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Crysta's Toolbox; Make your campaigns more immersive
Topic Started: Nov 25 2006, 11:17 PM (1,148 Views)
Crysta
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wat

Since people could use them and I've been lending them out on a whim, here's the stuff I commonly use in my roleplay. I'll organize it later.

AUTORealm - An easy mapmaking program. It makes things look more realistic than blobs and geometric shapes. Use with Paint to color and populate.

Alternate Link

Javascript D&D Charsheet Generator - Makes it easy to create v. 3.5 characters in case you're a D&D fan. I can never keep track of it all.

Gaia Dream Avatar Creator - I use it to create chibified versions of my characters.

FEP's Statsheet Generator - Despite being an affiliate, people ask me about mine all the time. D:

Elven Phrases - Speak elven and lose all your friends!

MUDmaker - If any of you are familar with MUD rpgs, this program allows you to attempt to create one yourself. Very user-friendly.

Seventh Sanctum Name Generator - Link founded by Merk, for your uncreativity

Behindthename.com - My favorite namesite

Drowness Translator - For all you ebil elves

Even more names - Courtesy of Jehaine

Character Dimensions - Dramatica Theory Book - The previous chapter is also h4x

Character Tips - From the same site above

NPC Background Generator - I find it somewhat useful

Arcanum Backgrounds - For eccentric ideas

Building Characters (Another D&D Site) - For possible unique traits and flaws
~ Crysta, Zombie Queen
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GODonPCP
 
I always give frying pans to female survivors in Dead Rising. It's really the only thing I'm confident they know how to use.
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Tiaro
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BOOM! Headshot. :3

Elven phrases, you say? Handy. :lol:

Are those for Ryal? If so, I'll have to use them.
Brawl code: 1118-0273-4847
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Crysta
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wat

They can be. I doubt Blank has written his own elven language. The D&D sheet can be used as well. :valter:
~ Crysta, Zombie Queen
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GODonPCP
 
I always give frying pans to female survivors in Dead Rising. It's really the only thing I'm confident they know how to use.
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Eaichu
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Leadership

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Fuck yes.
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Merk
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ザワザワ

http://www.seventhsanctum.com/index-name.php

Useful for coming up with names if you suck at it.
~AKA SkyFireZero.
a r p s
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Jehaine
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Incomprehensability

More linkage:

http://www.20000-names.com/

Names with their meanings, easy to use index, search function and categorical browsing.

Also, who needs a translator when you can download The Elven Dictionary (with Grammar!)
Posted Image
STR: 7, MAG: 5
Gold: 287 (events) + 150 (kills) = 437
-----
Levelups done: 18
Stat growths rolled: 54
Average growth: 300%
-----
Titles:
- Plainsman
- Guild Tactician (CotFT)
- Judge with Lowest Postcount EVAR :P
-----
Tactician Stats:
- Guild Kills: 19
- Casualties: 3
- Ratio: 19:3
-----
"Watch your step... If you fall, you'll damage the floor."
Ph34r teh RNG: Posted Image
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Blank
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Pirate

How to Make a Character

Pick a Name. You probably already have one picked out.
Pick a Race. They are listed below.
Pick a Class. Also listed below.
Your ability sheet starts like so:
Strength C
Constitution C
Dexterity C
Intelligence C
Wisdom C
Charisma C

Adjust your abilities accordingly to your class and race.
Inherit feats from your class.
You have starting amount of skill points of 10. Put them into what skills you wish.
Choose a background or bloodline (not both) feat.
Pick a regional feat.
Pick any general feat. Also if you have bonus feats, choose those too. Such as feats gained from being a human or starting off as a fighter.

All done, easy right?

You level up every time you reach 100 experience points then your exp bar rests to 0.

Skill points gained each level are listed on class descriptions.
Charater Points gained at each level up are 25.

Buying feats with character points costs the following: 25 CP for 1st feat, 50 CP for the 2nd feat, 75 CP for the 3rd feat, ect.
Buying stat upgrades are 50 CP each.

Multi-classing: When you gain a new level, you may choose to gain a level in a different class. You cannot have more than three classes. The new class' pros and cons stack with your own. If your old class and new class has the same stat cap, it stacks and becomes lower. (Example: B cap + B cap = C cap) Also your modifier stacks too (assuming you don't have a cap preventing you from gaining that stat improvement).

