Dungeon Crawlers [SU]

Rex That Betrays

Junior Member
Dungeon Crawlers is an awesome alternative to your standard text based roleplay. Utilizing the mechanics set forth in the fourth edition Dungeons and Dragons Player's Handbook, Dungeon Master's Guide and Monster Manual, Dungeon Crawlers goal is to simulate the excitement and fun found in traditional pen and paper roleplaying through an online Internet community.


One does not need to be familiar with Dungeons and Dragons in any meaningful sense to participate or enjoy Dungeon Crawlers and newcomers to pen and paper roleplaying are more than welcome to jump in and learn the trade.


Further down the road I will explain exactly how roleplaying will work in Dungeon Crawlers and explain the mechanics of the Dungeons and Dragons system but for right now all you need to know is.


Dungeon Crawlers will be set in a traditional fantasy setting much like that found in the works of J.R.R. Tolkien's Lord of the Rings series, The early Final Fantasy video games (I-IV) and other staples of the fantasy genre.


While the lack of an entirely unique world may be a point against Dungeon Crawlers it has a pro in the fact that it allows players to immediately be able to jump into the world without fear of being expected to keep themselves within any pre-established canon or back story outside of what the plot immediately calls for, allowing us to spend more time on getting used to the mechanics of roleplaying rather than the mechanics of the setting. Not to mention the fact that there's a reason why Lord of the Rings and Final Fantasy inspired so many clones and copycat's, sometimes going with the tried and true can be just as, if not more so, fun as exploring the new and unknown.


Character creation will be split up into two parts. The first part will be posted right here and now for completion. This includes the more biographical information for your character such as Name, Age and Race. The abilities and equipment of your character will be chosen at a later point in time once a decent number of people have finished the first part of the character creation. I decided to do character creation this way to put as little strain on people not familiar with D&D as possible. The Race traits are rather heavy in D&D 4th edition mechanics and any questions about them should be PMed to myself and I will be more than happy to explain what certain terms may mean.


(By no means do you have to finish part 1 to participate in part 2, the character creation process for this roleplay is a little more involved than in most others and so splitting it up is to keep things from being too complicated or overwhelming. So long as all parts of the character sheet are completed before you actually start playing you can complete them in anyway way or when you desire. If sections in part 1 need to be changed to accommodate what you want to do in part 2, you may do so so long as you notify me you have made a change.)


Here is the required character sheet for part 1 (all fields must be completed)


Information regarding the choosable Races, Alignments and Deities can be found in the spoiler tags underneath the character sheet.


(The Names provided in the “Playing an X” section of each race should be taken as examples of what a name for that race looks and sounds like not as the only choices possible for a name. You may use the names if you want, but you don't have to.)


Name:


Age:


Race:


Gender:


Height:


Weight:


Appearance: (Can be 12 paragraphs or just a picture, whetever you feel is necessary. Please no anime pictures)


Alignment:


Deity: (your character can choose to not worship a deity, if you would like to create your own deity please PM me and we can work it out)

Born to fight, dragonborn are a race of wandering


mercenaries, soldiers, and adventurers. Long ago, their


empire contended for worldwide dominion, but now


only a few rootless clans of these honorable warriors


remain to pass on their legends of ancient glory.


Play a dragonborn if you want . . .


✦ to look like a dragon.


✦ to be the proud heir of an ancient, fallen empire.


✦ to breathe acid, cold, fire, lightning, or poison.


✦ to be a member of a race that favors the warlord,


fighter, and paladin classes.

Average Height: 6´ 2˝–6´ 8˝


Average Weight: 220–320 lb.


Ability Scores: +2 Strength, +2 Charisma


Size: Medium


Vision: Normal


Languages: Common, Draconic


Skill Bonuses: +2 History, +2 Intimidate


Dragonborn Fury: When you’re bloodied, you gain a +1


racial bonus to attack rolls.


Draconic Heritage: Your healing surge value is equal


to one-quarter of your maximum hit points + your


Constitution modifier.






Dragonborn resemble humanoid dragons. They’re


covered in scaly hide, but they don’t have tails. They


are tall and strongly built, often standing close to


6½ feet in height and weighing 300 pounds or more.


Their hands and feet are strong, talon-like claws with


three fingers and a thumb on each hand. A dragonborn’s


head features a blunt snout, a strong brow,


and distinctive frills at the cheek and ear. Behind


the brow, a crest of hornlike scales of various lengths


resembles thick, ropy hair. Their eyes are shades of


red or gold.


A typical dragonborn’s scales can be scarlet, gold,


rust, ocher, bronze, or brown. Rarely do an individual’s


scales match the hue of a chromatic or metallic


dragon, and scale color gives no indication of the type


of breath weapon a dragonborn uses. Most dragonborn


have very fine scales over most of their body, giving


their skin a leathery texture, with regions of larger


scales on the forearms, lower legs and feet, shoulders,


and thighs.


Young dragonborn grow faster than human children


do. They walk hours after hatching, reach the


size and development of a 10-year-old human child


by the age of 3 and reach adulthood by 15. They live


about as long as humans do.
To a dragonborn, honor is more important than life


itself. First and foremost, honor is tied to battlefield


conduct. Adversaries should be treated with courtesy


and respect, even if they are bitter enemies. Caution


and discretion are key to a warrior’s survival, but fear


is a disease and cowardice is a moral failing.


The drive to behave honorably extends into the rest


of a dragonborn’s life: Breaking an oath is the height


of dishonor, and attention to honesty extends to every


word. A commitment made must be carried out. Ultimately,


a dragonborn takes responsibility for his or her


actions and their consequences.


A continual drive for self-improvement reveals an


additional aspect of dragonborn honor. Dragonborn


value skill and excellence in all endeavors. They hate


to fail, and they push themselves to extreme efforts


before they give up on something. A dragonborn holds


mastery of a particular skill as a lifetime goal. Members


of other races who share the same commitment


find it easy to earn the respect of a dragonborn.


The dragonborn dedication to honor and excellence


sometimes leads others to view dragonborn as arrogant


and proud. Most dragonborn share a great pride


in their race’s past and present accomplishments, but


they are also quick to admire the accomplishments of


others. Even though the tiefling empire of Bael Turath


was the enemy of the ancient dragonborn empire of


Arkhosia, dragonborn recognize tieflings as worthy


companions or opponents, admiring their strength


and tenacity as friends or enemies.


Dragonborn seek adventure for the chance to prove


their worth, win renown, and perhaps become champions


about whom stories will be told for generations.


To win everlasting glory through mighty deeds, daring


exploits, and supreme skill—that is the dragonborn


dream.


Dragonborn Characteristics: Driven, honor-bound,


noble, perfectionist, proud, reliable, reserved, rooted in


ancient history


Male Names: Arjhan, Balasar, Bharash, Donaar,


Ghesh, Heskan, Kriv, Medrash, Nadarr, Patrin,


Rhogar, Shamash, Shedinn, Torinn


Female Names: Akra, Biri, Daar, Harann, Kava,


Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina,


Thava

Carved from the bedrock of the universe, dwarves


endured an age of servitude to giants before winning


their freedom. Their mighty mountain fortress-cities


testify to the power of their ancient empires. Even


those who live in human cities are counted among the


staunchest defenders against the darkness that threatens


to engulf the world.


Play a dwarf if you want . . .


✦ to be tough, gruff, and strong as bedrock.


✦ to bring glory to your ancestors or serve as your


god’s right hand.


✦ to be able to take as much punishment as you


dish out.


✦ to be a member of a race that favors the paladin,


cleric, and fighter classes.

Average Height: 4´ 3˝–4´ 9˝


Average Weight: 160–220 lb.


Ability Scores: +2 Constitution, +2 Wisdom


Size: Medium


Vision: Low-light


Languages: Common, Dwarven


Skill Bonuses: +2 Dungeoneering, +2 Endurance


Cast-Iron Stomach: +5 racial bonus to saving throws


against poison.


Dwarven Resilience: You can use your second wind as


a minor action instead of a standard action.


Dwarven Weapon Proficiency: You gain proficiency


with the throwing hammer and the warhammer.


Encumbered Speed: You move at your normal speed


even when it would normally be reduced by armor


or a heavy load. Other effects that limit speed (such


as difficult terrain or magical effects) affect you


normally.


Stand Your Ground: An effect that normally pulls, pushes,


or slides a target does not force you to move unless


you want to. In addition, when an attack would knock you


prone, you can immediately make a saving throw to


avoid falling prone.

Dwarves average about 4½ feet in height and are very


broad, weighing as much as an adult human. Dwarves


have the same variety of skin, eye, and hair colors as


humans, although dwarf skin is sometimes gray or


sandstone red and red hair is more common among


them. Male dwarves are often bald and braid their


long beards into elaborate patterns. Female dwarves


braid their hair to show clan and ancestry. Dwarven


attire and equipment, including weapons and shields,


are decorated with bold geometric shapes, natural


gems, and ancestral faces.


