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Dice 3.5 Dungeons and Dragons Adventures [Character Log]

Main
Here
OOC
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Rules

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
Races
HumansMost 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)
 
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Classes
Classes
--WIP--

BarbarianFrom the frozen wastes of the north and the hellish jungles of the south come brave, even reckless, warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These “barbarians,” however, have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, persistence, and mercilessness.
Characteristics: The barbarian is an excellent warrior. Where the fighter’s skill in combat comes from training and discipline, however, the barbarian has a powerful rage. While in this berserk
fury, he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded, and he has the energy for only a few such spectacular displays per day, but those few rages are usually sufficient. He is at home in the wild, and he runs at great speed.
Alignment: Barbarians are never lawful. They may be honorable, but at heart they are wild. This wildness is their strength, and it could not live in a lawful soul. At best, barbarians of chaotic
alignment are free and expressive. At worst, they are thoughtlessly destructive.
Background: Barbarians come from uncivilized lands or from barbaric tribes on the outskirts of civilization. A barbarian adventurer may have been lured to the settled lands by the promise of
riches, may have escaped after being captured in his homeland and sold into “civilized” slavery, may have been recruited as a soldier, or may have been driven out of his homeland by invaders. Barbarians share no bond with each other unless they come from the same tribe
or land. In fact, they think of themselves not as barbarians but as warriors.
Races: Human barbarians come from the distant wild lands on the edge of civilization. Most half-orc barbarians lived among orcs before abandoning them for human lands. Dwarf barbarians are rare, usually hailing from dwarven kingdoms that have fallen into barbarism as a result of recurrent war with goblinoids, orcs, and giants. Barbarians of other races are very rare. Among the brutal humanoids, barbarians are more common than fighters. Orcs and ogres are especially likely to be barbarians.
Role: A barbarian’s typical primary role in a group of adventurers is as a front-line combat specialist. No other character can match his sheer toughness. He can also serve as a good scout, thanks to his speed, skill selection, and trap sense.
Abilities: Strength is important for barbarians because of its role in combat, and several barbarian class skills are based on Strength. Dexterity is also useful to barbarians, especially those who wear light armor. Wisdom is also important for several of the barbarian’s class skills. A high Constitution score lets a barbarian rage longer (and live longer, because it gives him more hit points).
Hit Die: d12
The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional (after level 1) Level: 4 + Int modifier.
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement: A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. For example, a human barbarian has a speed of 40 feet, rather than 30 feet, when wearing light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 30 feet. A halfling barbarian has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 20 feet.
Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Rage: A barbarian can fly into a screaming blood frenzy a certain number of times per day. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action. A barbarian can’t, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck.
Uncanny Dodge: At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class (a barbarian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge instead.
Trap Sense: Starting at 3rd level, a barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge: At 5th level and higher, a barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Damage Reduction: At 7th level, a barbarian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Greater Rage: At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
Indomitable Will (Ex): While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Tireless Rage: At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.
Mighty Rage: At 20th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.
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Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

BardIt is said that music has a special magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with his music, and living on the gratitude of his audience—such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies. A bard’s magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly evading capture and raising the spirits of the oppressed. But music can spring from an evil heart as well. Evil bards forego blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences “willingly” give.
Characteristics: A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that wizards and sorcerers often use. In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound. Bards have some of the skills that rogues have, although bards they are not as focused on skill mastery as rogues are. A bard listens to stories as well as telling them, of course, so he has a vast knowledge of local events and noteworthy items.
Alignment: Bards are wanderers, guided by whim and intuition rather than by tradition or law. The spontaneous talent, magic, and lifestyle of the bard are incompatible with a lawful alignment.
Background: An apprentice bard learns his skills from a single experienced bard, whom he follows and serves until he is ready to strike out on his own. Many bards were once young runaways or orphans, befriended by wandering bards who became their mentors. Since bards occasionally congregate in informal “colleges,” the apprentice bard may meet many of the more prominent bards in the area. Still, the bard has no strong allegiance to bards as a whole. In fact, some bards are highly competitive with other bards, jealous of their reputations and defensive about their territories.
Races: Bards are commonly human, gnome, elf, or half-elf. Humans take well to the wandering life and adapt easily to new lands and customs. Gnomes have a sense of humor and trickery that lends itself to a bardic career. Elves are talented in music and magic, so the career of the bard comes naturally to them. A bard’s wandering ways suit many half-elves, who often feel like strangers even when at home. Half-orcs, even those raised among humans, find themselves ill suited to the demands of a bard’s career. There are no bardic traditions among dwarves, or halflings, though occasional individuals of these races find teachers to train them in the ways of the bard. Bards are exceedingly rare among the savage humanoids, except among centaurs. Centaur bards sometimes train the children of humans or other humanoids.
Role: The bard is perhaps the ultimate generalist. In most adventuring groups, he works best in a supporting role. He can’t usually match the stealth of the ranger or the rogue, the spellcasting power of the cleric or the wizard, or the combat prowess of the barbarian or the fighter. However, he makes all the other characters better at what they do, and he can often fill in for another character when needed. For a typical group of four characters, the bard is perhaps the most useful fifth character to consider adding, and he can make a great team leader.
Abilities: Charisma determines how powerful a spell a bard can cast, how many spells he can cast per day, and how hard those spells are to resist (see Spells, below). Charisma, Dexterity, and Intelligence are important for many of the bard’s class skills.
Hit Die: d6
The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional (after level 1) Level: 6 + Int modifier.
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). Because the somatic components required for bard spells are relatively simple, a bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A bard casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or cleric must (see below). Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1stlevel spells, and so forth). The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3–4: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8). When Table 3–4 indicates that the bard gets 0 spells per day of a given spell level (for instance, 1stlevel spells for a 2nd-level bard), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells (also called cantrips) of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table 3–5: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table 3–5 are fixed.) Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. For instance, upon reaching 5th level, a bard could trade a single 0-level spell (two spell levels below the highest-level bard spell he can cast, which is 2nd) for a different 0-level spell. At 8th level, he could trade in a single 0-level or 1st-level spell (since he now can cast 3rd-level bard spells) for a different spell of the same level. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. For example, at 1st level, Gimble the bard can cast two 0-level spells per day for being 1st level (see Table 3–4: The Bard). However, he knows four 0-level spells: detect magic, ghost sound, light, and read magic (see Table 3–5: Bard Spells Known). Thus, on any given day, he can cast some combination of those four spells a total of two times. He does not have to decide ahead of time which spells he’ll cast.
Bardic Knowledge: A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. He may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers
of a magic item but may give a hint as to its general function. A bard
may not take 10 or take 20 on this check; this sort of knowledge is
essentially random. The DM can determine the Difficulty Class of
the check by referring to the table above.
Bardic Music: Once per day per bard level, a bard can use his
song or poetics to produce magical effects on those around him
(usually including himself, if desired). While these abilities fall
under the category of bardic music and the descriptions discuss
singing or playing instruments, they can all be activated by reciting
poetry, chanting, singing lyrical songs, singing melodies (fa-la-la,
and so forth), whistling, playing an instrument, or playing an
instrument in combination with some spoken performance. Each
ability requires both a minimum bard level and a minimum number
of ranks in the Perform skill to qualify; if a bard does not have the
required number of ranks in at least one Perform skill, he does not
gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic
music abilities require concentration, which means the bard must
take a standard action each round to maintain the ability. Even
while using bardic music that doesn’t require concentration, a bard
cannot cast spells, activate magic items by spell completion (such as
scrolls), or activate magic items by magic word (such as wands). Just
as for casting a spell with a verbal component (see Components,
page 174), a deaf bard has a 20% chance to fail when attempting to
use bardic music. If he fails, the attempt still counts against his daily
limit.
Countersong
A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack (such as a sound burst or command spell) may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
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Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

Cleric--Class Introduction--
Characteristics: --
Alignment: --
Background: --
Races: --
Role: --
Abilities: --
Hit Die: --
WIP
WIP
WIP
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

Druid--Class Introduction--
Characteristics: --
Alignment: --
Background: --
Races: --
Role: --
Abilities: --
Hit Die: --
WIP
WIP
WIP
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

Fighter--Class Introduction--
Characteristics: --
Alignment: --
Background: --
Races: --
Role: --
Abilities: --
Hit Die: --
WIP
WIP
WIP
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

Monk--Class Introduction--
Characteristics: --
Alignment: --
Background: --
Races: --
Role: --
Abilities: --
Hit Die: --
WIP
WIP
WIP
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

Paladin--Class Introduction--
Characteristics: --
Alignment: --
Background: --
Races: --
Role: --
Abilities: --
Hit Die: --
WIP
WIP
WIP
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