Grade Modifiers
A = +2
B = +1
C = 0
D = -1
F = -2

Example

Full Name: Joe
Gender: Male
Race: Human
Alignment: Lawful Neutral
Class: Fighter
Age: 20
Physical Age: 24
Height: 6'
Weight: 165
Hair Color: Brown
Eye Color: Brown
Complexion: Fair
Build: Muscular
Birthplace: The GM's Mind
Level: 1
Exp: 0

Strength C
Dexterity C
Constitution B (It is a B level because of the Fighter adjustment)
Intelligence C
Wisdom C (Wisdom can never go beyond a B level due to his class restrictions)
Charisma C (Charisma can never go beyond a B level due to his class restrictions)

Class Feats: Weapon Proficiency and Armor Proficiency (All)

Race Abilities: No stat grade boosts, 1 extra feat, 4 extra skill points at start +1 per level afterwards, Automatic Language: Common

Regional Feat: Boader Watcher

Background or Bloodline Feat: Soldier

General Feats:
Exotic Weapon Proficiency (Giant Paper Fan) (This is from the Soldier Background Feat)
Blind-Fighting (From extra human feat)
Two Weapon Fighting (From 1st level feat)

Skills:
Spot 2 + 2 (+2 is from Boarder Watcher Regional Feat)
Profession(soldier) 3 + 5 (The +5 is from Boarder Watcher Regional Feat)
Heal 0 + 2 (+2 is from Soldier Background Feat)
Jump 2
Climb 2
Hide 1
Perform (Pole Dancing) 4 (These four skill points are from the Human special trait. They can be distributed in any way... I just wanted to put them all into pole dancing.)


Leveling up our Example

If he were to gain a level, he'd get 25 character points and 2 + Intelligence Grade (which is a C, so he gets no extra skill points from intelligence but gets one addional skill point from being a human, so 3. Had he have an A in intelligence, he'd get two additonal skill points from intelligence, if a B then one, D = -1, F = -2. Though if someone gets "no skill points of negative skills points" then they get at least one.)

He'll spend his 3 skill points as he wishes. With the 25 character points, he can choose to save them till next level and spend it on something else like a stat increase or just to save it up for something later. But this level he'll spend those 25 points and buy a feat. He'll get Skill Focus (Perform Pole Dancing) and get +2 to his pole dancing skills.


[size=7]Game information[/size]

Playable Races

Humans: No stat grade boosts, 1 extra feat, 4 extra skill points at start +1 per level afterwards, Automatic Language: Common
Dwarves: +1 Constitution Grade / -1 Charisma Grade, Darkvision, Stonecutting, Stability, Automatic Languages: Common and Dwarven.
Elves (Normal): +1 Dexterity Grade / -1 Constitution Grade, Immunity to Sleep, Low-light Vision, Weapon Proficiency (longsword, rapier, longbow, shortbow), Automatic Languages: Common and Elven
Elves (Drow): +1 Dexterity and Intelligence Grade / -1 Constitution and Strength Grade, Darkvision, Light Blindness, Darkness 1/day, Fariey Fire 1/day, Levitation 1/day, Exotic Weapon Proficency (Hand Crossbow). Automatic Languages: Common and Undercommon
Gnomes: +1 Constitution Grade / - 1 Strength Grade, Small, Low-Light Vision, Automatic Languages: Common and Gnome, Spell-Like Abilities: 1/day speak with animals (burrowing mammal only, duration 1 minute)
Half-Elves: No stat grade boosts, Immunity to Sleep, Low-Light Vision, Elven Blood, Automatic Languages: Common and Elven
Half-Orcs: +1 Strength Grade / -1 Intelligence Grade, Darkvision, Orc Blood, Automatic Languages: Common and Orc
Halflings: +1 Dexterity Grade / -1 Strength Grade, Small, Automatic Languages: Common and Halfling
Tierfling: +1 Dexterity and Intelligence Grade / -2 Charisma Grade, Resistance to Fire / Cold / Electricity, Darkness/1 per day
Aasimar - +1 Charisma, -1 Dex. 1/Day Daylight, Resistance to Acid, Cold, and Eletricity.