Although they reach physical maturity at roughly


the same age as humans, dwarves age more slowly and


remain vigorous well past 150 years of age, often living


to see 200.

Proudly proclaiming they were made from the earth


itself, dwarves share many qualities with the rock they


love. They are strong, hardy, and dependable. They


value their ancestral traditions, which they preserve


through the ages as fiercely as they defend the carved


structures of their mountain homes.


Dwarves believe in the importance of clan ties and


ancestry. They deeply respect their elders, and they


honor long-dead clan founders and ancestral heroes.


They place great value on wisdom and the experience


of years, and most are polite to elders of any race.


More so than most other races, dwarves seek guidance


and protection from the gods. They look to the


divine for strength, hope, and inspiration, or they


seek to propitiate cruel or destructive gods. Individual


dwarves might be impious or openly heretical, but


temples and shrines of some sort are found in almost


every dwarven community. Dwarves revere Moradin


as their creator, but individual dwarves honor those


deities who hold sway over their vocations; warriors


pray to Bahamut or Kord, architects to Erathis, and


merchants to Avandra—or even to Tiamat, if a dwarf is


consumed by the dwarven taste for wealth.


Dwarves never forget their enemies, either individuals


who have wronged them or entire races of


monsters who have done ill to their kind. Dwarves


harbor a fierce hatred for orcs, which often inhabit


the same mountainous areas that dwarves favor and


which wreak periodic devastation on dwarf communities.


Dwarves also despise giants and titans, because


the dwarf race once labored as the giants’ slaves. They


feel a mixture of pity and disgust toward those corrupted


dwarves who still have not freed themselves


from the giants’ yoke—azers and galeb duhrs among


them.


To a dwarf, it is a gift and a mark of deep respect


to stand beside an ally in battle, and a sign of deepest


loyalty to shield that ally from enemy attack. Dwarven


legends honor many heroes who gave their lives to save


their clans or their friends.


Dwarf Characteristics: Acquisitive, brave, hardworking,


loyal, organized, stern, stubborn, tenacious,


vengeful


Male Names: Adrik, Baern, Berend, Darrak, Eberk,


Fargrim, Gardain, Harbek, Kildrak, Morgran, Orsik,


Rangrim, Thoradin, Thorfin, Tordek, Travok, Vondal


Female Names: Artin, Bardryn, Diesa, Eldeth,


Falkrunn, Gurdis, Helja, Kathra, Kristryd, Mardred,


Riswynn, Torbera, Vistra

Creatures of magic with strong ties to nature, eladrin


live in cities in the twilight realm of the Feywild. Their


cities lie close enough to the world that they sometimes


cross over, appearing briefly in mountain valleys or


deep forest glades before fading back into the Feywild.


Play an eladrin if you want . . .


✦ to be otherworldly and mysterious.


✦ to be graceful and intelligent.


✦ to teleport around the battlefield, cloaked in the


magic of the Feywild.


✦ to be a member of a race that favors the wizard,


rogue, and warlord classes.

Average Height: 5´ 5˝–6´ 1˝


Average Weight: 130–180 lb.


Ability Scores: +2 Dexterity, +2 Intelligence


Size: Medium


Vision: Low-light


Languages: Common, Elven


Skill Bonuses: +2 Arcana, +2 History


Eladrin Education: You gain training in one additional


skill selected from the skill list


Eladrin Weapon Proficiency: You gain proficiency


with the longsword.


Eladrin Will: You gain a +1 racial bonus to your Will


defense.


In addition, you gain a +5 racial bonus to saving


throws against charm effects.


Fey Origin: Your ancestors were native to the Feywild,


so you are considered a fey creature for the purpose


of effects that relate to creature origin.


Trance: Rather than sleep, eladrin enter a meditative


state known as trance. You need to spend 4 hours in


this state to gain the same benefits other races gain


from taking a 6-hour extended rest. While in a trance,


you are fully aware of your surroundings and notice


approaching enemies and other events as normal.

Fey Step


With a step, you vanish from one place and appear in another.


Encounter ✦ Teleportation


Action type: Move, Personal


Effect: Teleport up to 5 yards in any direction

Eladrin are of human height. They are slim, and even


the strongest simply look athletic rather than musclebound.


They have the same range of complexions as


humans, though they are more often fair than dark.


Their straight, fine hair is often white, silver, or pale


gold, and they wear it long and loose. Their ears are


long and pointed, and their eyes are pearly and opalescent


orbs of vibrant blue, violet, or green, lacking


pupils. Eladrin can’t grow facial hair and have little


body hair.


Eladrin children grow much as human children


do, but their aging process slows to a crawl when they


reach maturity. They enjoy youth and health for most


of their lives and don’t begin to feel the effects of age


until the middle of their third century. Most live for


over 300 years, and even at the end they suffer few of


the infirmities of old age.

Eladrin society straddles the boundary between the


Feywild and the natural world. Eladrin build their


elegant cities and towers in places of striking natural


splendor, especially where the veil between the


worlds is thin—isolated mountain vales, green islands


along wild and storm-wracked coasts, and the deepest


recesses of ancient forests. Some eladrin realms exist


mostly in the Feywild, only rarely touching the world,


while others appear in the world at sunset each day,


only to fade back into the Feywild at dawn.


Long-lived and strongly tied to the Feywild, eladrin


have a detached view of the world. Eladrin often have


difficulty believing that events in the world have much


importance to them, and they consider courses of


action that can last for centuries.


Their general detachment from the world can make


eladrin seem distant and intimidating to other races.


Their fey nature also makes them simultaneously


alluring and a little frightening. However, eladrin take


friendships and alliances to heart and can react with


swift fury when their friends are endangered. Combined


with their intellect, bravery, and magical power,


this loyalty makes them powerful and respected allies.


Eladrin live by an aesthetic philosophy common to


the Feywild and personified by Corellon, the god of


beauty and patron of the fey. Eladrin seek to exemplify


grace, skill, and learning in every part of life, from


dance and song to swordplay and magic. Their cities


are places of stunning beauty that shape and guide


their natural surroundings into elegant forms.


Eladrin are close cousins to the elves and are occasionally


called high elves or gray elves. Eladrin favor


the Feywild and arcane magic more than elves do,


but the two races hold each other in high regard. They


share a burning hatred for the third branch of their


race—the drow.


Eladrin Characteristics: Aesthetic, deliberative,


detached, free, graceful, magical, otherworldly, patient,


perceptive


Male Names: Aramil, Arannis, Berrian, Dayereth,


Erevan, Galinndan, Hadarai, Immeral, Mindartis,


Paelias, Quarion, Riardon, Soveliss


Female Names: Althaea, Anastrianna, Andraste,


Bethrynna, Caelynna, Jelenneth, Leshanna, Meriele,


Naivara, Quelenna, Sariel, Shanairra, Theirastra,


Valenae

Wild and free, elves guard their forested lands using


stealth and deadly arrows from the trees. They build


their homes in close harmony with the forest, so perfectly


joined that travelers often fail to notice that they


have entered an elven community until it is too late.


Play an elf if you want . . .


✦ to be quick, quiet, and wild.


✦ to lead your companions through the deep woods


and pepper your enemies with arrows.


✦ to be a member of a race that favors the ranger,


rogue, and cleric classes.

Average Height: 5´ 4˝–6´ 0˝


Average Weight: 130–170 lb.


Ability Scores: +2 Dexterity, +2 Wisdom


Size: Medium


Vision: Low-light


Languages: Common, Elven


Skill Bonuses: +2 Nature, +2 Perception


Elven Weapon Proficiency: You gain proficiency with


the longbow and the shortbow.


Fey Origin: Your ancestors were native to the Feywild,


so you are considered a fey creature for the purpose


of effects that relate to creature origin.


Group Awareness: You grant non-elf allies within


close range of you a +1 racial bonus to Perception


checks.


Wild Step: You ignore difficult terrain when you step.

Elven Accuracy


With an instant of focus, you take careful aim at your foe and


strike with the legendary accuracy of the elves.


Encounter


Action Type: Free Personal


Effect: Reroll an attack roll. Use the second roll, even if it’s


lower.

Elves are slender, athletic folk about as tall as humans.


They have the same range of complexions as humans,


tending more toward tan or brown hues. A typical elf ’s


hair color is dark brown, autumn orange, mossy green,


or deep gold. Elves’ ears are long and pointed, and


their eyes are vibrant blue, violet, or green. Elves have


little body hair, but they favor a wild and loose look to


their hair.


