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[personal profile] profamp posting in [community profile] potatosquadadventures
Okay, so now you'd probably want to know how to make your D&D you.

Start with your Race and Class. A quick summary of the various races is as follows:

DRAGONBORN
For all dragon wannabes. Favours the warlord, fighter and paladin classes.
+2 STR, +2 CHA, +2 History, +2 Intimidate
Dragonborn Fury: when at half hp, +1 bonus to attack
Draconic Heritage: healing = 1/4 max hp + CON modifier
Dragon Breath: Breathe acid, cold, fire, lightning or poison on your enemies. One use only per encounter.

DWARF
AND MY AXE! Favours the paladin, cleric and fighter classes.
+2 CON, +2 WIS, +2 Dungeoneering, +2 Endurance. You can see in the dark!
Cast-Iron Stomach: +5 for saving throws against poison. Give them ALL the stale sandwiches!
Dwarven Resilience: Use your second wind as a minor action.
Weapon Proficiency: You know how to use the warhammer and the throwing hammer.
Encumbered Speed: You move at your normal speed even when wearing heavy armour / carrying heavy load.
Stand Your Ground: If an effect pulls, pushes or slides you, you move 1 square less. If an attack would knock you prone, you get a saving throw to avoid falling prone.

ELADRIN
For graceful, alien pricks. Favours the wizard, rogue and warlord classes.
+2 DEX, +2 INT, +2 Arcana, +2 History. You can see in the dark!
Eladrin Education: Get training in one additional skill.
Eladrin Weapon Proficiency: You know how to use a longsword. Or oodachi.
Eladrin Will: +1 to Will defense. +5 for saving throws against charms.
Fey Origin: You're a fey.
Trance: You don't sleep for six hours, you meditate for four, with full awareness of your surroundings.
Fey Step: Teleport up to five squares. One use only per encounter.

ELF
Plebeian versions of the Eladrin. Favours the ranger, rogue and cleric classes.
+2 DEX, +2 WIS, +2 Nature, +2 Perception. +1 Movement. You can see in the dark!
Elven Weapon Proficiency: You know how to use the longbow and shortbow.
Fey Origin: You're a fey.
Group Awareness: +1 Perception to non-elves within 5 squares.
Wild Step: Ignore difficult terrain.
Elven Accuracy: Reroll an attack roll. One use per encounter.

HALF-ELF
Got the ears from dad, and the adventuring spirit from mom. Favours the warlord, paladin and warlord classes.
+2 CON, +2 CHA, +2 Diplomacy, +2 Insight. You can see in the dark!
Dilettante: Choose an at-will power from another class as an encounter power.
Dual Heritage: learn feats from both elf and human races.
Group Diplomacy: +1 to Diplomacy within 10 squares.

HALFLING
You're tiny. No I'm not kidding. You're small - you occupy only half a square. Favours the rogue, ranger and warlock classes.
+2 DEX, +2 CHA, +2 Acrobatics, +2 Thievery.
Bold: +5 to saving throws against fear.
Nimble reaction: +2 Armour against opportunity attacks.
Second Chance: Force the enemy to roll their attack roll again. One use per encounter.

HUMAN
We asked the other races how they found humans. "Interesting!" "Boring!" "Socialite!" "Uncivilised!" "Smart!" "Dumb!" "They're everything!" "They're nothing!" Well then. Favours all classes.
+2 to any ability score of your choice. What do you mean +2 to another score? Nope, you only get one. Sorry, human.
Bonus At-Will: 1 extra At-Will Power from your class.
Bonus Feat: 1 extra feat at 1st level. Must meet prerequisites.
Bonus skill: 1 extra skill from your class skill list.
Human Defense Bonuses: +1 Fortitude, Reflex and Will. Those movies where the monsters said you were squishy are lies.

TIEFLING
You have a dark side to yourself which you must overcome. MC OF PERSONA 6! Favours the warlock, warlord and rogue classes.
+2 INT, +2 CHA, +2 Bluff, +2 Stealth. You can see in the dark!
Bloodhunt: +1 Attack against foes at 1/2HP.
Fire Res: Resist fire 5 + 1/2LVL.
Infernal Wrath: +1 on next attack roll on the foe that hit you. If it hits, add CHA modifier as extra damage. Petty.

There are more races, but these are the basics. If you're looking for something else, please PM your friendly neighbourhood DM. (That's me.)


And now, your Class.

