Re: D&D
You're the man.
---------- Post added 05-10-2012 at 12:04 AM ---------- Previous post was 05-09-2012 at 11:53 PM ----------
I just have a few edits I'd like you to make. You missed a few pieces of info on your sheet... and neglected to place skills.
- Mark your hit die on the sheet in the appropriate section
- Check off the boxes next to each of you class-specific skills
- Mark the weight of your possessions in the spaces provided next to them... as well as their location on you (eg: back, worn, pouch... etc)
- Place your skill ranks
- Fill in your "Speed" and "Armor Type" boxes on the sheet. I believe that since you're a Dwarf, your land speed is 20ft but is never reduced due to your armor type or burden. Your Armor type is Medium.
- Lastly... list off your racial traits in the abilities section. As a dwarf you get the following:
---------- Post added at 12:07 AM ---------- Previous post was at 12:04 AM ----------
Also: Add your +2 Melee Attack Bonus to the box that asks for it under your Morningstar info.
---------- Post added at 12:09 AM ---------- Previous post was at 12:07 AM ----------
And add your spells and abilities that you get for being a Level 1 Cleric.
Abilities:
Aura, Channel Energy 1d6, Domains, Orisons.
Spells:
Level 0: 3
Level 1: 1+1
You're the man.
---------- Post added 05-10-2012 at 12:04 AM ---------- Previous post was 05-09-2012 at 11:53 PM ----------
Originally posted by Armando
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- Mark your hit die on the sheet in the appropriate section
Hit Die: d8.
Cleric Class Skills
The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
- Place your skill ranks
Skill Ranks per Level: 2 + Int modifier.
- Lastly... list off your racial traits in the abilities section. As a dwarf you get the following:
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven†in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven†in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
---------- Post added at 12:07 AM ---------- Previous post was at 12:04 AM ----------
Also: Add your +2 Melee Attack Bonus to the box that asks for it under your Morningstar info.
---------- Post added at 12:09 AM ---------- Previous post was at 12:07 AM ----------
And add your spells and abilities that you get for being a Level 1 Cleric.
Abilities:
Aura, Channel Energy 1d6, Domains, Orisons.
Spells:
Level 0: 3
Level 1: 1+1
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