Elves mature at about the same rate as humans, but


show few effects of age past adulthood. The first sign


of an elf ’s advancing age is typically a change in hair


color—sometimes graying but usually darkening or


taking on more autumnal hues. Most elves live to be


well over 200 years old and remain vigorous almost to


the end.

Elves are a people of deeply felt but short-lived passions.


They are easily moved to delighted laughter,


blinding wrath, or mournful tears. They are inclined


to impulsive behavior, and members of other races


sometimes see elves as flighty or impetuous, but elves


do not shirk responsibility or forget commitments.


Thanks in part to their long life span, elves sometimes


have difficulty taking certain matters as seriously as


other races do, but when genuine threats arise, elves


are fierce and reliable allies.


Elves revere the natural world. Their connection


to their surroundings enables them to perceive much.


They never cut living trees, and when they create


permanent communities, they do so by carefully


growing or weaving arbors, tree houses, and catwalks


from living branches. They prefer the primal power


of the natural world to the arcane magic their eladrin


cousins employ. Elves love to explore new forests and


new lands, and it’s not unusual for individuals or


small bands to wander hundreds of miles from their


homelands.


Elves are loyal and merry friends. They love simple


pleasures—dancing, singing, footraces, and contests


of balance and skill—and rarely see a reason to tie


themselves down to dull or disagreeable tasks. Despite


how unpleasant war can be, a threat to their homes,


families, or friends can make elves grimly serious and


prompt them to take up arms.


At the dawn of creation, elves and eladrin were a


single race dwelling both in the Feywild and in the


world, and passing freely between the two. When


the drow rebelled against their kin, under the leadership


of the god Lolth, the resulting battles tore the fey


kingdoms asunder. Ties between the peoples of the


Feywild and the world grew tenuous, and eventually


the elves and eladrin grew into two distinct races.


Elves are descended from those who lived primarily


in the world, and they no longer dream of the Feywild.


They love the forests and wilds of the world that they


have made their home.


Elf Characteristics: Agile, friendly, intuitive, joyful,


perceptive, quick, tempestuous, wild


Male Names: Adran, Aelar, Beiro, Carric, Erdan,


Gennal, Heian, Lucan, Peren, Rolen, Theren, Varis


Female Names: Adrie, Birel, Chaedi, Dara, Enna,


Faral, Irann, Keyleth, Lia, Mialee, Shava, Thia, Valna

[/QUOTE][/QUOTE]

Descended from elves and humans, half-elves are


a vital race in which the best features of elves and


humans often appear.


Play a half-elf if you want . . .


✦ to be an outgoing, enthusiastic leader.


✦ to be a charismatic hero equally at home in two


different cultures.


✦ to be a member of a race that favors the warlord,


paladin, and warlock classes.

Average Height: 5´ 5˝–6´ 2˝


Average Weight: 130–190 lb.


Ability Scores: +2 Constitution, +2 Charisma


Size: Medium


Vision: Low-light


Languages: Common, Elven, choice of one other


Skill Bonuses: +2 Diplomacy, +2 Insight


Dilettante: At 1st level, you choose an at-will power


from a class different from yours. You can use that


power as an encounter power.


Dual Heritage: You can take feats that have either elf


or human as a prerequisite (as well as those specifically


for half-elves), as long as you meet any other


requirements.


Group Diplomacy: You grant allies within medium range of


you a +1 racial bonus to Diplomacy checks.

Half-elves tend to be sturdier of build than elves but


more slender than most humans. Half-elves have the


same range of complexions as humans and elves, and


like elves, half-elves often have eye or hair colors not


normally found among humans. Male half-elves can


grow facial hair, unlike male elves, and often sport


thin mustaches, goatees, or short beards. Half-elves’


ears are about the size of human ears, but they are


tapered, like the ears of their elven ancestors.


Half-elves usually adopt the dress and hairstyles


of the society they spend the most time with; for


example, a half-elf raised among a barbaric human


tribe dresses in the furs and skins favored by the tribe


and adopts the tribe’s style of braids and face paint.


However, it would not be unusual for half-elves raised


among humans to seek out articles of elven clothing or


jewelry so that they can proudly display signs of their


dual heritage.


Half-elves have life spans comparable to humans,


but like elves they remain vigorous well into old age.

Half-elves are more than just a combination of two


races—the combination of human and elf blood produces


a unique race with qualities all its own. They


share some of the natural grace, athleticism, and keen


perceptiveness of elves, along with the passion and


drive of humans. But in their own right, they are charismatic,


confident, and open-minded and are natural


diplomats, negotiators, and leaders.


Half-elves like to be around people, the more


diverse the better. They gravitate toward population


centers, especially larger settlements where members


of many races mingle freely. Half-elves cultivate large


networks of acquaintances, as much out of genuine


friendliness as for practical purposes. They like to


establish relationships with humans, elves, and members


of other races so they can learn about them, the


way they live, and how they make their way in the


world.


Half-elves rarely settle down for any length of time.


Their wanderlust makes them natural adventurers,


and they quickly make themselves at home wherever


they end up. When their paths take them back to a


place they have visited before, they track down old


friends and renew old contacts.


Ultimately, half-elves are survivors, able to adapt to


almost any situation. They are generally well liked and


admired by everyone, not just elves and humans. They


are empathetic, better at putting themselves in others’


shoes than most.


Half-elves naturally inspire loyalty in others, and


they return that feeling with deep friendship and a


keen sense of responsibility for those who place themselves


in their care. Half-elf warlords and generals do


not order their followers into danger that they would


not face themselves, and they usually lead from the


front, trusting their allies to follow.


Half-elves have no culture of their own and are not


a numerous people. They usually bear human or elf


names, sometimes using one name among elves and a


different one among humans. Some are anxious about


their place in the world, feeling no kinship with any


race, except other half-elves, but most call themselves


citizens of the world and kin to all.


Half-Elf Characteristics: Accommodating, adaptable,


charming, confident, gregarious, open-minded


Half-Elf Names: Typically elf or human names,


though some half-elves have names more typical of


other races

[/QUOTE]

Halflings are a small race known for their resourcefulness,


quick wits, and steady nerves. They are a


nomadic folk who roam waterways and marshlands.


No people travel farther or see more of what happens


in the world than halflings.


Play a halfling if you want . . .


✦ to be a plucky hero who is all too easy to


underestimate.


✦ to be likable, warm, and friendly.


✦ to be a member of a race that favors the rogue,


ranger, and warlock classes.

Average Height: 3´ 10˝–4´ 2˝


Average Weight: 75–85 lb.


Ability Scores: +2 Dexterity, +2 Charisma


Size: Small


Vision: Normal


Languages: Common, choice of one other


Skill Bonuses: +2 Acrobatics, +2 Thievery


Bold: You gain a +5 racial bonus to saving throws


against fear.


Nimble Reaction: You gain a +2 racial bonus to AC


against opportunity attacks.

Second Chance


Luck and small size combine to work in your favor as you dodge


your enemy’s attack.


Encounter


Action Type: Immediate Interrupt, Personal


Effect: When an attack hits you, force an enemy to roll the


attack again. The enemy uses the second roll, even if it’s


lower.

Halflings stand about 4 feet tall and weigh about 80


pounds. They resemble small humans and are proportioned


like human adults. Halflings have the same


range of complexions as humans, but most halflings


have dark hair and eyes. Halfling males don’t have


beards, but many have long, full sideburns. Halflings


of both genders often wear complicated hairstyles, featuring


complex braiding and weaving.


Halflings typically dress in clothes that match


their surroundings and prefer earth tones and various


shades of green. Their clothing and gear feature


woven textures and stitching. Birds, river patterns,


boats, and fish are common images in halfling art and


decoration.


Halflings have life spans comparable to humans.

Halflings are an affable, warm, and cheerful people.


They survive in a world full of larger creatures by


avoiding notice or, barring that, avoiding offense. They


appear harmless and so have managed to survive for


centuries in the shadow of empires and on the edges of


wars and political strife.


Halflings are practical and down-to-earth. They


concern themselves with basic needs and simple


pleasures, harboring few dreams of gold or glory.


Adventurers are no more rare among halflings than


among other races, but they usually pursue the


adventurer’s life for reasons of community, friendship,


wanderlust, or curiosity. Halfling adventurers are


brave and faithful companions, relying on stealth and


trickery in battle rather than raw might or magic.


Tight-knit halfling communities are found near


the settlements of other races, often along or even on


the surface of a body of water. Halflings have never


built a kingdom of their own or even held much land.


They don’t recognize any sort of royalty or nobility of


their own, instead looking to family elders to guide


them. This emphasis on family and community has


enabled halflings to maintain their traditional ways


for thousands of years, unaffected by the rise and fall


of empires.


