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Steps to character creation

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Steps to character creation - Page 2 Empty Re: Steps to character creation

Post by Admin Tue Jan 20, 2015 3:50 pm

Rogue:
Masters of various skills, stealthy combat abilities, preside strikes, can fall on both sides of the law.

Hit dice: 1d8
Hit points: 8+con
Proficiencies: light armor, simple weapons, hand crossbows, long swords, rappers, short swords, thieves tools.
Saving throw: dex & int
Prof: +2
Skills: stealth, slight of hand, deception, perception.
Expertise: choose two proficincies get double prof bonus.
Sneak attack: once a turn deal an additional 1d6 to a creature that you had advantage against must be finese or ranged. You do not need advantage on attack if another enemy of the target is wishing 5 feet and is not incapacitated and you do not have disadvantage.
Thieves cant: secret rogue language.

Equipment:
Rapier (1d8 piercing, finesse), short bow( 1d6 piercing, two handed, ammunition, (80/320)), leather armor(11+dex), 2daggers( 1d4 piercing, finesse, light, thrown(20/60)), thieves tools, backpack, bag of 1,000 ball bearings, 10 feet of string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days of rations, tinderbox, water skin, 50 feet of rope.
Money: 80 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 Tue Jan 20, 2015 4:15 pm

Sorcerer:
Rare magic users who access the natural magic of thier essence, unpredictable, rare.

Hit dice: 1d6
hp: 6+con
Proficincies: daggers, darts, slings, quarter staffs, light crossbow.
Saving throws: con & char
Prof: +2
Skills: arcana, intimidation
Spell cAsting:
Spell save: 8+prof+char
Spell attack: prof+char
Cantrips: Fire bolt: action, 120 feet, instant; 1d10 Fire on range spell attack, ignites flammable objects.
Acid splash: action, 60 feet, instant; up to two creatures that are within 5 feet of each other, dex save or 1d6 acid.
Ray of frost: action, 60 feet, instant; ranged attack 1d8 cold speed reduced by 10 feet until next turn.
Shocking grasp: action, touch, instant; melee spell attack advantage if wearing armor 1d8 Lightning, and no reactions till next turn.
1st level spells: can cast 2 1st spells per long rest.
Magic missle:
Chromatic orb: action, 90 feet, instant, 4 inch diameter orb choose dam type ( acid, cold, fire, lightning, poison, thunder) ranged spell attack, 3d8 of that element.
Wild magic: dam rolls d20 every time you cast a spell 1st or higher if he rolls a 1 then roll d100 and reference the wild magic table.
Tides of chaos: every long rest gain advantage on attack roll, ability check, or saving throw. Also resets after wild magic roll.

Equipment:
Two daggers(1d4, light, finesse, thrown (20/50)), component pouch, spear (1d6 piercing, thrown(20/60), versite 1d8), backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, water skin, 50 feet of rope.
Money: 60 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 Tue Jan 20, 2015 11:52 pm

Warlock:
A spell caster who gains their abilities from tieing themselves to some more powerful being.

Hit dice: 1d8
Hp: 8+con
Prof:+2
Proficiencies: light armor, simple weapons,
Saving throws: wis & cha
Skills: arcana & history
Other worldly being : pick one
Archfey: fey presence: once a long rest project a beguiling fearsome pressence each creature within 10 feet make wis saving through vs warlock spell save dc or charmed or frightened ( your choice) until the end of your next turn.
1st level spells: sleep: action, 90 feet, minute; 5d8 hit points of creatures within 20 feet of point of origin fall asleep.
Witch bolt: action, 30 feet, min; ranged attack 1d12 lightening, does 1d12 lightening each additional round you use action to auto do 1d12. Ends if you use your action for anything else.

The fiend: dark ones blessing: when you reduce a creature to zero you gain temp hp = cha+warlock level.
1st level spells: burning hands: action, self, instant; every creature in 15 foot come sexy throw or take 3d6 Fire half on save. Ignites objectes.
Hellish rebuke: raction from attack up to 60 feet, 60 feet, instant; 2d10 Fire half on dex.


