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Role Play Sign Ups & Discussion Sign up for and discuss Role Plays here. Have anything to ask about a Role Play you're in, or need to put up extra info for people to refer to? What if you need help with an idea that's missing that extra kick? Do it all here!


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  #1  
Old 01-22-2013, 02:50 AM
Ant2011's Avatar
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Default Dungeons and Dragons: Desert of Deception - Character Archive

This thread is for you to post your Character information for the D&D: Desert of Deception Role Play. Please visit this thread for more information. After you make your character you have 100 Gold Pieces, or GP, to spend on starting gear.

This thread is not for discussions, it is only for character information


Your character "sheets" are a little bit simplistic.

Basic Info
Character Name:
Level:
Race:
Class:
Size:
Height:
Weight:
Gender:
Age:
Alignment:
Deity:
Initiative: (This is your dexterity score + 1/2 your level)
Speed:
Character Background: (Character Backgrounds are found on page 179 in Player Handbook 2. The choices listed here are the framework of your background. You must turn them into a descriptive paragraph. If you just list the choices, I will not accept you.)

Stats
Strength:
Str modifier:
Str mod + 1/2 your level:
Constitution:
Con modifier:
Con mod + 1/2 your level:
Dexterity:
Dex modifier:
Dex mod + 1/2 your level:
Intelligence:
Int modifier:
Int mod + 1/2 your level:
Wisdom:
Wis modifier:
Wis mod + 1/2 your level:
Charisma:
Cha modifier:
Cha mod + 1/2 your level:

Max HP:
Bloodied (1/2 HP):
Surge Value (1/2 HP):
Surges per day:

Defense Bonus: (The armor rating of whatever gear you're wearing)
Fortitude Bonus: (Either your Str mod or your Con mod, whichever is higher, + 1/2 your level)
Reflex Bonus: (Either your Dex mod or your Int mod, whichever is higher, + 1/2 your level)
Will Bonus: (Either your Wis mod or your Cha mod, whichever is higher, + 1/2 your level)
Passive Insight: (10 + your Insight bonus)
Passive Perception: (10 + your Perception bonus)

Features, Feats, and Skills
Racial Features:
Class/Path/Destiny Features:
Feats:
Skill bonuses: (All skills get a bonus of their corresponding ability modifier + 1/2 your level. What I want here are bonuses from training, character backgrounds, or other sources.)
Languages Known:

Powers
At-Will
Encounter
Daily
Utility

Inventory
Weapon 1:
Weapon 2:
Weapon 3:
Weapon 4:
Armor:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
Other Equipment
Currency
Weight limit: (Your weight limit is your strength score x 10)
Weight carried:

Some of you might be thinking "How is that simple?" Trust me, it is. I will reply with my character so you have an idea how it should look.
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  #2  
Old 01-22-2013, 02:55 AM
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Default Re: Dungeons and Dragons: Desert of Deception - Character Archive

Basic Info
Character Name: Orianna
Level: 1
Race: Entomorian
Class: Rageblood Barbarian
Size: Medium
Height: 5’10”
Weight: 200lbs
Gender: Female
Age: 27
Alignment: Chaotic Good
Deity: Kord
Initiative: 17
Speed: 6 Squares
Character Background: Orianna was born and raised in the vast desert. Her family was wealthy, not rich as in money flowing everywhere, but they had enough to make ends meet. On the day of her birth there was a massive tremor that killed half of her colony. Some members of her colony fear that this is a sign that she will bring about their doom, others think it was just a random occurrence. Before leaving her colony she was in the military, as all female Entomorians are. When she left her colony to find rare treasures in the shifting sands, she abandoned the disciplined military lifestyle and adopted a carefree barbaric lifestyle.

Stats
Strength: 16 (14 + racial bonus)
Str modifier: +3
Str mod + half your level: 3
Constitution: 14
Con modifier: +2
Con mod + half your level: 2
Dexterity: 13
Dex modifier: +1
Dex mod + half your level: 1
Intelligence: 12
Int modifier: +1
Int mod + half your level: 1
Wisdom: 12
Wis modifier: +1
Wis mod + half your level: 1
Charisma: 13
Cha modifier: +1
Cha mod + half your level: 1

Max HP: 29
Bloodied (half HP): 14
Surge Value (quarter HP): 7
Surges per day: 10

Defense Bonus: +4
Fortitude Bonus: +5
Reflex Bonus: +1
Will Bonus: +1
Passive Insight: 11
Passive Perception: 16

Features, Feats, and Skills
Racial Features:
Low Light Vision (Can see normally in low light)
Hollow Skeleton (No weight limit)
Class/Path/Destiny Features:
Barbarian Agility (+1 defense while not wearing heavy armor)
Feral Might (Rageblood Vigor: Gain Swift Charge)
Rage Strike
Rampage (Make a second basic melee attack as a free action after scoring a critical hit)
Feats:
Improved Initiative (+4 to initiative checks)
Skill bonuses:
Arcana +3 (+2 from background, +1 from associated ability score modifier + 1/2 my level)
Athletics +10 (+5 from being trained, +2 from background, +3 from associated blah blah blah)
Dungeoneering +3 (+2 from racial bonus, +1 from ability mod)
Endurance +8 (+2 from racial bonus, +4 from backgrounds, +2 from ability mod)
History +5 (+4 from backgrounds, +1 from ability mod)
Intimidate +6 (+5 from being trained, +1 from ability mod)
Nature +3 (+2 from background, +1 from ability mod)
Perception +6 (+5 from training, +1 from ability mod)
Languages Known:
Common

Powers
At-Will
Devastating Strike
Howling Strike
Encounter
Swift Charge
Avalanche Strike
Daily
Bloodhunt Rage
Utility

Inventory
Weapon 1: Maul
Weapon 2:
Weapon 3:
Weapon 4:
Armor: Hide
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
Other Equipment:
Backpack
Bedroll
Flint and Steel
Belt Pouch
Trail Rations x20
Rope 50’
Sunrods x2
Waterskin
Tent
Currency: 0gp
Weight limit: None
Weight carried: 100lbs
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Last edited by Ant2011; 03-13-2013 at 03:47 PM.
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  #3  
Old 01-22-2013, 06:16 PM
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Default Re: Dungeons and Dragons: Desert of Deception - Character Archive

Basic

Character Name: Kharre
Level: 1
Race: Dragonborn
Class: Defensive Paladin
Size: Medium
Height: 6’4”
Weight: 240 lbs.
Gender: Female
Age: 23

Alignment: Good
Deity: Pelor
Initiative: 13
Speed: 6 Squares

Other Description: Kharre has deep Copper colored scales that are only broken up by some brown spotting along the back of her neck, “hair”, and arms. Her eyes are a bright gold, and stand out against her rather dark skin. She has a small scar down the left side of her muzzle from a fight with a bandit during her guard duty. She keeps part of her hair tied back, while three strands hang over the front of her shoulders. Her hair is longer in the back, reaching down beneath her shoulder blades. Her hair in the front rests just above her chest. She has a few silver rings on her front hair that are for decoration. Her necklace rests above her armor so it is always visible.

Character Background: Kharre was born in the high Mountains, a single child. Just before her egg hatched, a stranger had come to stay with her mother and father. This stranger was a Cleric of Pelor who had been traveling through the mountains and needed a place to stay and rest. He blessed Khaare’s egg. The Cleric stayed for several more days to witness that hatching of the small dragonborn before giving Khaare’s mother a small pendant carved in the shape of Pelor’s symbol, which he instructed her to give to the hatchling once she was of age. At the age of three, her mother was overcome with sickness. Before she passed, she gave the pendant to Kharre, leaving her and her father. Her father made a decent income, and they could live fairly well by themselves up in the mountains. Though most Dragonborns live in a clan, Kharre’s father had left the clan in search of peace. Kharre was trained in the art of Dragonborn war by her father, and at the age of 17, Khaare left the mountains and traveled in search of work to provide for herself filled with stories of her race’s past. He shared with her some ancient pieces of scripts from their old civilization, and let her absorb her race’s history. Though she has never seen a dragon herself, she has formed a rather negative opinion of them from the various stories she heard from her father, and wishes to forge her own path. She moved from city to city, volunteering herself for the city guard and earning her keep that way. She wishes to forge ahead and create her own path, protecting those in need with her strength and kindness. As she pursued her life of helping the people, she was eventually made a Paladin of Pelor and has devoted herself to the God.