Playable Classes

Barbarian
Feats gained - Weapon Proficiency (All), Armor Proficiency (Light and Medium), Fast Movement, Rage
Grade boosts - +1 Strength Grade
Grade caps - Intelligence and Charisma cannot exceed grade B
SP per Level - 4 + Int Grade

Bard
Feats gained - Weapon Proficiency (Simple and Martial), Armor Proficiency (Light), Shield Proficiency, Spells, Bardic Knowledge, Bardic Music
Grade boosts - +1 Charisma Grade
Grade caps - Strength and Wisdom cannot exceed grade B
SP per Level - 6 + Int Grade
Spells gained per level: 2 + Charisma Grade, spells cannot exceed current character level and can never exceed level 6. They must also be bard spells.

Cleric
Feats gained - Weapon Proficiency (Simple and Martial), Armor Proficiency (Light and Medium), Shield Proficiency, Spells
Grade boosts - +1 Wisdom Grade
Grade caps - Dexterity and Constitution cannot exceed grade B
SP per Level - 2 + Int Grade
Spells gained per level: 3 + Wisdom Grade, spells cannot exceed current character level and can never exceed level 9. They must also be cleric spells.

Druid
Feats gained - Weapon Proficiency (Simple), Armor Proficiency (Light and Medium), Spells, Trackless Step, Bonus Language (Druidic), Animal Companion, Nature Sense, Wild Empathy
Grade boosts - +1 Wisdom Grade
Grade caps - Strength and Intelligence cannot exceed grade B
SP per Level - 4 + Int Grade
Spells gained per level: 3 + Wisdom Grade, spells cannot exceed current character level and can never exceed level 9. They must also be druid spells.

Fighter
Feats gained - Weapon Proficiency and Armor Proficiency (All), Bonus Feat every even level
Grade boosts - +1 Constitution Grade
Grade caps - Wisdom and Charisma cannot exceed grade B
SP per Level - 2 + Int Grade

Monk
Feats gained - Weapon Proficiency (Simple), AC Bonus, Flurry of Blows, Unarmed Strike, Bonus Feat, Leap of the Clouds
Grade boosts - None
Grade caps - None
SP per Level - 4 + Int Grade

Paladin
Feats gained - Weapon and Armor Proficiency (All), Aura of Good and Courage, Detect Evil, Smite Evil, Spells
Grade boosts - None
Grade caps - None
SP per Level - 2 + Int Grade
Spells gained per level: 1 + Wisdom Grade, spells cannot exceed current character level and can never exceed level 4. They must also be paladin spells.

Rangers
Feats gained - Weapon Proficiency (Simple and Martial), Armor Proficiency (Light), Combat Style, Favored Enemy, Shield Proficiency, Spells, Track, Wild Empathy
Grade boosts - +1 Dexterity Grade
Grade caps - Intelligence and Charisma cannot exceed grade B
SP per Level - 6 + Int Grade
Spells gained per level: 1 + Charisma Grade, spells cannot exceed current character level and can never exceed level 3. They must also be paladin spells.

Rogues
Feats gained - Weapon Proficiency (Simple and Martial), Armor Proficiency (Light), Sneak Attack, Trapfinding
Grade boosts - +1 Dexterity Grade
Grade caps - Strength and Constitution cannot exceed grade B
SP per Level - 8 + Int Grade

Sorcerers
Feats gained - Weapon Proficiency (Simple), Spells, Familiar, Empower Spell
Grade boosts - +1 Charisma Grade
Grade caps - Strength and Constitution cannot exceed grade B
SP per Level - 2 + Int Grade
Spells gained per level: 3 + Charisma Grade, spells cannot exceed current character level and can never exceed level 9. They must also be sorcerer spells.

Wizards
Feats gained - Spells, Familiar, Scribe Scroll, Bonus Feats, Spellbooks, scribe scroll
Grade boosts - +1 Intelligence Grade
Grade caps - Strength and Constitution cannot exceed grade B
SP per Level - 2 + Int Grade
Spells gained per level: 4 + Intelligence Grade, spells cannot exceed current character level and can never exceed level 9. They must also be wizard spells.


