Use this thread to post your character sheets. Try to include all the information shown on the template below (where applicable). I'm setting this thread up to replace the one started by Kipi as it will hopefully be simpler in the long run.
Name:Kazar
Race: Dwarf
Racial Stats: +2 Constitution, -2 Charisma.
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 when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
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 that 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.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: 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, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. 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.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
Class: Fighter
Class Features: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats
At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
~Poison (coat weapon)
~+2 Intelligence, +2 Charisma
~Darkvision
~Spell resistance equal to 11 + class levels.
~+2 racial bonus on Will saves against spells and spell-like abilities
~Spells - dancing lights, darkness, faerie fire
~Proficient with the hand crossbow, the rapier, and the short sword
~Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin
~Light Blindness
~Favored Class: Wizard (male)
~Level adjustment +2
Class---- Sorceror
Class Features- Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
Religion- None, currently searching for a suitable one.
Alignment- Chaotic Neutral
XP------- 1850
Level---- 2
HP- 11
AC - 13
Touch - 13
Flat-footed - 10
Initiative - 3
Speed- 30
Ability Scores
Str 10 (+0)
Dex 16 (+3)
Con 16 (+3)
Int 16 (+3)
Wis 12 (+1)
Cha 18 (+4)
Base Attack/Grapple- 0
Attack- 0; 3
Full Attack- 0; 3
Damage- 1d8
Saves-
Fort - +4 (+3 Con +1 Sor)
Ref - +4 (+3 Dex +1 Sor)
Will - +5 (+1 WIS +2 Class +2 Race)
Name-----Sh'rarn
Race----- Aasimar
Racial Stats- Spell Ability- Light (Sp): The aasimar may use light (caster level equals aasimar's character level) once per day.
Resistances (Ex): An aasimar starts play with resistance 2 to acid, cold, and electricity.
Darkvision (Ex): An aasimar has darkvision to a 60-foot range.
Class---- Paladin (Rank: Page)
Class Features- Proficiency with ALL simple and martial weapons, ALL armour types and shields (except Tower Shields). Aura of good, Detect Evil , Smite Evil 1/day, Divine Grace, Lay on Hands (6HP)
Religion- Red Knight
Alignment- Lawful Good
XP-------1250
Level----2
HP- 18(.5) (full hit die + Con bonus)
Average = 6.5 (1st level HP/2 +0.5)
Racial Stats Ability Adjustment: None. Favored Class: Any. A multi-class Human's highest level class does not count when determining whether he suffers an XP penalty for multi-classing Quick to Master: 1 extra feat at 1st level. Skilled: 4 extra skill points at 1st level, plus 1 additional skill point at each character level thereafter.
Language---- Common, Celestial
Class ----------- Cleric (Combat Cleric)
Domain Healing: Empower Healing (All Healing spells are cast with the Empower feat added); Gain Cure Serious Wounds (2nd), Heal (5th) Good : Turn Outsider (Able to turn outsiders as if they were undead); Gain spell Stoneskin (4th), Lesser Planar Binding (5th)
Class Features - Turn Undead, Divine Spellcasting, Domain Powers
Religion/Deity --- Lathander
Alignment ---- Neutral Good
XP ----------- 1650 Level -------- 2 HP ---------- 18 HP
Name - Lucifer
Race - Human
Racial Stats -
* Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
* 1 extra feat at 1st level.
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Class - Monk
Class Features -
*Flurry of Blows
*Improved Unarmed Strike
*Stunning Fist
*Deflect Arrows
*Evasion
*Fast Movement (+10 ft)
*Still Mind
Religion - None, formerely Lathander
Alignment - Lawful Neutral
Languages - Common, Undercommon
XP - 3000
Level - 3
HP - 27
AC - 17 (10 +dex mod +wis mod +Bracers of Armor)
Touch - 16
Flat Footed - 14
Initiative - 3
Speed - 40
Ability Scores
Str - 14
Dex - 16
Con - 14
Int - 10
Wis - 16
Cha - 12
Base Attack/Grapple - +2
Attack - +5 melee, +5 ranged
Full Attack -
Damage - Fists, 1d6+2
Saves - +2 vs spells and effects from the school of enchantment.
Sterwick Wizard
Lvl 3
Human, male, CN
Extra feat on lvl 1, 4 exatra skill point at lvl 1, 1 extra skill point/lvl
Base speed 30ft
Wizard
Scribe scroll, familiar
Str 9 (-1)
Dex 13 (+1)
Con 11 (+0)
Int 16 (+3)
Wis 10 (+0)
Cha 10 (+0)
quarterstaff
dagger 2gp
camping gear 20gp
light crossbow 35 gp
60 bolts 6gp
4 potions CLW 200gp
Hand of the mage 900gp
Wand of magic missile (1st) 750gp
Everburning torch 50gp (made it myself, yey!)
Scrolls into spellbook:
Scorcing ray (150), cat’s grace (150), invisibility (150), blur (150), feather fall (25), comprehend languages (25), enlarge person (25), charm person (25), shield (25) 725gp
12 gp
Familiar weasel
Hit Dice: ½ 3d4 = 4 Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 16 (+2 size, +2 Dex, +2 nat), touch 14, flat-footed 14
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–4) Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Attach Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Hide +11, Move Silently +8, Spot +3 Feats: Agile, Weapon FinesseB
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 14. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
In Progress...
Skills still subject to change...
Using terms that make sense to me...
Name: Meleyron the Witless ("Splitwit")
Race: Elf
Gender: Male
Racial Stats:
+2 Dexterity, -2 Constitution.
Medium.
Elf base land speed is 30 feet.
Immunity to magic sleep effects, +2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+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.
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
Personality: Woodsy, not very city-wise, somewhat naive, whimsical, reveres nature in his own mad way, not greatly dependable, believes in his survival first and foremost, will invest in whoever is most likely to ensure his survival.
Feats: Combat Expertise, Power Attack, Cleave, Dodge, Proficiency with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged