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Dice The Shattered Gates of Slaughtergarde [Character Log]

TurtlexXxNation

Lady Turtle

Even if an adventure is underway, but all 6 possible party members are not filled, please do not think you can not apply! Depending on the length of the adventure, we will either work your character into the adventure, or you will be able to join in the next adventure! Do not fear! :)

--Making a note: I will keep track of party level. There will be a minimum character level depending on the adventure, who is still playing, the party composition... all that. If we are in an adventure that is above level one and you are a new player, I won't make you suffer. :D


D&D Character Sheets:
Myth-Weavers - Powered by vBulletin
They have one of the best interactive Character Sheets I can find. I have used it on multiple occasions.
The downfall is you have to register on the site to use the sheets... This is good to use if you don't want to save the file to your PC.
If you choose to use Myth-Weavers, please make the sheet public, and share the link with me.

Or

Here is the link to another Character Sheet
Save it to your PC, and then it will be able to be opened in Adobe or another .pdf viewer.
The slots will still be able to be edited, so don't worry if you save it as a blank page!!
Just screen shot the file for me (to use as Dungeon Master references) so that I can adjust monster levels as needed.


Rules and other Information
[*]Follow all Site Rules and ToS
[*]I am GM. My word is law. Though I am happy to have open discussion on anything.
[*]I ask that you use some form of Character Sheet filled out to the best of your ability.
-Don't be afraid to ask questions. I will do my best to answer as clearly as possible. Even if I have to provide screen shots.
[*]Please share requested character information to me, the GM.
[*]I will boot anyone who seems to be misusing the trust of a table-top RPG turned Online RP.
[*]Minimum player-character (PC) requirement: 4
[*]Maximum PC allotment: 6
[*]Character names and roles will be listed in the opening post of the Main thread for ease of access to knowledge of party members.
[*]There will be a basic CS composition for PC application
[*]Images (of any (relevant) kind) are welcome, and encouraged.
[*]I am allowed to add or retract rules as necessary or I see fit. With or without warning. (Mostly will be warned if something changes)
[*]No Godmodding
[*]Cursing is okay, but keep it tactful
[*]Be nice to other players and their characters.
-Conflict is a given, especially depending on chosen races, but do not attempt death upon a character without consent of the other Player and the GM.
[*]I am willing to Email anyone a copy of the .pdf files for reference material if you would like.
-Just PM me where I need to send the file and which file (book title) you would like.


|| [Main Thread] || [OOC Thread] ||



For Character Statistics
Start all base Statistics at 16
From there, add or subtract given numbers depending upon Race


Character Sheets for All Players to ViewAka: How to apply to be a Player Character
You're post must include the following:

1) Reference Image - So we know what your character looks like
1.5) Appearance Reference - If you do not want to use an image, at least a brief description is needed.
2) Name - You are welcome to post an Alias for your character, or post their true name
3) Race
4) Class
5) Choose: 1) Private message your D&D CS to me, the GM or 2) Link your D&D CS to your Player Character application
6) Any other optional information you wish to share. Make it pretty, have fun :)

So I know you understand/have read the rules, Please also include the 11th rule that I have listed.
 