Bloodline Feats

Celestial Bloodline - A character with a celestial bloodline can trace her heritage to beings of the Upper Planes, much like an aasimar or celestial creature. Most angels, archons, guardinals, and eladrins have the ability to interbreed with humanoids, and examples of celestial creatures descending from the heavens to live with mortals often appear in myth and legend. Descendants of such relationships often have silver or golden hair, a proud bearing, or a piercing stare.
Bonuses: +2 on Sense Motive checks, Protection from evil 1/day (Sp), Celestial affinity +2

Demon Bloodline - A character with a demon bloodline has one or more ancestors of demonic origin. The most common source of such a bloodline is a succubus, but any demon capable of taking humanoid form might be responsible for the character's unusual traits. Characters with a demon bloodline may bear some minor characteristic reminiscent of such an ancestor: sinister glowing eyes, a faint smell of brimstone, or a love of brutality.
Bonuses: +2 on Move Silently checks, Resistance to electricity 5, Demon affinity +2

Dragon Bloodline - Silver dragons are perhaps most likely of all dragons to have taken humanoid companions, and thus this is the most common dragon bloodline. Characters of the silver dragon bloodline tend to be regal and statuesque.
Bonuses: +2 on Sense Motive checks, Resistance to cold 5, Dragon affinity +2

Fey Bloodline - Every culture tells stories of fey creatures taking mortal lovers, so it's no surprise that individuals display fey bloodlines from time to time. Regardless of whether it descended from a dryad, nymph, satyr, or other kind of fey, a creature with a fey bloodline often has a personality that is both aloof and carefree
Bonuses: +2 on Hide checks, Charm person 1/day, Fey affinity +2

Ogre Bloodline - A character with ogre blood is most likely the result of raids on humanoid settlements, but may also derive from the more intelligent and magically gifted race of ogre mages (in fact, all intermediate ogre bloodlines are actually ogre mage bloodlines). These characters may appear clumsy and brutish, but they can possess a high degree of cunning.
Bonuses: +2 on Climb checks, +1 to natural armor, Ogre affinity +2

Troll Bloodline - Though the origin of such a bloodline is almost too hideous to contemplate, there are nonetheless a few creatures who display a certain trollish fortitude. Such characters tend to bear many scars from old wounds, and are often ferocious in attitude.
Bonuses: +2 on Spot checks, Double heal rate, Troll affinity +2

Vampire Bloodline - The vampire's powers of persuasion have led more than one weak-willed humanoid into its deadly clutch of intimacy. Though it seems impossible that any child could result from such a union, tales of humanoids possessing some of the vampire's physical and mental prowess abound. These pale, haunted creatures are inevitably cloaked in mystery and deception, for even good aligned descendants of vampires fear retribution from those mistaking them for the undead.
Bonuses: +2 on Climb checks, Resistance to cold 5, Vampire affinity +2


Skills

http://www.systemreferencedocuments.org/35.../skillsAll.html

Alchemy (Int)
Appraise (Int)
Bluff (Cha)
Climb (Str)
Concentration (Con)
Craft (Int)
Diplomacy (Cha)
Disable Device (Int)
Handle Animal (Cha)
Heal (Wis)
Hide (Dex)
Intimidate (Cha)
Jump (Str)
Listen (Wis)
Lore (Int)
Move Silently (Dex)
Open Lock (Dex)
Perform (Cha)
Persuade (Cha)
Profession (Wis)
Pick Pocket (Dex)
Search (Int)
Spellcraft (Int)
Spot (Wis)
Survival (Wis)
Swim (Str)
Use Magic Device (Cha)
Use Rope (Dex)

Background Feats
http://www.geocities.com/taladasnet/other/DLRegions.html

Regional Feats

Any
World Weary
Born Follower

COTM
Badge of Bondage
Cosmopolitan
Expert Dungeoneer
Mercantiel Background
Mercenary Background
Rapscallion
Spirit of the Sea
Stormheart
Tongue of Mougol
Well Traveled

Magi Nation
Landless Nobility
Elemental Focus
Gnomelore
Lays of the Northern Adepts
Greyhawk Method
Nexus Method
Lore of the Ur-Flan
Second Sight
Silent Method
Well Read
Zagyg's Favor

Crystal Wood
Border Watcher
Ehlonna's Way
Elflore
Forester
Horselore
Jungle Fighter
Rustic Charm


Faith's Source
Bullheaded
Driftwalker
Fiendsign
Great Fervor
Mountain Fighter
Noble Soul
Sagacious Method
Vatun's Touch
Well Read
Zagyg's Favor

Gno Nation
Border Watcher
Bullheaded
Defensive Expert
Milita

Warrior's Island
Border Watcher
Horselore
Milita
Raider's Spirit
Rustic Charm

Born follower [General]
You excel when directed by a natural leader.
Benefit: You gain a +2 morale bonus on anack rolls and on saving throws against fear effects when within 30 feet of an ally with the leadership feat.
Special: You may only take this feat as a 1st-level character.


Landless Nobility [General]
You belong to a noble line that has utterly lost its homeland due to war, incompetence, politics, or fate. Your status as a noble nonetheless grants you some measure of financial comfort, despite your lack of land.
Benefit: You receive maximum starting gold for your class (Player's Handbook, page 111). You also receive a +4 bonus on Charisma-based skill checks made against residents of your homeland (including expatriates).
Special: You can take this feat only at 1st level.


Badge of Bondage [General]
Your experiences as a slave have made you more resistant to torture and mental manipulation.
Prerequisite: Your body must bear some obvious sign of your former bondage -- whip scars on your back, an owner's brand on the neck, or the like.
Benefit: You receive a +1 insight bonus on all Fortitude and Will saves. You also receive a +2 competence bonus on Bluff checks.


Blooded [General]
You know what it means to fight for your life, and the value of quick wits and quicker reactions when blades are bared and deadly spells chanted. Enemies find it difficult to catch you off guard.
Benefit: You get a +2 bonus on Initiative and a +2 bonus on all Spot checks.


Border Watch [General]
Your experience watching the horizon for enemy troop movements has made you a better soldier.
Benefit: You get a +2 bonus on all Spot checks and a +5 bonus on all Profession (soldier) checks.


Bullheaded [General]
The stubbornness and determination of your kind are legendary. You are exceptionally headstrong and difficult to sway from your course.
Benefit: You receive a +2 bonus on all Will saves. You cannot become shaken, and you ignore the effects of the shaken condition.

Cosmopolitan [General]
You've been lied to more times than you can count. This history has made you intimately familiar with the deceit, guile, and doublespeak of city folk.
Benefit: You gain a +2 bonus on Bluff, Gather Information, and Sense Motive checks.


Defensive Expert [General]
You excel at fighting while entrenched.
Benefit: You gain a +6 bonus to AC when benefiting from cover instead of the normal +4 bonus to AC. (If you use the rules for varying level of cover, you gain a bonus to AC +2 higher than normal.) You gain a +3 dodge bonus to AC when fighting defensively instead of the normal +2 dodge bonus. If you have 5 ranks of Tumble, you gain a +4 dodge bonus to AC when fighting defensively instead of the usual +3 dodge bonus.
Normal: You gain a +4 bonus to AC from cover and a +2 bonus to AC when fighting defensively. If you have 5 ranks of Tumble. you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2 dodge bonus.
Special: You may take this feat as a fighter bonus feat.

Driftwalker [General]
You aren't slowed by snowy terrain, and know how to disguise your movements in the snow.
Benefit: It costs you no squares of movement to move into a snow-covered or heavy snow-covered square. You leave no tracks in snowy terrain and cannot be tracked. You may choose to leave a trail if so inclined.
Normal: Moving into a snow-covered square costs 2 squares of movement. Moving into a square covered by heavy snow costs 4 squares of movement.

Ehlonna's Way [General]
You share an intimate bond with the transcendental spirit of
Oerth's woodlands.
Benefit: You get a +3 bonus on Hide and Survival checks made in woodland areas. You get a +4 bonus on attacks against enemies who have cover from trees or plants (essentially invalidating the target's cover bonus). You still cannot hit creatures with total cover.

Elemental Focus [General]
The Baklunish folk have always enjoyed a close relationship with the elements, and your skill with elemental spells continues a tradition that dates back hundreds of years before the Invoked Devastation.
Benefit: Add +1 to the Difficulty Class of all saving throws against spells you cast with the air, earth, fire, or water descriptors. This bonus stacks with the similar bonuses granted by the Spell Focus and Greater Spell Focus feats.

Elflore [General]
You've memorized the epic poems, histories, and songs of the elven people, gaining insight into Oerth's history and magic.
Benefit: You get a +1 bonus on all Knowledge and Spellcraft checks.

Expert Dungeoneer [General]
Your experience and study of dungeons have given you insight on common trapsetting techniques.
Benefit: You receive a +4 competence bonus on saving throws made against the effects of mechanical traps.

Fiendsign [General]
Your body bears a readily identifiable birthmark, such as a third nipple or sore, that serves as a symbol of your trafficking with fiends. Your bond to the denizens of the Lower Planes grants you some measure of control over your fiendish associates.
Benefit: Outsiders with the evil sub-type take a -2 penalty to their saves against all your spells. In addition, you gain a +2 bonus to your caster level check to overcome the spell resistance of an outsider with the evil subtype.

Forester [General]
You are one with the Flanaess’ mighty forests. Few can match your woodcraft or your skill on your chosen battlefield.
Benefit: You gain a +1 bonus on Hide, Listen, Move Silently, and Spot checks. When you are in forest terrain, this bonus increases to +3.

Gnomelore [General]
You've memorized a staggering array of magical and mechanical trivia, bawdy stories, and legends collected throughout the ages by gnomes and passed orally to each new generation.
Benefit: You get a +1 bonus on all Use Magic Device checks and Knowledge checks.

Great Fervor [General]
Your overwhelming religious zeal has caught the attention of your deity. Sometimes, you seem to get a second chance in the face of catastrophe.
Benefit: Once per day, you may reroll a failed saving throw. Add your Wisdom modifier to the rerolled save. You must accept the result of the second save, even if it is lower than the original failed saving throw.

Greyhawk Method [General]
You studied magic at Greyhawk's School of Wizardry, the preeminent institution of arcane study in the entire Flanaess.
Prerequisite: Ability to prepare and cast arcane spells.
Benefit: You gain two new spells of your choice to add to your spellbook each time you gain a level in a class that allows you to prepare and cast arcane spells (such as wizard). These spells rep-resent the results of your research, and must be of spell levels you can cast. If you have chosen to specialize in a school of magic, two of the four free spells must be from your specialty school. Add the following to the list of feats you may select as a bonus wizard feat: Combat Casting, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Spell Focus, Spell Penetration.

Horselore [General]
You're good with horses.
Benefit: You get a +3 bonus on Ride checks when riding a horse and on Handle Animal checks when dealing with horses. All horses have an initial attitude of friendly toward you.

Jungle Fighter [General]
You know how to make the most of terrain-inspired advantages when fighting in a jungle.
Benefit: When fighting in jungle terrain, you gain a +2 dodge bonus to AC.
Special: You may take this feat as a fighter bonus feat.

Lays of the Northern Adepts [General]
You know the poems of ancient Ur-Flan sorcerers. These poems contain lost secrets that strengthen your protective magic.
Benefit: When someone attempts to dispel your abjuration spells, the dispel check DC is 13 + the spell's caster level.
Normal: The dispel check DC to dispel any spell is 11 + the spell's caster level.

Lore of the Ur-flan [General]
You're schooled in the ancient art of Ur-Flan necromancers.
Benefit: Add +2 to the Difficulty Class for all saving throws against necromancy spells with the evil descriptor you cast. This bonus stacks with those granted by the Spell Focus and Greater Spell Focus feats.

Mercantile Background [General]
You come from a family that excels at a particular trade and knows well the value of any kind of trade good or commodity.
Beneft: You gain a +2 bonus on all Appraise checks and a +2 bonus on skill checks in the Craft or Profession skill of your choice.

Mercenary Background [General]
You've traveled across the Flanaess as a hired mercenary, learning a smattering of local flavor on every mission in a foreign land. Because you've known so many fellow mercenaries from distant lands, you have little difficulty picking up foreign languages.
Benefit: Speak Language is a class skill for you. You receive a +2 bonus on all Knowledge (local) checks.

Militia [General]
Your people rely on a well-trained and well-armed militia to defend their land. You’re no stranger to the use of weapons.
Benefit: You gain proficiency with all martial weapons.