CLERIC
  • Holy man. But you might be holy like how the Monk in Persona 3 was holy. Healer/Buffer. Divine.
  • +2 WILL. Mainly a WIS, STR and CHA hero.
  • Armor: Cloth, leather, hide chainmail
  • Weapons: Simple melee, Simple ranged. No Iwatooshi for you!
  • Implement: Holy symbol
  • HP at LVL 1: 12 + CON. +5 per level.
  • Healing Surges: 7 + CON modifier
  • Trained in: Religion.
    • Pick 3 from: Arcana, Diplomacy, Heal, History, Insight, Religion.
  • Build options: Battle Cleric, Devoted Cleric. See handbook.
  • Features:
    • Channel Divinity: summon your god. See handbook. Ctrl+F Channel Divinity for complete range of powers.
    • Healer's Lore: when healing, + WIS mod.
    • Healing Word: Self / ally. Target can use a healing surge, and gain extra 1d6 HP. Twice per encounter.
FIGHTER
  • The jock. Draw all the enemies to him! He can handle it! Tank. Martial.
  • +2 FOR. Mainly a STR, DEX, WIS, CON hero.
  • Armor: Cloth, leather, hide, chainmail, scale, light shield, heavy shield
  • Weapon: Simple and military melee, simple and military ranged.
  • HP at LVL 1: 15 + CON. +6 per level.
  • Healing Surges: 9 + CON modifier.
  • Trained in: nothing. You spend too much time with your fists.
    • Pick 3 from: Athletics, Endurance, Heal, Intimidate, Streetwise.
  • Build options: Great weapon fighter, Guardian fighter. See handbook.
  • Features:
  • Combat Challenge: Mark your target when you attack it.The target gets -2 penalty if it targets someone who isn't you. If it is next to you and attacks someone else or slides away, you can make a melee basic attack and interrupt it. That'll show 'em.
  • Combat Superiority: +WIS mod to opportunity attacks and stops the foe from moving.
  • Fighter Weapon Talent: You're trained in either one-handed or two-handed weapons. If you use a weapon you're trained for, you gain +1 to attack.

PALADIN
  • A godly fighter. Usually lawful stupid good. Tank. Divine.
  • +1 FOR, +1 REF, +1 WIL. Usually a STR, CHA, WIS hero. Lawful stupid, see?
  • Armor: Cloth, leather, hide, chainmail, scale, plate, light shield, heavy shield
  • Weapon: Simple and military melee, simple ranged.
  • Implement: Holy Symbol.
  • HP at Lvl 1: 15 + CON. +6 per level.
  • Healing surges: 10 + CON modifier.
  • Trained in: Religion.
    • Choose three more from: Diplomacy, Endurance, Heal, History, Insight, Intimidate, Religion.
  • Build options: Avenging Paladin, Protecting Paladin. See handbok.
  • Features:
    • Channel Divinity: summon your god. See handbook. Ctrl+F Channel Divinity for complete range of powers.
    • Divine Challenge: /breathes You mark the target. when it is marked, it takes -2 to attack rolls for attacks that don't include you. It also takes 3+CHA modifier radiant damage the first time it attacks someone who isn't you. You must then engage the target by attacking it or moving next to it, otherwise it'll no longer be marked and you can't mark them the next turn. Please don't use this
    • Lay on Hands: The number of times you can use this = WIS modifier. You spend a healing surge on someone else.

RANGER
  • Hope you're good with arrows! You deal huge damage to one enemy at a time. You hit-and-run. Try to do both. Martial.
  • +1 FOR, +1 REF. STR, DEX, WIS hero.
  • Armor: Cloth, leather, hide.
  • Weapons: Simple and military melee, simple and military ranged.
  • HP at Lvl 1: 12 + CON. +5 per level.
  • Healing surges: 6 + CON modifier.
  • Trained in Dungeoneering OR Nature.
    • Choose FOUR more from: Acrobatics, Athletics, Dungeoneering, Endurance, Heal, Nature, Perception, Stealth.
  • Build Options: Archer Ranger, Two-Blade Ranger. See handbook.
  • Features:
    • Fighting Style: Pick archer or two-blade.
      • Archers get +2 to armour against opportunity attacks.
      • Two-blade: You can use two swords, like FeMC in Chronicles! You also get +5 HP.
    • Prime Shot: If you're the closest to your target, you get +1 to ranged attack rolls.
    • Hunter's Quarry: Mark an unlucky foe as your quarry. You deal extra 1d6 damage to your quarry.