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Races
RacesHumansMost humans are the descendants of pioneers, conquerors, traders, travelers, refugees, and other people on the move. As a result, human lands are home to a mix of people - physically, culturally, religiously, and politically different. Hardy or fine, light-skinned or dark, showy or austere, primitive or civilized, devout or impious, humans run the gamut.
Relations: Just as readily as they mix with each other, humans mix with members of other races, among which they are known as "everyone's second-best friends." Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Alignment: Humans tend toward no particular alignment, not even neutrality. The best and the worst are found among them.
Language: Humans speak Common. They typically learn other languages as well, including those obscure ones, and they are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elven musical expressions, Dwarven military phrases, and so on.
Adventurers: Human adventurers are the most audacious, daring, and ambitious members of an audacious, daring, and ambitious race. A human can earn glory in the eyes of her fellows by amassing power, wealth, and fame. Humans, more than other people, champion causes rather than territories or groups.
  • Medium: As medium creatures, humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. These bonus skill points are not multiplied in, but are in addition to base skill points per level. **This will be explained in the sections for the Classes. Each Class has a base allotment of skill points per level based on a character's statistics.
  • Automatic Languages: Common
  • Bonus Languages: Any language other than secret languages. **A comprehensive language list will be added in a different section.
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link
DwarvesDwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade.
Relations: Dwarves get along fine with gnomes, and passably with humans, half-elves, and halflings. Dwarves say, "The difference between an acquaintance and a friend is about a hundred years." Humans, with their short life spans, have a hard time forging truly strong bonds with dwarves. The best dwarf-human friendships are between a human and a dwarf who liked the human's parents and grandparents. Dwarves fail to appreciate elves' subtlety and art, regarding elves as unpredictable, fickle, and flighty. Still, elves and dwarves have, through the ages, found common cause in battles against orcs, goblins, and gnolls. Through many such joint campaigns, the elves have earned the dwarves' grudging respect. Dwarves mistrust half-orcs in general, and the feeling is mutual. Luckily, dwarves are fair-minded, and they grant individual half-orcs the opportunity to prove themselves.
Alignment: Dwarves are usually lawful, and they tend toward good. Adventuring dwarves are less likely to fit the common mold, however, since they're more likely to be those who did not fit perfectly into dwarven society.
Language: Dwarves speak Dwarven, which has its own runic script. Dwarven literature is marked by comprehensive histories of kingdoms and wars through the millennia. The Dwarven alphabet is also used (with minor variations) for the Gnome, Giant, Goblin, Orc, and Terran languages. Dwarves often speak the languages of their friends (humans and gnomes) and enemies. Some also learn Terran, the strange language of earth-based creatures such as xorn.
Adventurers: A dwarven adventurer may be motivated by crusading zeal, a love of excitement, or simple greed. As long as his accomplishments bring honor to his clan, his deeds earn him respect and status. Defeating giants and claiming powerful magic weapons are sure ways for a dwarf to earn the respect of other dwarves.
  • +2 Constitution, -2 Charisma: Dwarves are stout and tough but tend to be gruff and reserved.
  • Medium: As medium creatures, dwarves have no special bonuses or penalties due to their size.
  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or whose speed is reduced in such conditions.
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search Checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison: Dwarves are hardy and resistant to toxins.
  • +2 racial bonus on saving throws against spells and spell-like effects: Dwarves have an innate resistance to magic spells.
  • +1 racial bonus to attack rolls against Orcs (including Half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.
  • +4 dodge bonus to Armor Class against monsters of the Giant type (such as ogres, trolls, and hill giants): This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are familiar with valuable items of all kinds, especially those made of stone or metal.
  • +2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork.
  • Automatic Languages: Common and Dwarven
  • Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon - Dwarves are familiar with the languages of their enemies and of their subterranean allies.
  • Favored Class: Fighter
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link --> Here they are referred to as Hill Dwarves (which is explained more in the Races of Faerun rather than the PHB)
ElvesElves mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry, dance, song, lore, and magical arts. Elves favor things of natural and simple beauty, When danger threatens their woodland homes, however, elves reveal a more martial side, demonstrating skill with sword, bow, and battle strategy.
Relations: Elves consider humans rather unrefined, halflings a bit staid, gnomes somewhat trivial, and dwarves not fun at all. They look on half-elves with some degree of pity, and they regard half-orcs with unrelenting suspicion. While haughty, elves are not particular the halflings and dwarves can be, and they are generally pleasant and gracious even to those who fall short of elven standards (a category that encompasses just about everybody who's not an elf).
Alignment: Since elves love freedom, variety, and self-expression. They learn strongly toward the gentler aspects of chaos. Generally, they value and protect others' freedom as well as their own, and they are more often good than not.
Language: Elves speak a fluid language of subtle intonations and intricate grammar. While Elven literature is rich and varied, it is the language's songs and poems that are most famous. Many bards learn Elven so they can add Elven songs by sound. The Elven script, as flowing as the spoken word, also serves as the script for Sylvan, the language of dryads and pixies, for Aquan, the language of water-based creatures, and for Undercommon, the language of the drow and other subterranean creatures.