According to halfling legend, Melora and Sehanine


created the halflings together, giving the race a love


of nature and the gift of stealth. When their interest


waned, Melora and Sehanine stopped looking after


the race, or so the legends go, and halflings made


their own way in the world. They say Avandra, the god


of luck, admired their resourcefulness and adopted


them, favoring them with good fortune. Not all halflings


worship Avandra, but nearly all breathe a prayer


of thanks to her when fortune favors them.


Halflings are fond of stories and legends such as the


myth of Avandra, and their culture is rich in oral tradition.


Few members of other races realize that halfling


folktales contain a vast amount of lore about people


and places long past. Many halflings are able to dredge


up knowledge about the history, religion, or culture of


other races, but that knowledge is usually wrapped in


a fable.


Halfling Characteristics: Brave, curious, determined,


down-to-earth, friendly, good-natured, lucky,


nimble, optimistic, practical, resourceful, warm


Male Names: Ander, Corrin, Dannad, Errich, Finnan,


Garret, Lazam, Lindal, Merric, Nebin, Ostran, Perrin,


Reed, Shardon, Ulmo, Wenner


Female Names: Andrey, Bree, Callie, Chenna, Eida,


Kithri, Lidda, Nedda, Paela, Shaena, Tryn, Vani, Verna,


Wella

[/QUOTE][/QUOTE]

Of all the civilized races, humans are the most adaptable


and diverse. Human settlements can be found


almost anywhere, and human morals, customs, and


interests vary greatly.


Play a human if you want . . .


✦ to be a decisive, resourceful hero with enough


determination to face any challenge.


✦ to have the most versatility and flexibility of


any race.


✦ to be able to excel at any class you choose.

Average Height: 5´ 6˝–6´ 2˝


Average Weight: 135–220 lb.


Ability Scores: +2 to one ability score of your choice


Size: Medium


Vision: Normal


Languages: Common, choice of one other


Bonus At-Will Power: You know one extra at-will


power from your class.


Bonus Feat: You gain a bonus feat at 1st level. You must


meet the feat’s prerequisites.


Bonus Skill: You gain training in one additional skill


from your class skill list.


Human Defense Bonuses: +1 to Fortitude, Reflex, and


Will defenses.

Humans come in a wide variety of heights, weights,


and colors. Some humans have black or dark brown


skin, others are as pale as snow, and they cover the


whole range of tans and browns in between. Their hair


is black, brown, or a range of blonds and reds. Their


eyes are most often brown, blue, or hazel.


Human attire varies wildly, depending on the environment


and society in which they live. Their clothing


can be simple, ostentatious, or anything in between.


It’s not unusual for several distinct human cultures


to live side by side in a particular area and mingle, so


human armor, weaponry, and other items incorporate


a variety of designs and motifs.


Humans average life spans of about 75 years,


though some venerable members of the race live as


long as 90 or more years.

Humans are decisive and sometimes rash. They


explore the darkest reaches of the world in search


of knowledge and power. They hurl themselves into


danger, dealing with consequences as they arise. They


act first and ponder later, trusting their will to prevail


and their native resourcefulness to see them through


perilous situations.


Humans always look to the horizon, seeking to


expand their influence and their territory. They chase


power and want to change the world, for good or for


ill. Their settlements are among the brightest lights in


a dark and untamed world, and humans constantly


seek to explore new lands and settle new frontiers.


Their self-reliance and bravery inclines humans


toward martial classes such as fighter, warlord, and


rogue. They often prefer to find hidden reserves of


strength in themselves rather than trust to the magic


of wizards or clerics.


That said, humans tend to be a pious race, worshiping


the whole pantheon of gods. Their myths name no


god as the creator of the race. Some tales say the gods


worked together to create them, infusing them with the


best qualities of each race that had come before. Other


tales say that humans were the creation of a god whose


name is no longer known, a god killed in the war against


the primordials or perhaps assassinated by another deity


(Asmodeus and Zehir are often accused of the deed).


Humans are tolerant of other races, different


beliefs, and foreign cultures. Most human settlements


are diverse places where different races live together


in relative peace. The human empire of Nerath,


the last great world power, united many different


peoples. Most of the human towns that have survived


the empire’s fall are fortified bastions against the


encroaching darkness. When elven forests are razed


or dwarven mines overrun, the survivors often flee to


the nearest human town for protection.


Despite the far reach and power of Nerath, humans


in the present day are a scattered and divided people.


Dozens of small kingdoms, fiefdoms, and free cities


have arisen from Nerath’s ruins, and many of these


realms are petty, weak, or isolated. Tensions and


misunderstandings among them often precipitate skirmishes,


espionage, betrayal, and even open warfare.


Human Characteristics: Adaptable, ambitious,


bold, corruptible, creative, driven, hardy, pragmatic,


resourceful, territorial, tolerant

[/QUOTE]

Heirs to an ancient, infernal bloodline, tieflings have


no realms of their own but instead live within human


kingdoms and cities. They are descended from human


nobles who bargained with dark powers, and long


ago their empire subjugated half the world. But the


empire was cast down into ruin, and tieflings were left


to make their own way in a world that often fears and


resents them.


Play a tiefling if you want . . .


✦ to be a hero who has a dark side to overcome.


✦ to be good at tricking, intimidating, or persuading


others to do your will.


✦ to be a member of a race that favors the warlock,


warlord, and rogue classes.

Average Height: 5´ 6˝–6´ 2˝


Average Weight: 140–230 lb.


Ability Scores: +2 Intelligence, +2 Charisma


Size: Medium


Vision: Low-light


Languages: Common, choice of one other


Skill Bonuses: +2 Bluff, +2 Stealth


Bloodhunt: You gain a +1 racial bonus to attack rolls


against bloodied foes.


Fire Resistance: You have resist fire 5 + one-half your


level.

Infernal Wrath


You call upon your furious nature to improve your odds of


harming your foe.


Encounter


Action Type: Minor, Personal


Effect: You can channel your fury to gain a +1 power bonus


to your next attack roll against an enemy that hit you since


your last turn. If your attack hits and deals damage, add


your Charisma modifier as extra damage.

Tieflings’ appearance testifies to their infernal bloodline.


They have large horns; thick, nonprehensile tails


that range in length from 4 to 5 feet; sharply pointed


teeth; and eyes that are solid orbs of black, red, white,


silver, or gold. Their skin color covers the whole


human range and also extends to reds, from a ruddy


tan to a brick red. Their hair, cascading down from


behind their horns, is as likely to be dark blue, red, or


purple as more common human colors.


Tieflings favor dark colors and reds, leathers and


glossy furs, small spikes and buckles. Tiefling-crafted


arms and armor often have an archaic style, harkening


back to the glory of their long-vanished empire.

Hundreds of years ago, the leaders of the human


empire of Bael Turath made pacts with devils to


solidify their hold over its enormous territory. Those


humans became the first tieflings, and they governed


their empire in the name of their infernal masters. In


time, Bael Turath came into conflict with Arkhosia,


the ancient empire of the dragonborn, and decades of


warfare left both empires in ruins. Bael Turath’s grand


capital was thrown down in ruin.


Tieflings are the heirs of the surviving noble dynasties


that ruled the empire. Their bloodline is tainted by


their diabolical connections, passing to their descendants


through all generations. In many ways, they


are human; they can have children with humans, for


example, but their offspring are always tieflings.


Centuries of other races’ distrust and outright


hatred have made tieflings self-reliant and often too


willing to live up to the stereotypes imposed on them.


As a race without a homeland, tieflings know that they


have to make their own way in the world and that they


have to be strong to survive, and they are not quick to


trust anyone who claims to be a friend. However, when


a tiefling’s companions demonstrate that they trust him


or her, the tiefling quickly learns to extend the same


trust to them. And once a tiefling gives someone trust


and loyalty, the tiefling is a firm friend and ally for life.


Although the nobles of Bael Turath subjugated


themselves to devils, most present-day tieflings give


little thought to gods or patrons, preferring to look out


for themselves. Therefore, they do not often follow the


path of the divine; tiefling clerics or paladins are rare.


Tieflings are not numerous. Sometimes a tiefling


merchant clan that is descended from a Bael Turath


dynasty settles as a group in a land where wealth can


purchase safety and comfort. But most tieflings are


born outside such hidden dynasties and grow up in the


roughest quarters of human cities and towns. These


tieflings often become swindlers, thieves, or crime


lords, who carve out a niche for themselves amid the


squalor of their surroundings.


Tiefling Characteristics: Cunning, disquieting,


imposing, mysterious, proud, rebellious, self-reliant,


sinister, sly, unconventional


Male Names: Akmenos, Amnon, Barakas, Damakos,


Ekemon, Iados, Kairon, Leucis, Melech, Morthos,


Pelaios, Skamos, Therai


Female Names: Akta, Bryseis, Damaia, Ea, Kallista,


Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta


Some young tieflings, striving to find a place in the


world, choose a name that signifies a concept and then


try to embody the concept. For some, the chosen name


is a noble quest. For others, it’s a grim destiny.