Nexus Method [General]
You learned magic at the Sorcerers' Nexus of Rel Astra, a shadowy academy led by the greatest summoners and binders of Oerth.
Prerequisite: Ability to prepare and cast arcane spells.
Benefit: You can channel stored spell energy into summon monster spells that you did not prepare ahead of time. You can "lose" any prepared spell that's not a conjuration spell in order to cast a summon monster spell of the same level or lower. For exam-ple, a wizard who has prepared fireball (a 3rd-level spell) may lose fireball in order to cast summon monster III (also a 3rd-level spell). Add the following to the list of feats you may select as a bonus wizard feat: Augment Summoning, Fiendsign, Greater Spell Focus, Greater Spell Penetration, Spell Focus, Spell Penetration.

Noble Soul [General]
Your strength of spirit and forthrightness bolsters your resolve and draws others toward you.
Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Diplomacy checks.

Raider's Spirit [General]
You're a fearless raider.
Benefit: You get a +4 bonus on saves against fear effects and a +2 bonus on all Intimidate checks.

Rapscallion [General]
Your stunning wit improves the credulity of your frequent lies.
Prerequisite: Int B
Benefit: In addition to your Charisma modifier, add your Intelligence modifier on all Bluff checks.

Rustic Charm [General]
Others tend to underestimate you due to your rural upbringing.
Benefit: You suffer no penalties on Diplomacy checks related to social class. Upper class NPCs tend to view you as a charming rube -- no threat to them whatsoever. Others suffer a -2 penalty on Sense Motive checks made against you.

Sagacious Method [General]
You learned magic from the Sagacious Society of Nyrond, a loosely organized assembly of scholars, sages, and mages who trade arcane information in an effort to improve the defensive strength of the Kingdom of Nyrond.
Prerequisite: Ability to prepare and cast arcane spells.
Benefit: You receive a +4 bonus on Spellcraft checks to decipher the writing on scrolls. You also receive a +4 bonus on caster level checks to successfully cast a scroll spell with a caster level higher than your level. Add the following to the list of feats you may select as a bonus wizard feat: Eschew Materials, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Spell Focus, Spell Penetration.

Second Sight [General]
You have the ancient gift of foresight, making you an honored member of your bargefolk family.
Benefit: Once per day, you can cast augury as a 3rd-level cleric. This is a spell-like ability.

Silent Method [General]
You learned magic at the lonely Tower of the Silent Ones of Keoland, a secretive order that seeks to protect the last vestiges of ancient Suel magic and ensure that such magic does not fall into the hands of those who would abuse it.
Benefit: You get a +2 bonus on all dispel checks and on caster level checks (1d20 + caster level) made for the break enchantment spell. Add the following to the list of feats you may select as a bonus wizard feat: Combat Casting, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Spell Focus, Spell Penetration.

Spirit of the Sea [General]
You're most alive on the deck of a ship at sea and know all too well the dangers of open waters.
Benefit: You get a +8 bonus on all Survival checks made while aboard a boat or ship.

Stormheart [General]
The sea is in your blood. You are no stranger to sea chases and blood on the decks.
Benefit: You gain a +2 bonus on Balance and Profession (Sailor) checks. You ignore any hampered movement penalties for fighting on pitching or slippery decks, and you gain a +1 dodge bonus to Armor Class during any fight that takes place on or in a boat or ship.
Normal: A character moving on difficult or treacherous surfaces counts each square of movement as two squares.

Tongue of Mouqol [General]
You know your way around business negotiations.
Benefit: You receive a +3 bonus on Bluff checks and Diplomacy checks related to business dealings.

Vatun's Touch [General]
You have little difficulty with cold environments.
Benefit: You don't need protection when operating in cold weather and automatically succeed at saves to stave off nonlethal damage. You do not add a cumulative +1 to the DC of checks to resist cold weather effects.

Well Read [General]
Your readings have granted you extensive general knowledge about a wide range of affairs.
Benefit: You gain a +2 bonus on all Knowledge checks.

Well Traveled [General]
Your travels across the Flanaess have given you a strong depth of local knowledge and a broad repertoire of far-flung tales.
Benefit: You gain 2 ranks in the Knowledge (Local) skill and can draw upon your experiences to influence those willing to converse with you. When dealing with a non-hostile creature that you can communicate with, you can use your Knowledge (Local) skill in place of your Diplomacy skill.