Adventurers: Elves take up adventuring out of wanderlust. Life among humans moves at a pace that elves dislike: regimented from day to day but changing from decade to decade. Elves among humans, therefore, find careers that allow them to wander freely and set their own pace. Elves also enjoy demonstrating their prowess with the sword and bow or gaining greater magical powers, and adventuring allows them to do so. Good elves may also be rebels or crusaders.
  • +2 Dexterity, -2 Constitution: Elves are graceful but frail. An elf's grace makes her naturally better at stealth and archery.
  • Medium: As medium creatures, elves have no special bonuses or penalties due to their size.
  • Elf base land speed is 30 feet.
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Weapon proficiency: Elves receive the Martial Weapon Proficiency feats for the Longsword, Rapier, Longbow (including the Composite Longbow), and shortbow (including the composite shortbow) as bonus feats. Elves esteem the arts of swordplay and archery, so all elves are familiar with these weapons.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. An elf's senses are so keen that she practically has a sixth sense about hidden portals.
  • Automatic Languages: Elven and Common
  • Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Elves commonly know the languages of their enemies and of their friends, as well as Draconic, the language commonly found in ancient tomes of secret knowledge.
  • Favored Class: Wizard
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link --> Here there are referred to as High Elves (which is explained more in the Races of Faerun rather than the PHB)
GnomesGnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound.
Relations: Gnomes get along well with dwarves, who share their love of precious objects, their curiosity about mechanical devices, and their hatred of goblins and giants. They enjoy the company of halflings, especially those who are easygoing enough to put up with pranks and jests. Most gnomes are a little suspicious of the taller races - humans, elves, half-elves, and half-orcs - but they are rarely hostile or malicious.
Alignment: Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or consultants. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. Evil gnomes are as rare as they are frightening.
Language: The gnome language, which uses Dwarven script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. Human herbalists, naturalists, and engineers commonly learn Gnome in order to read the best books on their topics of study.
Adventurers: Gnomes are curious and impulsive. They may take up adventuring as a way to see the world or for the love of exploring. Lawful gnomes may adventure to set things right and to protect the innocent, demonstrating the same sense of duty toward society as a whole that gnomes generally exhibit toward their own enclaves. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Depending on his relations to his home clan, an adventuring gnome may be seen as a vagabond or even something of a traitor (for abandoning clan responsibilities).
  • +2 Constitution, –2 Strength: Like dwarves, gnomes are tough, but they are small and therefore not as strong as larger humanoids.
  • Small: As a Small creature, a gnome gains a +1 size bonus to
  • Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Gnome base land speed is 20 feet.
  • Low-light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
  • +2 racial bonus on saving throws against illusions: Gnomes are innately familiar with illusions of all kinds.
  • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. Their innate familiarity with these effects make their illusions more difficult to see through. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
  • +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears): Gnomes battle these creatures frequently and practice special techniques for fighting them.
  • +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Listen checks: Gnomes have keen ears.
  • +2 racial bonus on Craft (alchemy) checks: A gnome’s sensitive nose allows him to monitor alchemical processes by smell.
  • Automatic Languages: Common and Gnome.
  • Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Gnomes deal more with elves and dwarves than elves and dwarves deal with one another, and they learn the languages of their enemies (kobolds, giants, goblins, and orcs) as well. In addition, a gnome can use speak with a burrowing mammal (a badger, fox, rabbit, or the like). This ability is innate to gnomes.
  • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. See the spell descriptions on pages 216, 235, and 264, respectively.
  • Favored Class: Bard.
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link --> Here there are referred to as Rock Gnomes (Which is explained more in the Races of Faerun rather than the PHB)
Half-ElvesHumans and elves sometimes wed, the elf attracted to the human's energy and the human to the elf's grace. These marriages end quickly as elves count years because a human's life is so brief, but they leave an enduring legacy - half-elf children. The life of a half-elf can be hard. If raised by elves, the half-elf seems to grow with astounding speed, reaching maturity within two decades. The half-elf becomes an adult long before she has had time to learn the intricacies of elven art and culture, or even grammar. She leaves behind her childhood friends, becoming physically an adult but culturally still a child by elven standards. Typically, she leaves her elven home, which is no longer familiar, and finds her way among humans. If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers: more aloof, more sensitive, less ambitious, and slower to mature. Some half-elves try to fit in among humans, while others find their identities in their difference. Most find places for themselves in human lands, but some feel like outsiders all their lives.
Relations: Half-elves do well among both elves and humans, and they also get along well with dwarves, gnomes, and halflings. They have elven grace without elven aloofness, human energy without human boorishness. They make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf for favoring the other). In human lands where elves are distant or not on friendly terms with other races, however, half-elves are viewed with suspicion.
Alignment: Half-elves share the chaotic bent of their elven heritage, but, like humans, they tend toward both good and evil in equal portion. Like elves, they value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.