Modern Names: Art, Carrion, Chant, Despair, Fear,


Gladness, Hope, Ideal, Music, Nowhere, Open, Poetry,


Quest, Random, Reverence, Sorrow, Torment, Weary

[/QUOTE][/QUOTE]

Alignments are tied to universal forces bigger than


deities or any other allegiance you might have. If you’re


a high-level cleric with a lawful good alignment, you’re


on the same team as Bahamut, regardless of whether


you worship that deity. Bahamut is not in any sense


the captain of your team, just a particularly important


player (who has a large number of supporters).


Most people in the world, and plenty of player characters,


haven’t signed up to play on any team—they’re


unaligned. Picking and adhering to an alignment represents


a distinct choice.


If you choose an alignment for your character, you


should pick either good or lawful good. Unless your


DM is running a campaign in which all the characters


are evil or chaotic evil, playing an evil or chaotic evil character disrupts an adventuring party and, frankly,


makes all the other players angry at you.


Here’s what the four alignments (and being


unaligned) mean.

Protecting the weak from those who would dominate or kill


them is just the right thing to do.


If you’re a good character, you believe it is right to


aid and protect those in need. You’re not required


to sacrifice yourself to help others or to completely


ignore your own needs, but you might be asked to


place others’ needs above your own . . . in some cases,


even if that means putting yourself in harm’s way. In


many ways, that’s the essence of being a heroic adventurer:


The people of the town can’t defend themselves


from the marauding goblins, so you descend into the


dungeon—at significant personal risk—to put an end to


the goblin raids.


You can follow rules and respect authority, but


you’re keenly aware that power tends to corrupt


those who wield it, too often leading them to exploit


their power for selfish or evil ends. When that happens,


you feel no obligation to follow the law blindly.


It’s better for authority to rest in the members of a


community rather than the hands of any individual


or social class. When law becomes exploitation, it


crosses into evil territory, and good characters feel


compelled to fight it.


Good and evil represent fundamentally different


viewpoints, cosmically opposed and unable to coexist


in peace. Good and lawful good characters, though,


get along fine—even if a good character thinks a lawful


good companion might be a little too focused on following


the law, rather than simply doing the right thing.

An ordered society protects us from evil.


If you’re lawful good, you respect the authority of


personal codes of conduct, laws, and leaders, and you


believe that those codes are the best way of achieving


your ideals. Just authority promotes the well-being


of its subjects and prevents them from harming


one another. Lawful good characters believe just as


strongly as good ones do in the value of life, and they


put even more emphasis on the need for the powerful


to protect the weak and lift up the downtrodden. The


exemplars of the lawful good alignment are shining


champions of what’s right, honorable, and true, risking


or even sacrificing their lives to stop the spread of evil


in the world.


When leaders exploit their authority for personal


gain, when laws grant privileged status to some citizens


and reduce others to slavery or untouchable


status, law has given in to evil and just authority


becomes tyranny. You are not only capable of challenging


such injustice, but morally bound to do so.


However, you would prefer to work within the system


to right such problems rather than resorting to more


rebellious and lawless methods.

It is my right to claim what others possess.


Evil characters don’t necessarily go out of their way


to hurt people, but they’re perfectly willing to take


advantage of the weakness of others to acquire what


they want.


Evil characters use rules and order to maximize


personal gain. They don’t care whether laws hurt other


people. They support institutional structures that give


them power, even if that power comes at the expense


of others’ freedom. Slavery and rigid caste structures


are not only acceptable but desirable to evil characters,


as long as they are in a position to benefit from them.

I don’t care what I have to do to get what I want.


Chaotic evil characters have a complete disregard for


others. Each believes he or she is the only being that


matters and kills, steals, and betrays others to gain


power. Their word is meaningless and their actions


destructive. Their worldviews can be so warped that


they destroy anything and anyone that doesn’t directly


contribute to their interests.


By the standards of good and lawful good people,


chaotic evil is as abhorrent as evil, perhaps even more


so. Chaotic evil monsters such as demons and orcs are


at least as much of a threat to civilization and general


well-being as evil monsters are. An evil creature and


a chaotic evil creature are both opposed to good, but


they don’t have much respect for each other either and


rarely cooperate toward common goals.

Just let me go about my business.


If you’re unaligned, you don’t actively seek to harm


others or wish them ill. But you also don’t go out of


your way to put yourself at risk without some hope


for reward. You support law and order when doing so


benefits you. You value your own freedom, without


worrying too much about protecting the freedom


of others.


A few unaligned people, and most unaligned deities,


aren’t undecided about alignment. Rather, they’ve


chosen not to choose, either because they see the benefits


of both good and evil or because they see themselves


as above the concerns of morality. The Raven Queen


and her devotees fall into the latter camp, believing


that moral choices are irrelevant to their mission since


death comes to all creatures regardless of alignment.

Deities are the most powerful immortal creatures,


residents of the countless dominions that swirl


through the Astral Sea. They appear in dreams and


visions to their followers and wear countless different


faces, and artwork depicting them shows them


in a variety of forms. Their true nature is beyond


any physical form. Corellon is often depicted as an


eladrin, but he is no more an eladrin than he is a fey


panther—he is a god, and he transcends the physical


laws that bind even angels to their concrete forms.


Some deities are good or lawful good, some are


evil or chaotic evil, and some are unaligned. Each


deity has a vision of how the world should be, and the


agents of the deities seek to bring that vision to life in


the world. Except for the chaotic evil gods (Gruumsh


and Lolth), all deities are enemies of the demons,


which would rather destroy the world than govern it.


Most people revere more than one deity, praying


to different gods at different times. Commoners in a


small town might visit a temple that has three altars,


where they pray to Bahamut for protection, Pelor for


fertile crops, and Moradin to aid their skill at crafting.


Clerics and paladins more often serve a single


deity, championing that god’s particular cause in the


world. Other adventurers range across the spectrum,


from paying lip service to the whole pantheon, to


fervently serving a single god, to ignoring the gods


entirely as they pursue their own divine ascension.


Many deities have contradictory versions of how


the world should work. Even the agents and worshipers


of deities who share an alignment can come into


conflict.

Good


The god of change, Avandra


delights in freedom, trade,


travel, adventure, and the


frontier. Her temples are


few in civilized lands,


but her wayside shrines


appear throughout the world. Halflings, merchants,


and all types of adventurers are drawn to her worship,


and many people raise a glass in her honor, viewing


her as the god of luck. Her commandments are few:


✦ Luck favors the bold. Take your fate into your own


hands, and Avandra smiles upon you.


✦ Strike back against those who would rob you of


your freedom and urge others to fight for their own


liberty.


✦ Change is inevitable, but it takes the work of the


faithful to ensure that change is for the better.

Lawful Good


Called the Platinum Dragon,


Bahamut is the god of justice,


protection, nobility, and


honor. Lawful good paladins


often revere him, and metallic


dragons worship him as the


first of their kind. Monarchs are


crowned in his name. He commands


his followers thus:


✦ Uphold the highest ideals of honor


and justice.


✦ Be constantly vigilant against evil and oppose it on


all fronts.


✦ Protect the weak, liberate the oppressed, and


defend just order.

Unaligned


The god of spring, beauty, and


the arts, Corellon is the patron


of arcane magic and the fey. He


seeded the world with arcane


magic and planted the most


ancient forests. Artists and musicians


worship him, as do those


who view their spellcasting as


an art, and his shrines can be


found throughout the Feywild. He


despises Lolth and her priestesses


for leading the drow astray. He


urges his followers thus:


✦ Cultivate beauty in all that you do, whether you’re


casting a spell, composing a saga, strumming a lute,


or practicing the arts of war.


✦ Seek out lost magic items, forgotten rituals, and


ancient works of art. Corellon might have inspired


them in the world’s first days.


✦ Thwart the followers of Lolth at every opportunity.

Unaligned


Erathis is the god of civilization.


She is the muse of great invention,


founder of cities, and


author of laws. Rulers, judges,


pioneers, and devoted citizens


revere her, and her temples


hold prominent places in most


of the world’s major cities. Her laws


are many, but their purpose is straightforward:


✦ Work with others to achieve your goals. Community


and order are always stronger than the


disjointed efforts of lone individuals.


✦ Tame the wilderness to make it fit for habitation,


and defend the light of civilization against the


encroaching darkness.


✦ Seek out new ideas, new inventions, new lands


to inhabit, new wilderness to conquer. Build


machines, build cities, build empires.

Unaligned


Ioun is the god of knowledge, skill,


and prophecy. Sages, seers, and


tacticians revere her, as do all who


live by their knowledge and mental


power. Corellon is the patron of


arcane magic, but Ioun is the patron


of its study. Libraries and wizard


academies are built in her name. Her


commands are also teachings:


✦ Seek the perfection of your mind by bringing


reason, perception, and emotion into balance with


one another.


