 gp

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Post by Admin Mon Jan 19, 2015 1:50 pm

Monk:
Have the ability to harness the magical energy that comes from within, usually trained in a small remote place.

Hit dice: 1d8
Hp: 8+con
Proficiencies: simple weapons, short swords, a musical instrent or woodcarvers tools
Saving throws: str & dex
Skills: insight & stealth
Prof:+2
Unarmored defense: with no armor or shield AC = 10+dex+wis
Martial art: when wielding fists or monk weapons (simple melee that don't have two handed or heavy) plus short swords; dex instead of str for attack and damage rolls, roll d4 for unarmed, make unarmed strike as bonus.

Equipment: 10 darts (1d4 piercing, finess, thrown (20/60), short sword (1d6 piercing, finesse, light), backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, water skin, 50 feet rope.
Money: 10 gp

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Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

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Post by Admin Mon Jan 19, 2015 2:02 pm

Paladin:

Warriors who fight for the cause of justice and righteousness. Has a holy quest. At some point recived the call. On Andareal there are three paladin orders one for each moon. See library world and also library religion for more info.

Hit dice: 1d10
Hp: 10+con
Prof: +2
Proficiencies: all armor, shield, simple and martial weapons
Saving throws: wis & chat
Skills: religion & persuasion
Divine sense: 1+ cha a rest can sense all evil and good within 60 feet of you including hy and desecrated sites.
Lay on hands: heals up to 5 hp one hp per point with touch and as an action also for 5 points to cure one dieses or poison. Have 5 points every rest.
Equipment:
Battle axe (1d8 slashing, versatile 1d10), shield +2 AC, 5 javelins (1d6 piercing, thrown 30/120 ), chain mail (16ac, disadvantage on stealth, str13) holy symbol, backpack, blanket, 10 candles, tinderbox, alms box, 2 blocks of incense, censer, vestments, 2 days of rations, water skin.
Money: 100 gp

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Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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Steps to character creation Empty Re: Steps to character creation

Post by Admin Mon Jan 19, 2015 2:17 pm

Ranger:
Rough and wild they stalk the wilds seeking comfort in the wilderness vs cities. They may make their living as a hunter guide or traker, but their true calling is to protect the outskirts of the wilderness.

Hit dice: 1d 10
Hp: 10+con
Prof: +2
Proficiencies: light and medium armor, shields, simple and martial weapons.
Saving throws: str and dex
Skills: investigation, perception, survival
Favored enemy: choose type: aberrations, beasts, celestial a, constructs, dragon, elemental, fey, fiends, Giants, monstrosities, oozes, plants, undead or select two humanoid races. Gain advantage on survival checks and also in knowledge checks about them plus gain thier language.
Natural explorer: choose one type of terrain; attic, coast, desert, forest, grassland, mountain, swamp, or the underdark. Double proficiency bonus on any int or wis checks for terrain type. When traveling for an hour or more: difficult terrain does not slow, cannot become lost, always remain alert to danger, move stealthily at normal pace, twice as much food from foraging, when tracking (always know exact number, sizes, and how long ago they passed through).

Equipment:
Scale mail (14 AC + dex (max 2), disadvantage on stealth), two short swords (1d6 piercing, light, finesse), long bow(1d8 piercing, two handed, (150/600), ammunition), back pack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, water skin, 50 feet of rope.
Money: 100gp

Admin
Admin

Posts : 454
Join date : 2015-01-12

Character sheet
Name:
Class: Wizard
Race: Wukong

https://astrologersguide.rpg-board.net

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