Language: Half-elves speak the languages they are born to, Common and Elven. Half-elves are slightly clumsy with the intricate Elven language, though only elves notice, and even so half-elves do better than non-elves.
Adventurers: Half-elves find themselves drawn to strange careers and unusual company. Taking up the life of an adventurer comes easily to many of them. Like elves, they are driven by wanderlust.
  • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
  • Half-elf base land speed is 30 feet.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throw against enchantment spells or effects.
  • Low-light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • +1 racial bonus on Listen, Search, and Spot checks: A half-elf does not have the elf’s ability to notice secret doors simply by passing near them. Half-elves have keen senses, but not as keen as those of an elf.
  • +2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people.
  • Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
  • Automatic Languages: Common and Elven.
  • Bonus Languages: Any (other than secret languages, such as Druidic). Half-elves have all the versatility and broad (if shallow) experience that humans have.
  • Favored Class: Any.
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link
Half-OrcsIn the wild frontiers, tribes of human and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. Half-orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage, and combat prowess that they developed in the wilds.
Relations: Because orcs are the sworn enemies of dwarves and elves, half-orcs can have a rough time with members of these races. For that matter, orcs aren't exactly on good terms with humans, halflings, or gnomes, either. Each half-orc finds a way to gain acceptance from those who hate or fear his orc cousins. Some half-orcs are reserved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). Others simply try to be so tough that others have no choice but to accept them.
Alignment: Half-orcs inherit a tendency toward chaos from their orc parents, but, like their human parents, they favor good and evil in equal portions. Half-orcs raised among orcs and willing to live out their lives with them are usually the evil ones.
Language: Orc, which has no alphabet of its own, uses Dwarven script on the rare occasions that someone writes something down. Orc writing turns up most frequently in graffiti.
Adventurers: Half-orcs living among humans are drawn almost invariably toward violent careers in which they can put their strength to good use. Frequently shunned from polite company, half-orcs often find acceptance and friendship among adventurers, many of whom are fellow wanderers and outsiders.
  • +2 Strength, –2 Intelligence, –2 Charisma: Half-orcs are strong, but their orc lineage makes them dull and crude.
  • Medium: As Medium- creatures, half-orcs have no special bonuses or penalties due to their size.
  • Half-orc base land speed is 30 feet.
  • Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
  • Orc Blood: For all effects related to race, a half-orc is considered an orc. Half-orcs, for example, are just as vulnerable to special effects that affect orcs as their orc ancestors are, and they can use magic items that are only usable by orcs. (See the Monster Manual for more information about orcs, and the Dungeon Master’s Guide for more on magic items.)
  • Automatic Languages: Common and Orc.
  • Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal. Smart half-orcs (who are rare) may know the languages of their allies or rivals.
  • Favored Class: Barbarian.
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link
HalflingsHalflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, hard-working (if clannish) citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night. Regardless, halflings are cunning, resourceful survivors.
Relations: Halflings try to get along with everyone else. They are adept at fitting into a community of humans, dwarves, elves, or gnomes and making themselves valuable and welcome. Since human society changes faster than the societies of the longer-lived races, it is human society that most frequently offers halflings opportunities to exploit, and halflings are most often found in or around human lands.
Alignment: Halflings tend to be neutral. While they are comfortable with change (a chaotic trait), they also tend to rely on intangible constants, such as clan ties and personal honor (a lawful trait).
Language: Halflings speak their own language, which uses the common script. They write very little in their own language so, unlike dwarves, elves, and gnomes, they don't have a rich body of written work. The halfling oral tradition, however, is very strong. While the Halfling language isn't secret, halflings are loath to share it with others. Almost all halflings speak Common, since they use it to deal with the people in whose land they are living or through which they are traveling.
Adventurers: Halflings often set out on their own to make their way in the world. Halfling adventurers are typically looking for a way to use their skills to gain wealth or status. The distinction between a halfling adventurer and a halfling out on her own looking for "a big score" can get blurry. For a halfling, adventuring is less of a career than an opportunity. While halfling opportunism can sometimes look like larceny or fraud to others, a halfling adventurer who learns to trust her fellows is worthy of trust in return.
  • +2 Dexterity, –2 Strength: Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids.
  • Small: As a Small creature, a halfling gains a +1 size bonus to
  • Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
  • Halfling base land speed is 20 feet.
  • +2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile, surefooted, and athletic.
  • +1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps.
  • +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s
  • +1 bonus on saving throws in general.
  • +1 racial bonus on attack rolls with a thrown weapon and slings: Throwing and slinging stones is a universal sport among halflings, and they develop especially good aim.
  • +2 racial bonus on Listen checks: Halflings have keen ears.
  • Automatic Languages: Common and Halfling.
  • Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Smart halflings learn the languages of their friends and enemies.
  • Favored Class: Rogue.
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link --> Here they are referred to as Lightfoot Halflings (which is explained more in Races of Faerun rather than the PHB)
 