The great old one: awakened mind: can speak with any creature telepathically up to 30 feet away despite common toungue.
1st level spell: Tasha's hideous laughter:action, 30 feet, min; wis saving throw or fall prone  and become incapacitated in uncontrollable laughter,  can make additional saving throw each turn it sustains damage but has advantage. Does not effect if int is 4 or lower.
Hex: bonus, 90 feet, hour; curse an enemy, try take an additional 1d6 necrotic, when you hit them, choose one ability they take disadvantage on it, if they fall to zero before time may curse a new enemy.
Spell save: 8+prof+cha
Spell attack : prof+cha
Cantrips:
Eldritch blast: action , 120 feet, instant; ranged attack 1d10 force
Chill touch: action, 120 feet, round; ranged spell attack on hit 1d8 necrotic, ms cannot regain hp till next turn, undead have disadvantage on attack rolls.


Equipment: club (1d4 bludgeoning, light),leather armor,( 11+dex), 2 daggers(1d4 piercing, light, thrown(30/60), finesse), arcane focus, backpack, book of lore, bottle of ink, ink pen, 10 sheets of parchment, little bag of sand and small knife.
Money: 80 go

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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Steps to character creation - Page 2 Empty Re: Steps to character creation

Post by Admin Wed Jan 21, 2015 6:55 pm

Wizard:
SCholas of the arcane. Magical knowledge gained from the study of books and ancient times. They are wild and enigmatic.

Hit dice: 1d6
Hp. 6+con
Prof bonus:+2
Proficiencies: daggers, darts, slings, quarterstaffs, light crossbows.
Saving throws: int & wins
Skills: arcana & history
arcane recovery: once per day after a short rest you can recover half of your wizard level (rounded up) spell slots.
Spell save: 8+prof+int
Spell attack: prof+int
Can ritual cast
Cantrips:light: action, touch, hour; touch an object and it sheds 20 foot radius light.
Poison spray: action, 10 feet, instant: con save or 1d13 poison.
Ray of frost: action, 60 feet, instant; ranged attack, 1d8 cold, and speed reduced to 10.
1st level spell: 2 slots a day from the following list choose int+1 spells to be prepared for the day( they are not expended when cast. )
Alarm:min, 30 feet, 8 hours; set an alarm alerts whenever a tiny creature or larger enters area can be a mental alarm or audible.
Disguise self: action, self, hour; change yourself and your possessions to appear different. Physical inspection breaks spell, investigation does also.
Find familiar: ritual, hour, 10 feet, instant; gain familiar, animal form but celestial, fey or fiend. Use stats for beast. Acts independently, can communicate telepathically, one at a time. Familiar can deliver spell.
Mage armor: action, touch, 8 hours; touch creature and there AC becomes13+dex does not stack,
Magic missile: action, 120 feet, instant; three glowing darts 1d4+1 force,
Thunder wave: action: self(15 foot cone), instant; every creature in cone, make con save for half of 2d8 Thunder and be knocked back. In attached items pushed back. And thundorus boom.

Equipment: quarterstaff (1d6 bludgeoning, versatile 1d8), component pouch, spell book, backpack, book of lore, bottle of Ink, ink pen, 10 sheets of paper, little bag of sand, small knife.
Money: 80 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 Wed Jan 21, 2015 6:58 pm

Step 4: determine abilities:
Point system; asign one value to each ability than add racial modifiers. 15,14,13,12,10,8 then get modifiers according to chart:
8-9=-1
10-11=0
12-13=+1
14-15=+2
16-17=+3
18-19=+4

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 Wed Jan 21, 2015 7:03 pm

Step 5: choose alignment:

Remainder stick with what is your character and remember evil and good are essentially levels of selfishness not psychopathy. An evil charecter can have friends and do good things but they do them for selfish reasons. Law and chaos are more societal views.