✦ Accumulate, preserve, and distribute knowledge


in all forms. Pursue education, build libraries, and


seek out lost and ancient lore.


✦ Be watchful at all times for the followers of Vecna,


who seek to control knowledge and keep secrets.


Oppose their schemes, unmask their secrets, and


blind them with the light of truth and reason.

Unaligned


Kord is the storm god and the lord of battle.


He revels in strength, battlefield prowess, and


thunder. Fighters and athletes revere him. He


is a mercurial god, unbridled and wild, who


summons storms over land and sea; those


who hope for better weather appease him


with prayers and spirited toasts. He


gives few commands:


✦ Be strong, but do not use your strength


for wanton destruction.


✦ Be brave and scorn cowardice in any form.


✦ Prove your might in battle to win glory and


renown.

Unaligned


Melora is the god of the wilderness


and the sea. She is both


the wild beast and the peaceful


forest, the raging whirlpool and


the quiet desert. Rangers, hunters,


and elves revere her, and sailors


make offerings to her before beginning


their voyages. Her strictures are these:


✦ Protect the wild places of the world from destruction


and overuse. Oppose the rampant spread of


cities and empires.


✦ Hunt aberrant monsters and other abominations of


nature.


✦ Do not fear or condemn the savagery of nature. Live


in harmony with the wild.

Lawful Good


Moradin is the god of creation


and patron of artisans, especially


miners and smiths. He carved the


mountains from primordial earth


and is the guardian and protector of


the hearth and the family. Dwarves from


all walks of life follow him. He demands


these behaviors of his followers:


✦ Meet adversity with stoicism and


tenacity.


✦ Demonstrate loyalty to your family,


your clan, your leaders, and your


people.


✦ Strive to make a mark on the world, a lasting legacy.


To make something that lasts is the highest good,


whether you are a smith working at a forge or a


ruler building a dynasty.

Good


God of the sun and summer, Pelor


is the keeper of time. He supports


those in need and opposes all


that is evil. As the lord of agriculture


and the bountiful harvest, he is the deity


most commonly worshiped by ordinary


humans, and his priests are well received wherever


they go. Paladins and rangers are found among his


worshipers. He directs his followers thus:


✦ Alleviate suffering wherever you find it.


✦ Bring Pelor’s light into places of darkness, showing


kindness, mercy, and compassion.


✦ Be watchful against evil.

Unaligned


The name of the god of death is long


forgotten, but she is called the Raven


Queen. She is the spinner of fate and


the patron of winter. She marks the


end of each mortal life, and mourners


call upon her during funeral rites,


in the hope that she will guard the


departed from the curse of undeath.


She expects her followers to abide by


these commandments:


✦ Hold no pity for those who suffer


and die, for death is the natural


end of life.


✦ Bring down the proud who try to


cast off the chains of fate. As the instrument


of the Raven Queen, you must punish


hubris where you find it.


✦ Watch for the cults of Orcus and stamp them out


whenever they arise. The Demon Prince of the


Undead seeks to claim the Raven Queen’s throne.

Unaligned


God of the moon and autumn, Sehanine


is the patron of trickery and illusions.


She has close ties to Corellon and Melora


and is a favorite deity among elves and


halflings. She is also the god of love, who


sends shadows to cloak lovers’ trysts.


Scouts and thieves ask for her blessing on


their work. Her teachings are simple:


✦ Follow your goals and seek your own destiny.


✦ Keep to the shadows, avoiding the blazing light of


zealous good and the utter darkness of evil.


✦ Seek new horizons and new experiences, and let


nothing tie you down.


Go ahead and post a completed first part of your character sheet and await excitedly for the posting of what will be required for part 2 of the character creation process.

[/QUOTE][/QUOTE][/QUOTE][/QUOTE][/QUOTE][/QUOTE][/QUOTE][/QUOTE][/QUOTE]


Dragon Breath


As you open your mouth with a roar, the deadly power of your


draconic kin blasts forth to engulf your foes.


Encounter ✦ Acid, Cold, Fire, Lightning, or Poison


Action Type: Minor Action (Close blast)


Targets: All surrounding creatures


Attack: Strength + 2 vs. Reflex, Constitution + 2 vs. Reflex, or


Dexterity + 2 vs. Reflex


Hit: 1d6 + Constitution modifier damage.


Increase to +4 bonus and 2d6 + Constitution modifier


damage at 11th level, and to +6 bonus and 3d6 +


Constitution modifier damage at 21st level.


Special: When you create your character, choose Strength,


Constitution, or Dexterity as the ability score you use


when making attack rolls with this power. You also choose


the power’s damage type: acid, cold, fire, lightning, or


poison. These two choices remain throughout your character’s


life and do not change the power’s other effects.



[/QUOTE]
 
Character Details


Name:
Arwen Lithos


Age: 97


Race: Eladrin


Gender: Female


Height: 5' 6"


Weight: 117.5 lbs


Appearance:

dndchar.jpg



Alignment: Good


Deity: Corellon


Stats:


Strength (+2) : 15


Constitution (+1) : 12



Dexterity (+1) : 11 +2



Intelligence (+3) : 14 +2



Wisdom (+0) : 10



Charisma (+2) : 14



Defenses


AC: 16


10 +2[A] +1 +3[int]


Reflex: 14


10 +3[int] +1


Fortitude: 13


10 + 2[Con] +1[R]


Will: 13


10 +1[R] +2[Cha]


(+5 saving throws vs charm effects/racial)


Class:


Warlord


Skills:




  • +5 Athletics (Str)(Racial)
  • +2 Arcana (Int)(Racial)
  • +5 Endurance (Con)
  • +5 Heal (Wis)
  • +7 History (Int)(Racial)
  • +5 Intimidate (Cha)


Feats:




  • Eladrin Soldier (Racial Bonus)

    +2 Damage and Proficiency with Longswords and Spears.




  • Combat Leader (Class Bonus)

    You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.




  • Tactical Presence (Class Bonus)

    When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Int modifier.




  • Tactical Assault (Choosen)

    Ally gains bonus to damage equal to your Int modifier


Powers:




  • Fey Step (Racial Bonus)

    With a step, you vanish from one place and appear in another.

    Encounter - Teleportation


    Action Type: Move, Personal


    Effect: Teleport up to 5 yards in any direction.





  • Viper's Strike (At-Will)

    Standard Action

    Target: One Creature


    Attack: Strength vs AC


    Effect: If the target shifts before the start of your next turn. it provokes an opportunity attacck from an ally of your choice.





  • Wolf Pack Tactics (At-Will)

    Standard Action

    Target: One Creature


    Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.


    Attack: Strength vs AC





  • Inspiring World (Encounter/Class Bonus)

    Special: you can use this power twice per encounter, but only once per round.

    Minor Action: Close burst 5


    Target: You or one ally in burst


    Effect: The target can spend a healing surge and regain an additional 1d6 hit points.





  • Warlord's Favor (Encounter)

    Standard Action

    Target: One Creature


    Attack: Strength vs AC


    Tactical Presence: The bonus to attack rolls that you grant equals 1 + your Int modifier





  • Lead the Attack (Daily)

    Standard Action

    Target: Once Creature


    Attack: Strength vs AC


    Hit: Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equals to 1 + your Int modifier


    Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.



Equipment:




  • Longsword (One Hand/Melee)

    +3 1d8 15gp 4lbs Heavy Blade Versatile
  • Dagger x3 (One Hand/Melee)

    +3 1d4 5/10R 3gp 3lbs Light Blade Off-hand, light thrown
  • Longbow (Two Hand/Ranged)

    +2 1d10 20/40R 30gp 3lb Load Free
  • Arrows (Usable)

    30 Arrows @ 3gp
  • Leather Armor (Light)

    +2AC 25gp 15lbs
  • Light Shield (Light)

    +1AC 5gp 6lbs


Other:


30lbs back pack




  • Rations - 10 days - 10lbs
  • Water - 4lbs
  • 19 Gold


  • 16 lbs remain
 
Name: Taira Veryll (Last name nearly never given)


Age: 18


Race: Tiefling


Gender: Female


Height: 5'7"


Weight: 120lbs (Bellow Average I know)


Appearance: Long maroon red hair and silver eyes. Her hair reaches about mid back. She often wears loose clothing about 2 layers all dark clothing preferably black. Her tail is around 4feet long about snake thick and as sharp as a needle at its point. Her horns are small rounded stumps barely protruding past her hair. Her skin is is fair and her body slender. No other demonic/dark appearances though she has a rather evil gaze she gives to those she doesn't know and has a blank stare when looking at those she doesn't trust/hates.