Classes
Classes
BarbarianBook Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

BardBook Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

ClericBook Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

DruidBook Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

FighterBook Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

MonkBook Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

PaladinBook Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

RangerBook Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

RogueBook Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

SorcererBook Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

WizardBook Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link
 
Languages
Languages
Abyssal
Typical speakers are Demons, chaotic evil outsiders​
Alphabet is in Infernal​
Aquan
Typical speakers are Water-based Creatures​
Alphabet is in Elven​
Auran
Typical speakers are Air-based creatures​
Alphabet is in Draconic​
Celestial
Typical speakers are Good outsiders​
Alphabet is in Celestial​
Common
Typical speakers are Humans, halflings, half-elves, half-orcs​
Alphabet is in Common​
Draconic
Typical speakers are Kobolds, troglodytes, lizardfolk, dragons​
Alphabet is in Draconic​
Druidic (Secret Language)
Typical speakers are Druids​
Alphabet is in Druidic​
Dwarven
Typical speakers are Dwarves​
Alphabet is in Dwarven​
Elven
Typical speakers are Elves​
Alphabet is in Elven​
Giant
Typical speakers are Orgres, Giants​
Alphabet is in Dwarven​
Gnome
Typical speakers are Gnomes​
Alphabet is in Dwarven​
Goblin
Typical speakers are Goblins, hobgoblins, bugbears​
Alphabet is in Dwarven​
Gnoll
Typical speakers are Gnolls​
Alphabet is in Common​
Halfling
Typical speakers are Halflings​
Alphabet is in Common​
Ignan
Typical speakers are Fire-based Creatures​
Alphabet is in Draconic​
Infernal
Typical speakers are Devils, lawful evil creatures​
Alphabet is in Infernal​
Orc
Typical speakers are Orcs​
Alphabet is in Dwarven​
Sylvan
Typical speakers are Dryads, brownies, leprechauns​
Alphabet is in Elven​
Terran
Typical speakers are Xorns and other Earth-based creatures​
Alphabet is in Dwarven​
Undercommon
Typical speakers are Drow​
Alphabet is in Elven​
Miscellaneous Secret Languages
Thieves Cant
 