Stats

Strength: 16 (14 + Race Bonus)
Str modifier: +2
Str mod + 1/2 your level: 2

Constitution: 17 (15 + Race Bonus)
Con modifier: +2
Con mod + 1/2 your level: 2

Dexterity: 13
Dex modifier: +1
Dex mod + 1/2 your level: 1

Intelligence: 11
Int modifier: +0
Int mod + 1/2 your level: 0

Wisdom: 12
Wis modifier: +1
Wis mod + 1/2 your level: 1

Charisma: 12
Cha modifier: +1
Cha mod + 1/2 your level: 1

Max HP: 32 (15 + Constitution Score)
Bloodied (1/2 HP): 16
Surge Value (1/4 HP): 8
Surges per day: 10

Defense Bonus: +11
Fortitude Bonus: +3 (+1 Class Bonus)
Reflex Bonus: +2 (+1 Class Bonus)
Will Bonus: +2 (+1 Class Bonus)

Passive Insight: 14

Passive Perception: 10

Features, Feats, and Skills

Racial Features:
Normal Vision
Dragonborn Fury
Draconic Heritage
Dragon Breath (Lightning, Constitution)

Class/Path/Destiny Features:
- Channel Divinity
- Divine Mettle (The target makes a saving throw with a bonus equal to your Charisma modifier.)
- Divine Strength (Apply your Strength modifier as extra damage on your next attack this turn.)
- Divine Challenge (See pg. 91 of Handbook 1)
- Lay On Hands (You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.)

Feats:
Healing Hands (Add Charisma Mod to damage healed)

Skill bonuses:
Religion +5 (+5 Class Training +2 Background)
History +7 (+2 Racial and +5 Class Training +2 Background)
Intimidate +9 (+2 Racial and +5 Class Training +2 Ability Score Modifier)
Athletics (+2 Ability Score Modifier + 4 Background)
Diplomacy +6 (+5 Class Training +1 Ability Score Modifier)
Dungeoneering +3 (+1 Ability Score Modifier +2 Background)
Endurance +2 (+2 Ability Score Modifier +2 Background)
Insight +4 (+4 Background)
Streetwise +2 (+2 Ability Score Modifier +2 Background)

Languages Known: Common, Draconic

Powers
At-Will
- Enfeebling Strike
- Bolstering Strike

Encounter
- Shielding Smite

Daily
- Radiant Delerium

Utility

Inventory
Weapon 1: Longsword
Weapon 2:
Weapon 3:
Weapon 4:

Armor: Plate
Shield: Heavy
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:

Other Equipment
Standard Adventurer's Kit
Holy Symbol

Currency: 0 gp
Weight limit: 160
Weight carried: 103
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Last edited by 5TailedDemonLizard; 01-28-2013 at 01:49 AM.
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  #4  
Old 01-29-2013, 12:32 AM
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Default Re: Dungeons and Dragons: Desert of Deception - Character Archive

Character Name: Chena.
Level: 1.
Race: Aarakocra.
Class: Wizard.
Size: Medium.
Height: 6'1".
Weight: 160 lbs.
Gender: Female.
Age: 33.
Alignment: Chaotic Good.
Deity: Corellon.
Initiative: 16.
Speed: 6 Squares.
Character Background: Chena was born into a large family, the youngest daughter of a pair of ambassadors to the forest elves. She was bright and eager to learn from the beginning, tutored by the elves in subjects befitting the child of dignitaries. However, she also sought out training in other areas - elven methods of tracking, and the mysterious arcane arts, for which she had a natural talent. As she grew older, she grew more restless and adventurous, not at all befitting her nobility. At the age of 22, shortly after completing her training, she grew frustrated with her family and left. She has drifted for a long while, providing assistance to those whom she sees fit while seeking out knowledge, treasure, and glory where it can be found.
Character Appearance: Chena has fluffy rust-red feathers that she is always sure to keep in pristine condition. She has no hair, but she does have a crest of white-tinted red feathers on the back of her head. Her beak has a chip on the right side from a quarrel when she was just a chick. Her eyes are ruby-red.

Stats
Strength: 10.
Str modifier: 0.
Str mod + 1/2 your level: 0.

Constitution: 13.
Con modifier: 1.
Con mod + 1/2 your level: 1.

Dexterity: 16 (14 + racial bonus).
Dex modifier: 3.
Dex mod + 1/2 your level: 3.

Intelligence: 17.
Int modifier: 3.
Int mod + 1/2 your level: 3.

Wisdom: 14 (12 + racial bonus).
Wis modifier: 2.
Wis mod + 1/2 your level: 2.

Charisma: 14.
Cha modifier: 2.
Cha mod + 1/2 your level: 2.

Max HP: 23.
Bloodied (1/2 HP): 14.
Surge Value (1/4 HP): 7.
Surges per day: 7.

Defense Bonus: 3.
Fortitude Bonus: 1.
Reflex Bonus: 4.
Will Bonus: 2.
Passive Insight: 17.
Passive Perception: 14.

Features, Feats, and Skills
Racial Features:
Arm Wings - Because your arms are your wings, you cannot perform any action that requires the use of your arms while in the air.
Aerial Strike - You may use Aerial Strike as an Encounter Power.

Class/Path/Destiny Features:
Arcane Implement Mastery (Wand of Accuracy).
Cantrips.
Ritual Casting.
Spellbook.

Feats:
Expanded Spellbook.

Skill bonuses:
Arcana +10 (+5 from training, +2 from background, +3 from ability modifier).
Diplomacy +4 (+2 from background, +2 from ability modifier).
Dungeoneering +7 (+5 from training, +2 from ability modifier).
History +5 (+2 from training, +3 from ability modifier).
Insight +9 (+5 from training, +2 from background, +2 from ability modifier).
Nature +9 (+5 from training, +2 from background, +2 from ability modifier).
Perception +8 (+2 from racial bonus, +4 from background, +2 from ability modifier).
Stealth +4 (+2 from racial bonus, +3 from ability modifier).

Languages Known: Common.

Powers
At-Will:
Magic Missile (2d4 + Intelligence modifier force damage. One creature).
Thunderwave (1d6 + Intelligence modifier thunder damage, and you
push the target a number of squares equal to your Wisdom
modifier. Close blast 3).

Encounter:
Aerial Strike (1d6 + Dex. One creature).
Force Orb (2d8 + Intelligence modifier force damage. Make a secondary
attack against all foes adjacent to the primary target: Intelligence vs. Reflex; 1d10 + Intelligence modifier force damage. One creature, then all creatures adjacent to the first).

Daily:
Flaming Sphere (2d6 + Intelligence modifier fire damage. You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares. You can sustain this power until the end of
the encounter. As a standard action, you can make another attack with the sphere. One creature adjacent to the sphere).
Sleep (The target is slowed (save ends). If the target fails its
first saving throw against this power, the target becomes
unconscious (save ends). Standard Action Area burst 2 within 20 squares. Each creature in burst is targeted).

Utility:

Inventory
Weapon 1: Staff.
Weapon 2:
Weapon 3:
Weapon 4:


Armor: Cloth.
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:


Other Equipment
Standard Adventurer's Kit
Wand

Currency: 22 gold.

Weight limit: 100.

Weight carried: 41 lb.
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Last edited by Velocity; 03-21-2013 at 11:46 PM.
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  #5  
Old 02-04-2013, 02:01 AM
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Default Re: Dungeons and Dragons: Desert of Deception - Character Archive

Basic Info

Character Name: Wyrd
Level: 1
Race: Shardmind
Class: Telepathic Psion
Size: Medium
Height: 6'0"
Weight: 185 Ibs
Gender: Male
Age: 21
Alignment: True Neutral
Deity: Ioun
Initiative: 11
Speed: 6 squares
Character Background: (Thought Builder (+2 Arcana, +2 Religion), Merchant (+2 Bluff, +2 Diplomacy), Among Another Race (Tieflings; +2 Bluff, +2 Stealth), Desert (+2 Endurance, +2 Nature), Wealthy (+2 History))

Wyrd's first memories as a living being involve being found by some horned, red-skinned beings-later known as Tieflings-overlooking him, inspecting his ice-white crystalline body with immense interest. The group of Tieflings, a Trading caravan wandering the desert part of a large Merchant Dynasty, 'adopted' the odd, distant, Psionic being. They promised that, in exchange for Wyrd's eventual payoff of a predefined debt, the Tieflings would help Wyrd learn anything he wanted to know Wyrd was accepting of them, at least initially, and went along with the bargain. The Tieflings did not skirt their part of the bargain, assisting the Shardmind in any related studies of it's kind and its interests: Psionic power, the First Gate, the Far Realm, the major Shardmind Philosophies (In particular, the Thought Builder philosophy), The various good deities (In particular, Ioun), and whatever else he was curious in, as well as teaching them their trade-all the while keeping an ever-mounting tab of the costs. Wyrd didn't rely on them for everything: His merchant skills gave him some of his own money-though part of it was sent back to the Merchant Dynasty as a whole and wasn't a part of his paid-off debt. After several years, Wyrd eventually believed that branching out of the Merchant Dynasty's grip would help him repay the debt faster, and began to make preparations to collect a debt with a regular Merchant's life-until he double-checked the exact amount he needed to pay off. Long story short, no lifetime of the Merchant's trade-neigh, no ten lifetimes of the Merchant's trade-no matter how successful or wealthy, could ever hope to pay off the debt in full. At least, not unless he was really fast-which is to say, find a huge amount of treasure and use that to pay off the debt before it got any bigger. At this point, he took several things, including a recently traded book on Psionic Power, promising to contain rare secrets of the Psionic art. It didn't disappoint him in that regard: the book's knowledge allowed Wyrd to understand the power of a Psion, and he knew such powers wouldn't be entirely worthless in his pursuit of enough fortune to pay off his Tiefling 'parents.'