Alignment: Unaligned


Deity: Sehanine


Abilities:


Strength (Str) : 14 (+2)


Constitution (Con) : 10 (0)


Dexterity (Dex) : 18 (+4)


Intelligence (Int) : 8+2(Racial) (0)


Wisdom (Wis) : 16 (+3)


Charisma (Cha) : 14+2(Racial) (+3)


Defenses


AC: 10+2 (Armour Bonus) (+4(Dex))


Reflex: 10+1(Class) (+4(Dex))


Fortitude: 10+1(Class) (+2(Str))


Will: 10 (+3(Cha))


Class: Ranger


Skills:


-Nature (Class Bonus)


-Acrobatics (LvL1)


-Athletics (LvL1)


-Perception (LvL1)


-Stealth (LvL1)


Feats:


Defensive Mobility (Class Bonus)


Far Shot (LvL1)


Powers:


At-Will


Nimble Strike (LvL1)


Twin Strike (LvL1)


Encounter


Evasive Strike (LvL1)


Daily


Hunter's Bear Trap (LvL1)


Equipment:


Leather Armour


Long Bow


100Arrows


Other:


Pack Sack (14/30lbs Used)


-Waterskin (10Days Remain)


-Rations (10Days Remain)


-Gold (35)
 
Name: Flint Belschmip


Age: 17


Race: Halfling


Gender: Male


Height: 4'


Weight: 80 lbs.


Appearance: Short, tanned, and emerald green eyes, although they aren't seen very much because of the long messy brown mop of hair on his head.


Alignment: Unaligned


Deity: None
 
Name: Sesir


Age: 40


Race: Dragon Born


Gender: Male


Height: 6'5"


Weight: 293 lbs


Appearance: http://www.oreganoproductions.com/ArtOrder/DRAGONBORN.jpg Dark red scales


Alignment: Unaligned


Deity: None


Abilities:


Strength (Str) :


Constitution (Con) :


Dexterity (Dex) :


Intelligence (Int) :


Wisdom (Wis) :


Charisma (Cha) :


Defenses


AC:



Reflex:



Fortitude:



Will:



Class:
Fighter


Skills:


Feats:



Powers:



Equipment:



Other:
 
Alright, welcome to the second part of Character Creation in the super-cool Dungeon Crawler's roleplay. This is section of character creation will focus on skills, abilities and powers your character has.


This Part of Character creation breaks down into 6 steps, all of which are necessary. If you have any questions during the process feel free to ask me in the chat or via PM, whichever you are more comfortable with, and I will be more than happy to help you.


We will begin with the first step and that is class selection. Your character has 8 classes to choose from. These classes are Cleric, Fighter, Paladin, Ranger, Rogue, Warlock, Warlord and Wizard. Each class has its own pros and cons and which you choose should reflect not only the kind of role you wish to fill in the party but the kind of person you want your character to be (A cleric of Moradin and an arcane warlock are sure to have differing temperaments!) The details of these classes and information regarding how to make one will be found in the following images, taken from the Dungeons and Dragons 4th Edition Players Handbook. You may have to “zoom out” of the image via your web browsers zoom-in zoom-out functions due to the size of the images. I recommend viewing the image at 30% of its original size.


Don't worry about making any decision about what Powers or Skills you will have just yet, feel free to look the level 1 powers and starting skills over to help decide what class you want but we will handle powers and skills in their own time.

http://img16.imageshack.us/img16/9045/cleric11.jpg


http://img822.imageshack.us/img822/8695/cleric21.jpg


http://img816.imageshack.us/img816/4573/cleric31.jpg


http://img36.imageshack.us/i/cleric41.jpg/


http://img822.imageshack.us/img822/3333/cleric51.jpg






http://img822.imageshack.us/img822/8425/fighter11.jpg


http://img21.imageshack.us/img21/6951/fighter21.jpg


http://img16.imageshack.us/img16/9256/fighter31.jpg


http://img25.imageshack.us/img25/315/fighter41.jpg






http://img824.imageshack.us/img824/2927/paladinc1.jpg


http://img36.imageshack.us/img36/2493/paladin21.jpg


http://img25.imageshack.us/img25/9587/paladin31.jpg


http://img822.imageshack.us/img822/1998/paladin4.jpg


http://img822.imageshack.us/img822/1918/paladin5.jpg






http://img25.imageshack.us/img25/7913/ranger1rm.jpg


http://img822.imageshack.us/img822/2227/ranger2t.jpg


http://img25.imageshack.us/img25/5793/ranger3c.jpg


http://img824.imageshack.us/img824/4397/ranger4.jpg






http://img36.imageshack.us/img36/7998/rogue1i.jpg


http://img36.imageshack.us/img36/2078/rogue2k.jpg


http://img820.imageshack.us/img820/2113/rogue3.jpg


http://img52.imageshack.us/img52/7628/rogue4copy.jpg






http://img820.imageshack.us/img820/5417/warlock1.jpg


http://img52.imageshack.us/img52/6438/warlock2.jpg


http://img821.imageshack.us/img821/523/warlock3d.jpg


http://img824.imageshack.us/img824/3127/warlock4.jpg


http://img36.imageshack.us/img36/918/warlock5.jpg






http://img820.imageshack.us/img820/3785/warlord1.jpg


http://img13.imageshack.us/img13/7765/warlord2a.jpg


http://img821.imageshack.us/img821/2842/warlord3.jpg


http://img638.imageshack.us/img638/928/warlord4.jpg






http://img13.imageshack.us/img13/511/wizard1y.jpg


http://img52.imageshack.us/img52/3717/wizard2r.jpg


http://img534.imageshack.us/img534/6770/wizard3.jpg


http://img821.imageshack.us/img821/6281/wizard4.jpg


http://img534.imageshack.us/img534/9065/wizard5.jpg


Once your class has been chosen your next step will be to decide upon your ability scores.


You have a total of six abilities, the being, Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.






Strength (Str) measures your character’s physical


power. It’s important for most characters who fight


hand-to-hand.


✦ Melee basic attacks are based on Strength.


✦ Clerics, fighters, paladins, rangers, and warlords


have powers based on Strength.


✦ Your Strength might contribute to your Fortitude


defense.


✦ Strength is the key ability for Athletics skill checks.


Constitution (Con) represents your character’s


health, stamina, and vital force. All characters benefit


from a high Constitution score.


✦ Your Constitution score is added to your hit points


at 1st level.


✦ The number of healing surges you can use each day


is influenced by your Constitution.


✦ Many warlock powers are based on Constitution.


✦ Your Constitution might contribute to your Fortitude


defense.


✦ Constitution is the key ability for Endurance skill


checks.


Dexterity (Dex) measures hand-eye coordination,


agility, reflexes, and balance.


✦ Ranged basic attacks are based on Dexterity.


✦ Many ranger and rogue powers are based on


Dexterity.


✦ Your Dexterity might contribute to your Reflex


defense.


✦ If you wear light armor, your Dexterity might contribute


to your Armor Class.


✦ Dexterity is the key ability for Acrobatics, Stealth,


and Thievery skill checks.


Intelligence (Int) describes how well your character


learns and reasons.


✦ Wizard powers are based on Intelligence.


✦ Your Intelligence might contribute to your Reflex


defense.


✦ If you wear light armor, your Intelligence might


contribute to your Armor Class.


✦ Intelligence is the key ability for Arcana, History,


and Religion skill checks.


Wisdom (Wis) measures your common sense, perception,


self-discipline, and empathy. You use your


Wisdom score to notice details, sense danger, and get a


read on other people.


✦ Many cleric powers are based on Wisdom.


✦ Your Wisdom might contribute to your Will


defense.


✦ Wisdom is the key ability for Dungeoneering, Heal,


Insight, Nature, and Perception skill checks.


Charisma (Cha) measures your force of personality,


persuasiveness, and leadership.


✦ Many paladin and warlock powers are based on


Charisma.


✦ Your Charisma might contribute to your Will


defense.


✦ Charisma is the key ability for Bluff, Diplomacy,


Intimidate, and Streetwise skill checks.


Each of your ability scores is a number that measures the power of that ability. A character with a 16 Strength is much stronger than a character with a 6 Strength. A score of 10 or 11 is the normal human average, but player characters are a cut above average in most abilities. As you advance in levels, your ability scores keep getting better. Your ability score determines an ability modifier that you add to any attack, check, roll, or defense based


on that ability. For instance, making a melee attack with a battleaxe is a Strength attack, so you add the ability modifier for your Strength score to your attack rolls and damage rolls.