Ranger--Class Introduction--
Characteristics: --
Alignment: --
Background: --
Races: --
Role: --
Abilities: --
Hit Die: --
WIP
WIP
WIP
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

Rogue--Class Introduction--
Characteristics: --
Alignment: --
Background: --
Races: --
Role: --
Abilities: --
Hit Die: --
WIP
WIP
WIP
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

Sorcerer--Class Introduction--
Characteristics: --
Alignment: --
Background: --
Races: --
Role: --
Abilities: --
Hit Die: --
WIP
WIP
WIP
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link

Wizard--Class Introduction--
Characteristics: --
Alignment: --
Background: --
Races: --
Role: --
Abilities: --
Hit Die: --
WIP
WIP
WIP
Book Location: Found in the Player's Handbook for 3.5 Edition D&D
D&D Wiki: SRD --> Link
 
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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: Revyn Eillana
Race: Elf
Class: Ranger
Additional Info: He was raised as a noble, living a life of luxury, even relative to other elves. However, thanks to his upbringing, he regards other races and especially the poor in low esteem. He spent his days studying the fine and combative arts, specifically archery. As such, he is quite good with the bow, as well as the sword, preferring the rapier for its elegance. Even though he is skilled in
combat, he prefers to try to solve issues with diplomacy before resorting to violence if necessary. He is quite spontaneous, and has a bad habit of doing what he wants when he wants, no matter the consequences.

During a trip for trade in human country, he realized he was bored of his life. Subsequently, he grabbed a few weapons and set off with no notice at all to find his own tale and go down in the history books he had studied all his life. Even while prepared for adventure, he was nowhere near ready for what was to come.
 

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Name: Zaloros
Race: Halfling
Class: Monk
Background: Urchin
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You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds and did so through cunning, strength, speed, or some combination of each.
When you hit your lowest point, you were saved by an old man, a monk who you teased endlessly before. After saving your life, you dedicated yourself to him, determined to follow his ways. He taught you much, but you often behaved selfishly and used the system against people. The monk died of unusual circumstances last year, leaving you angry and vengeful. You seek funding to figure out whi really killed him, leading you to become an adventurer.

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Appearance:
greg.jpg
Gregorio "Greg" Malock
Race: Human
Class: Cleric [War Domain]
Background: Soldier [Healer]
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You were a member of a local militia who rose to defend you local villages from goblin, kobold, and orc raids. You, as a young man, chose to become a cleric, believing you would do better to support as a healer rather than a fight- not that you don't have some warhammer skills.

However, when you sent out to the next village for healing, your village was decimated by goblins. While you managed to save some of the dying, many perished. As a reminder, you took the signet ring from the ruler there. He was dead, and no longer needed it. Now you are wandering cleric who aids those who need healing while striking at goblins when you can. Recently, you have had a call to adventure, and -wanting to utilize your goddess' beliefs- have took it as a sign to take up arms.

Spells and Orisons:

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Dusty the Sorceror

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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.

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Nyx- The Dream Wanderer

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Name: Nyx
Race: Half-Elf
Class: Bard
Background: [WIP]

[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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Dreamtique Dreamtique - Your character is really great, but I already have a full 6-man party. You are actually #2 or #3 over that limit that has expressed interest in 3.5 adventures, so I'm considering making a 2nd main RP Thread for a completely new party set. Would you be alright with that?
 
Dreamtique Dreamtique - Your character is really great, but I already have a full 6-man party. You are actually #2 or #3 over that limit that has expressed interest in 3.5 adventures, so I'm considering making a 2nd main RP Thread for a completely new party set. Would you be alright with that?
tenor.gif
wha--? Nooo! Not dreamy elf!
Hey if he is #3 then that makes fluffy and I to be #1 and #2 so can we jump ship with Dreamtique to make room then?
 
TurtlexXxNation TurtlexXxNation Hey, i've never played dnd before but i've recently become obsessed with it. I was wondering if a 2nd adventure ended up happening, would you be willing to take on a completely new and possibly patience dwindling player?
 
Torvald Splitcrown
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Human
Barbarian
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Torvald is a fearless warrior who believes in protecting the weak, especially women and children. He will fight until he can no longer swing his mighty axe, or his opponents can no longer defend themselves. He has a big heart, and can be emotionally manipulated. His trust is easily earned, but just as easily broken, and he does not forgive those who turn against him.
 

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