Other: Wyrd is mostly made of white crystals with only a few green and red ones: The green ones covering his feet, his fingers, and everything below his nose, while the red stones were mostly on his back-with the noticeable exception of a red shard resting above the forehead that looks like horns, which does make him look a little bit like a Tiefling. He's also a fairly thin Shardmind.

Stats

Strength: 10
Str modifier: 0
Str mod + 1/2 your level: 0

Constitution: 12
Con modifier: 1+
Con mod + 1/2 your level: +1

Dexterity: 11
Dex modifier: 0
Dex mod + 1/2 your level: +0

Intelligence: 18 (16+2 Racial Bonus)
Int modifier: 4+
Int mod + 1/2 your level: +4

Wisdom: 13
Wis modifier: 1+
Wis mod + 1/2 your level: 1+

Charisma: 16 (14+2 Racial Bonus)
Cha modifier: 3+
Cha mod + 1/2 your level: 3+

Max HP: 24 (12+Constitution Score)
Bloodied (1/2 HP): 12
Surge Value (1/4 HP): 6
Surges per day: 7 (6+Constitution Modifier)

Defense Bonus: +4 (+4 Intelligence Mod)
Fortitude Bonus: +1 (+1 Constitution Mod)
Reflex Bonus: +4 (+4 Intelligence Mod)
Will Bonus: +5 (+3 Charisma Mod, +2 Psion Class Defense Bonus)
Passive Insight: 15 (10 + 5 Class Training)
Passive Perception: 10 (10)

Features, Feats, and Skills

Racial Features:
-Telepathy (Communicate with any creature with a language that is within five blocks of you)
-Crystalline Mind (Resist 5 Psychic. Resist 10 Psychic at Level 11, Resist 15 Psychic at level 21)
-Living Construct (Do not need to eat, sleep, drink or breathe. No endurance checks are made to resist suffocation, starvation, or thirst henceforth. Six hour extended rests are still possible and the benefits from receiving them are the same, as a clarification.)
-Immortal Origin (Native to the Astral Sea, treated as immortal for the purpose of effects relating to creature origin)
-Shard Swarm: You may use Shard Swarm as an encounter power.


Class/Path/Destiny Features:
Discipline Focus (Telepathy Focus; Gain Distract and Send Thoughts)
Psionic Augmentation (2 Power Points)
Ritual Casting (Gain Ritual Caster feat as a bonus feat, Own a Spellbook, Automatically have Tenser's floating disk and Silence, Tenser's Floating disk doesn't require components to use, once per day)

Feats:
-Ritual Caster (Can master and perform rituals of my level or lower)
- Tenser's Floating Disk
- Silence
-Psychic Focus (+2 Feat Bonus to Damage roles with Psychic powers; +3 at Level 11, +4 at Level 20)

Skill bonuses:
Arcana +9 (+5 from Class Training, +2 from Racial Skills, +2 from Background)
Bluff +9 (+5 from Class Training, +4 Background)
Diplomacy +7 (+5 from Class Training, +2 Background)
Insight +5 (+5 from Class Training)
Endurance +4 (+2 from Racial Skills, +2 from Background)
Religion +2 (+2 from Background)
Stealth +2 (+2 from Background)
Nature +2 (+2 from Background)
History +2 (+2 from Background)


Languages Known: Common, Deep Speech, Elven

Powers

At-Will
- Mind Thrust
- Dishearten

Encounter
-Shard Swarm
-Send Thoughts
-Distract

Daily
- Ravening Thought

Utility

Inventory
Weapon 1: Staff
Weapon 2:
Weapon 3:
Weapon 4:

Armor: Cloth
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:

Other Equipment:
Standard Adventurer's Kit
Spellbook (126 pages left)

Currency: 29 gp

Weight limit: 100 Ibs

Weight carried: 41 Ibs
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