The ability modifiers are as follows.






http://img.photobucket.com/albums/v405/someguy56/abilitymods.jpg


To generate your ability scores you must assign each of the valuing values to one of your 6 abilities


10, 10, 10, 10, 10, 8


That is to say, all of you ability scores will begin at 10 except for one score which will be 8. Once you have assigned these scores you then have 22 points to spend on improving your abilities. Your scores can only be improved according to the following chart.






http://img.photobucket.com/albums/v405/someguy56/costchar.jpg


Notice that you cannot divide the 22 points individually among your stats. A score of 18 can only be bought by using 16 of your 22 total points. This makes how one spends their points a critical decision, how you succeed in your chosen class will be determined largely on your initial stats, so choose wisely.


Alongside your Ability Scores you have Defenses






Your ability to avoid injury and other ill effects is measured


by four defenses: Armor Class, Fortitude, Reflex,


and Will. Your defense scores rate how hard it is for an


enemy to affect you with attacks.


Armor Class (AC) measures how hard it is for your


enemies to land a significant blow on you with a weapon


or a magical effect that works like a weapon. Some characters


have a high AC because they are extremely quick


or intelligent and able to dodge well, while other characters


have a high AC because they wear heavy protective


armor that is difficult to penetrate.


Fortitude measures the inherent toughness, mass,


strength, and resilience of your physique. It is the key


defense against attacks that include effects such as disease,


poison, and forced movement.


Reflex measures your ability to predict attacks or


to deflect or dodge an attack. It’s useful against areas


of effect such as dragon breath or a fireball spell.


Will is your defense against effects that daze, disorient,


confuse, or overpower your mind. It measures


your strength of will, self-discipline, and devotion.


CORES


You determine your defense scores as follows.


✦ Base Defense: All defenses start with 10 + one-half


your level.


✦ Armor Class: Add the armor bonus of the armor


you wear and the shield bonus of the shield you


carry. If you’re wearing light armor or no armor, also


add your Dexterity modifier or Intelligence modifier,


whichever is higher.


✦ Fortitude: Add your Strength modifier or Constitution


modifier, whichever is higher.


✦ Reflex: Add your Dexterity modifier or Intelligence


modifier, whichever is higher. If you’re using a shield,


add its shield bonus.


✦ Will: Add your Wisdom modifier or Charisma modifier,


whichever is higher.


Also add any of the following that apply:


✦ Racial or feat bonuses


✦ An enhancement bonus


✦ An item bonus


✦ A power bonus


✦ Untyped bonuses


Your defenses can change temporarily in certain circumstances—


for instance, if you’re affected by a power


or condition that increases or lowers your defense


scores, or if a feat or a magic item gives you a bonus


under certain circumstances.


Before we move on here is a chart explaining the level progression and what feats and powers you will earn over the course of leveling up your character. Take note of what you are allowed to have at first level.






http://img594.imageshack.us/img594/7351/shandbook29.jpg


After you have chosen both your class and your ability scores it is time to move onto the third stage of character creation which is choosing your skills. How many skills you start off with and which ones you may have are all contained in the Class information.


Training in a skill means that you have some combination of formal instruction, practical experience, and natural aptitude using that skill. When you select a skill to be trained in, you gain a permanent +5 bonus to that skill. You can’t gain training in a skill more than once.


It is always an option to use a skill you are not trained in, you simply lack the +5 bonus to that skill and will find yourself failing tests that require that skill more often than you would had you been trained in it.


As you progress in levels it is possible to gain new skills.


Here is a chart listing the skills and what ability is tested when using that skill.






http://img.photobucket.com/albums/v405/someguy56/skilllist.jpg


Fourth we will choose our characters Powers, these are the spells and special moves unique to your character that they use in combat to do extra damage or induce status effects on their enemies. There are three kinds of powers. At-Will, Encounter and Daily.






You can use your at-will powers (appearing with a title in green) as often as you want. They represent easy weapon swings or simple magical effects that don’t put any unusual strain on you or tax your resources in any way.


An encounter power (appearing with its title in red) can be used once per encounter (a battle). You need to take a short rest (about 5 minutes) before you can use one again. Encounter powers produce more powerful, more dramatic effects than at-will powers. If you’re a martial character, they are exploits you’ve practiced extensively but can pull off only once in a while. If you’re an arcane or divine character, these are spells or prayers of such power that they take time to re-form in your mind after you unleash their magic energy.


A daily power (appearing with a title in gray) can be used once per day. Daily powers are the most powerful effects you can produce, and using one takes a significant toll on your physical and mental resources. If you’re a martial character, you’re reaching into your deepest reserves of energy to pull off an amazing exploit. If you’re an arcane magic-user, you’re reciting a spell of such complexity that your mind can only hold it in place for so long, and once it’s recited, it’s wiped from your memory. If you’re a divine character, the divine might that you channel to invoke these powers is so strong that you can harness it only once a day. Daily powers usually include an effect that takes place regardless of whether the power is used successfully. As a result, these limited resources are at least slightly beneficial every time you use them. Once you use a daily power, you need to take an extended rest (roughly 6 hours or a nights sleep) before you can use it again.


All of your first level powers are provided in the Class section. As you level you will gain access to your higher level powers.


The fifth step is choosing your feats. Feats are natural advantages or special training you possess. Typically, a feat doesn’t give you a new ability, but instead improves something you’re already able to do. A feat might provide a bonus to a skill check, grant a bonus to one of your defense scores, or allow you to ignore a particular restriction or penalty in certain situations. Some feats also allow you to use skills in different ways, alter the effects of your powers, improve your racial traits, or even grant you capabilities from another class. Most feats cannot be taken more than once, and most times you wouldn't want to, however some feats can be taken more than once.


Here is a list of all feats, available to you as of now.






http://img824.imageshack.us/img824/3751/feats1.jpg


http://img18.imageshack.us/img18/4782/feats2.jpg


The last stage of character creation is your equipment.


When you create a 1st-level character, you start with basic clothing and 100 gold pieces to spend on armor, weapons, and adventuring gear. This is an abstraction; your character probably doesn’t walk into a store one day with a bag of coins—unless you just came into an inheritance or won a tournament of some sort. Rather, the items you start with, and any gold you have left over, might come your way as gifts from family, gear used during military service, equipment issued by a patron, or even something you made yourself. As you go up in level, you acquire more gold that you can spend, not just on mundane gear, but on fabulous magic items as well.


You begin the game with an empty backpack that can carry up 30 lbs. A 10 days worth of rations (10 lbs) and a waterskin (4 lbs) Your weapons and armor do not count towards how much weight you can carry weapons you are currently using do not count towards how much weight you can carry (as you wouldn't carry the sword you charge into battle with in you backpack, however if you have an extra sword you do not use it is stored in your pack and does count for extra weight).






http://img.photobucket.com/albums/v405/someguy56/Armor.jpg






http://img.photobucket.com/albums/v405/someguy56/Weapons.jpg


http://img.photobucket.com/albums/v405/someguy56/Weapons2.jpg


And that's all folks


Fill out the following template with all the appropriate information.


Abilities:


Strength (Str) :


Constitution (Con) :


Dexterity (Dex) :


Intelligence (Int) :


Wisdom (Wis) :


Charisma (Cha) :


Defenses


AC:


Reflex:


Fortitude:


Will:


Class:


Skills:


Feats:


Powers:


Equipment:


Other:
 
Name: Blixxem Storm


Age: 29


Race: Eladrin


Gender: Male


Height: A bit taller than 6 feet


Weight: Slender, not athletic. Just slender


Appearance:
nagash-sorcerer.jpg



Alignment: The Evil Alignment


Deity: The Raven Queen
 
I did what I could becuase I cant see some of thouse pages, I think the most important one is the points thing (how much each point costs for my stats) the rest I can find on my own.
 
Name: Jack Whitman


Age: 19


Race: Half Elf


Gender: Male


Height: 5'5, poor little guy, being at the estimated minimum for his race.


Weight: all muscle, but he doesn't weigh as much as he'd like...I mean, how is he 140 pounds?! What is he, a ninth grade girl?!


Appearance: Dark, fluffy kinda long for a short style red hair, green eyes, (yes I am thinking david tennant, please forgive me), a bit of stubble, a leather coat with plenty of pockets, and the STRIPIEST pants. Has a pasty white face, except for that red stubble. I will have a finished concept in a few years probably, until then we can make do with this sexy picture.


Alignment: Good


Deity: Jack tends to drift between gods, and while it's not like he worships a new god every week, he does tend to hold onto one specifically, depending on the horrendous turns his life has taken. Some favourites are Avandra, Bahamut, Corellon, Melora, Pelor, and Sehanine. Opportunistically Devout, depending on who he happens to be talking to at any given moment.


Rexy, I recommend you have a good laugh at the name "Jack Whitman". Because...Jack Whitman. Ahahahahaha!

Because it's such a white name for anyone in the world to have, is what I am saying.
 
@Rex


I Edited my character as well with all the stats and stuff ^^


(Right Under Kaine and Andrew's Characters)
 

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