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Name: Ash
Race: Human
Class: Fighter
Background: As a child, Ash was inspired by knights in the tales his mother would tell him and wanted to become one... especially after she died from sickness. Unfortunately his low birth would not allow that, so he continued to work with his father as a laborer for the local lord's fields. He thought his entire life would be nothing but the mundane, until a goblin attack decimated most of the local village, including the lord's farm he had been working at. On that day he decided he wanted to do more, so he stole a sword from the armory and left the town in search of adventure.

Myth-Weavers Online Character Sheets
 
Nyx- The Dream Wanderer

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Name: Nyx
Race: Half-Elf
Class: Bard
Background:
"Once there was a boy, all he wanted, was a good night sleep.
He could still remember vividly, all the bedtime stories she told that was full of wondrous miracles; the lullaby as gentle and serene as her whispers. As he closed his eyes, he'll become weightless, he'll drift amid the realm of enchantment, only because he knew there was a guardian watching over him when the world was full of unforgiving consequences. When he closed his eyes, his world is peaceful. If only his world remained the same once the sun rises, sometimes he thought.

In a fateful night, he couldn't sleep.
As he opened his eyes, the comforting silence in his ears was no more, in its place was the wailing of the villagers in sorrow and fear as they ran from the mindless goblins destroying everything in their sight, the moon outside the window was tinted red by the dancing flames engulfing the room. He closed his eyes, he was trembling, he thought the nightmarish reality before his eyes will end once he drifted back into slumber, but the merciless flame was only closing in on the helpless boy, soon the world faded before his eyes.

He opened his eyes, and found himself among the whining children that were as helpless as him, gathered in the church that was barely intact. They told him his mother was no longer with him, and let him see her body for one last time. He cried, and never stopped since then.

Still, he couldn't sleep.
For she was no longer there to tell him bedtime stories and hum a lovely lullaby; for he feared what was to come every night, the moment he closed his eyes. His dreamland became hellish, what he feared the most kept on replaying in his dreams. Every night, he had to live through his nightmare over and over again, the void left inside of him kept expanding, slowly consuming him from the inside. When she was not by his side, the night was cold, the darkness was suffocating.

Again, he couldn't sleep.
He heard a flute from a distance, the melody felt so far away, yet so close to his heart, he remembered the melody, it was his favourite lullaby from his dearest mother. He closed his eyes, he think of his mother, but he didn't cry, because he saw her singing for him. For the first time in forever, he forgot about his sorrow; he forgot about his fear. He felt liberated, free at long last.

In his dream, he no longer had to relive the neverending nightmare, instead he saw a mysterious gentleman, playing an ethereal melody on his flute under a willow tree in the middle of a field, with the moon as his spotlight. The boy walked closer, and sat down beside the man as he listened, the man didn't spoke, but he told countless stories with his flute. The boy was mesmerized by the melody, the music is nirvana to his helpless and scarred soul, in his heart he wanted to thank the mysterious man, his saviour, he wanted to stay in the dream for as long as he can. Somehow he knew, he'll be able to see the man in his dream again.

At last, the boy had a good night sleep.
The end. "

"Now sleep well, dear child."




[I am pretty sure that there are some sections that I left out in my cs, do help me out and point out my mistakes. Thank you!]
 

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