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 Wed Jan 21, 2015 7:32 pm

Step 6 background:
Choose one:
Acolyte: spent life in service of temple or other holy order;
S proficiency es: insight & religion
Languages: 2 of your choice
Equipment: holy symbol, prayer book, 5 sticks of inscense, vestments, common othes, belt pouch with 15gp.
Feature: expect free healing and care at a place of similar religious worship.

Charlatan:
Skills: deception & sleight of hand
Took: disguise kit & forgery kit
Equipment: fine clothes disguise kit, tools of a certain con ( your choice) belt pouch with 15 go,
Feature: favorite scam
False identity: a second identity with papers and established acquaintances.

Criminal:
Skill: deception & stealth
Tools: gaming set & thieves tools
Equipment: crowbar, dark common othes, belt pouch with 15 gp
Choose specialty
Have. Reliable contact can aLways get a hold of.

Entertainer:
Skill: acrobatics & performance
Took: disguise kit & choose instrument
Equipment: instrument. Favor of an admirer, costume, belt ouch with 15gp
Choose expertise
Always find a place to perform will revive free room and board.

Folk hero:
Skill: animal handling & survival
Tool: vehicles land & artisan tools
Equipment: artisan tools, shovel, iron pot. Common clothes, belt pouch with 10 gp
Choose defining event
Fit in with common folk can find a place to hide/ rest will be shielded from the law.

Guild artisan:
Skill: insight & persuasion
Took: one artisan
Equipment: Artisan tools, letter of introduction, travelers clothes, belt pouch with 15 gp
Choose Type of guild
Guild benefits: lodging help political power must pay dues 5gp a month.

Hermit:
Skill: medicine & religion
Tool: herbalism kit
Choose a language
Equipment: scroll case with notes, winter blanket, common clothes, 5 gp
Why where you a hermit
Made some sort of discovery

Noble:
Skill: history & persuasion
Tool: gaming set
Choose language
Equipment: fine clothes: signet ring, scroll of pedigree, purse containing 25 gp
Welcome In high society, common folk make efforts to avoid your displeasure.

Outlander:
Skill: Athletics & survival
Tool: choose musical instrument
Choose language
Equipment: staff, hunting trap, trophy from animal kill, travel clothes, belt pouch with 10 gp
Choose occupation while in far away lands
Excellent memory of maps and geography in addition can find food and fresh water for yourself and 5 others


Sage:
Skill: arcana & history
Languages choose two
Equipment: black ink, quill, small knife, letter from dead college, common clothes, belt pouch with 10 gp
Determine specialty
Researcher: if you do not know you often know where to find it.

Sailor:
Skill: athletics & perception
Tool: navigators tools & vehicles water
Equipment: belaying pin, 50 feet of silken rope, lucky charm, common clothes, belt pouch containing 10 gp
Can secure free ships passage.

Soldier:
Skill: athletics & intimidation
Tool: gaming set & vehicles land
Equipment: insignia of rank, trophy taken from enemy, bone dice, common clothes, belt pouch with 10 gp
Choose specialty
Had a rank determine it and you can use it

Urchin:
Skill: sleight of hand & stealth
Tool: disguise kit & thieves tools
Equipment: small knife, map of city you grew up in, small animal pet, token of your parents, common clothes, belt pouch with 10 gp
Can travel between aces in a city twice as fast

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 Wed Jan 21, 2015 7:37 pm

Step 7 choose shard type one of the 12 elements or three moons. This is more of a fun extra like backgrounds think of it like a zodiac or horoscope where you receive some benifit but the shards are mysterious. What you choose you get one rank in, if you choose the shard with your racial on it gain an additional rank in that one lastly if you are a cleric gain a rank in whatever your domain is and if you are a paladin gain a rank in your order. So most will have one rank in one maybe two ranks but you could have two ranks in one and another rank in another if you are a paladin or cleric and choose an elemental rank with your racial. Info is located in library under religions.

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 Wed Jan 21, 2015 7:40 pm

Step 8 finish!
K so you should have bee filling out all the info under profile character sheet. When you are done contact me and we will go over andake any last minute changes before running a prologue and your done! Welcome to the astrologers guide Lymars premiere adventurous guild may you ever reach the furthest stars.

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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