ROGUE
  • The last person you should make treasurer of your party. Hit-and run. Martial.
  • +2 REF. DEX, STR, CHA hero.
  • Armor: Cloth, leather
  • Weapons: Dagger, hand crossbow, shuriken, sling, short sword.
  • HP at Lvl 1: 12 + CON. +5 per level.
  • Healing surges: 6 + CON modifier.
  • Trained in Stealth AND Thievery.
  • Pick FOUR more from: Acrobatics, Athletics, Bluff, Dungeoneering, Insight, Intimidate, Perception, Streetwise.
  • Build options: Brawny, Trickster
  • Features:
    • Rogue Tactics: Pick Artful Dodger or Brutal Scoundrel.
      • Artful Dodger: Armor bonus of CHA Mod against opportunity attacks. Real smooth.
      • Brutal Scoundrel: Sneak Attack bonus damage of STR modifier.
    • Rogue Weapon Talent:
      • if you wield a shuriken your damage dice increases by one size.
      • If you wield a dagger, you gain +1 to attack rolls.
    • Sneak Attack: If you have combat advantage while using a light blade, crossbow, or sling, add 2d6 damage.

WARLOCK
  • You channel dark magic. Spoopy. You're a glass cannon. Arcane.
  • +1 REF, +1 WIL. CHA, CON, INT hero.
  • Armor: Cloth, leather
  • Weapons: simple melee, simple ranged
  • Implements: Rods, wands. Hope you like cylindrical stuff.
  • HP at 1st level: 12 + CON. 5 per level. Squishy!
  • Healing Surges: 6 + CON modifier.
  • Trained in: Nothing.
    • Pick FOUR from: Arcana, Bluff, History, Insight, Intimidate, Religion, Streetwise, Thievery.
  • Build options: Deceptive, Scourge.
  • Class features:
    • Use Eldritch Blast as a ranged basic attack.
    • Prime Shot: If you're closest to your foe, +1 to ranged attack rolls.
    • Eldritch Pact: Pledge your allegiance to good pointy eared people, bad pointy eared people or the stars.
      • Fey Pact: You can cast eyebite. Ouch. Also, if you cursed someone and they die, you can teleport 3 squares.
      • Infernal Pact: You can give people a hellish rebuke. Also, if you cursed someone and they die, you gain hit points = your level.
      • Star Pact: You can cast dire radiance. If you cursed someone and they die, add +1 bonus to your next d20 roll.
    • Shadow Walk: if you moved three squares, you get concealment. Sneaky.
    • Warlock's Curse: Whoever you curse gets extra 1d6 damage. You can curse multiple targets. Now we're rated PG13.

WARLORD
  • You're now a tactician from Fire Emblem. Except you can buff people. Healer/Buffer. Martial.
  • +1 FOR, +1 WILL. STR, INT, CHA hero.
  • Armor: Cloth, leather, hide, chainmail, light shield.
  • Weapons: Simple and military melee, simple ranged.
  • HP at Lvl 1: 12 + CON. Squishy. +5 per level.
  • Healing surges: 7 + CON modifier.
  • Trained in: Nothing. 
    • Pick FOUR from: Athletics, Diplomacy, Endurance, Heal, History, Intimidate.
  • Build options: Inspiring, Tactical. See handbook.
  • Features:
    • Combat Leader: Allies who can see or hear you get +2 to initiative.
    • Commanding Presence: Inspiring or Tactical.
      • Inspiring: If they can see you, and they spend an action point, they gain HP = 1/2 your LVL + CHA modifier.
      • Tactical: If they can see you, and they spend an action point to attack, they gain attack roll bonus of 1/2 INT modifier.
    • Inspiring Word: Self / ally. Target can use a healing surge, and gain extra 1d6 HP. Twice per encounter.

WIZARD
  • Proud to be a nerd. Usually pale. AoE user. Arcane.
  • +2 WIL. INT, WIS, DEX hero.
  • Armor: Cloth only.
  • Weapon: Dagger, quarterstaff
  • Implements: Orbs, staffs, wands
  • HP at 1st level: 10 + CON. And we thought rangers were squishy. +4 / LVL.
  • Healing Surges: 6 + CON modifier.
  • Trained in: Arcana. Probably part-times in the Velvet Room and plays poker using tarot cards.
    • Pick THREE more from: Diplomacy, Dungeoneering, History, Insight, Nature, Religion.
  • Build Options: Control, Battle. See handbook.
  • Features:
    • Implement Mastery:
      • Orbs. Be a Kanbei. Choose to either penalise a target's saving throw against an effect caused by your spell, or extend the duration of the effects by your at-will spell
      • Staff. Be a Hideyoshi. +1 to Armour. You gain defense against one attack per encounter equal to your Con modifier.
      • Wand. Be, um, idk. Once per encounter, + DEX modifier to one attack roll.
    • Cantrips: Create a GHOST SOUND, shed BRIGHT LIGHT, conjure a SPECTRAL HAND to move objects, or do a MAGIC TRICK. You use these for HILARIOUS ANTICS. 
    • Ritual Casting: You know how to cast rituals. Revive your compatriots!
    • Spellbook: It contains 3 level 1 spells. It also holds your daily and utility spells. You love books. Yup.

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