World Weary [General]
Your crushed spirit makes you difficult to scare or intimidate.
Benefit: You receive a +4 competence bonus on saves against fear. Treat fear conditions as one rank lower, so an effect that would make you panicked instead makes you frightened, while an effect that makes you frightened merely leaves you shaken. Effects that make you shaken affect you as normal.

Zagyg's Favor [General]
It's not that you're insane, it's just that "normal" people don't understand the world the way you do. Either way, you're difficult to dominate effectively.
Benefit: You receive a +4 bonus on Will saves against compulsion effects (confusion, dominate person, insanity, and so on).


Standard Feats

http://www.systemreferencedocuments.org/35...e/featsAll.html


Blind-Fight
Combat Casting
Combat Expertise
Endurance
Exotic Weapon Proficiency
Extra Turning
Great Fortitude
Iron Will
Leadership
Lightning Reflexes
Martial Weapon Proficiency
Mounted Combat
Point Blank Shot
Posion Use
Quick Draw
Rapid Reload
Shield Proficiency
Simple Weapon Proficiency
Skill Focus
Spell Focus
Spell Mastery
Toughness
Track
Two-Weapon Fighting
Weapon Finesse
Weapon Focus
Brew Potion
Craft Magic Arms And Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Forge Ring
Scribe Scroll

Equipment
http://www.systemreferencedocuments.org/35...ge/weapons.html
http://www.systemreferencedocuments.org/35...sage/armor.html
http://www.systemreferencedocuments.org/35...ndServices.html

Spells
http://www.systemreferencedocuments.org/35...bardSpells.html
http://www.systemreferencedocuments.org/35...ericSpells.html
http://www.systemreferencedocuments.org/35...ruidSpells.html
http://www.systemreferencedocuments.org/35...adinSpells.html
http://www.systemreferencedocuments.org/35...ngerSpells.html
http://www.systemreferencedocuments.org/35...zardSpells.html
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Crysta
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wat

I know most characters have a basic archetype, goals, and background -- but in case you want to expand on that sometime in the future, here's some character creation tables I took from the FUZION system. The requirements are a dice roller or RNG and a little bit of creativity to fill in the blanks. You may also just pick them manually.

Quote:
 
[size=5]Basic Personality[/size]

Possible Choices (Numbers placed in case you want to make it random by rolling dice - roll 1d12)
1. Roll again
2. Shy and secretive
3. Rebellious, antisocial, violent
4. Arrogant, proud, and aloof
5. Moody, rash, and headstrong
6. Friendly and outgoing
7. Casual and carefree
8. Stable and serious
9. Silly and fluff-headed
10. Sneaky and deceptive
11. Intellectual and detached
12. Picky, fussy, and nervous


Quote:
 
[size=5]Who does the character value most?[/size]

Possible Choices (Numbers placed in case you want to make it random by rolling dice - roll 1d12)
1. Roll again
2. Child
3. Brother or sister
4. Friend
5. Lover
6. Yourself
7. A parent (or parents)
8. Pet
9. Teacher or mentor
10. Public figure
11. Personal hero
12. No one


Quote:
 
[size=5]Character's Philosophy[/size]

Possible Choices (Numbers placed in case you want to make it random by rolling dice - roll 1d12)
1. Roll again
2. Money Money Money!
3. Honor is Everything
4. Just Have a Good Time!
5. Friendship is Everything
6. Honesty is Purity
7. My Weapon is My Soul
8. My Word is My Honor
9. Love is the Greatest Virtue
10. Power Governs All Things
11. Knowledge IS Power!
12. Revenge is Sweet...


Quote:
 
[size=5]Character's World View[/size]

Possible Choices (Numbers placed in case you want to make it random by rolling dice - roll 1d12)
1. Roll again
2. Every person is a valuable individual.
3. I love everyone!
4. No one ever understands me...
5. People are sheep, born to be led!
6. Yeah, Whatever...
7. You're born, you live, you die.
8. People must earn my respect! No free rides here.
9. Everyone is evil and untrustworthy.
10. No one can hurt me!
11. People are wonderful!
12. People are scum and should all be killed.


Quote:
 
[size=5]Early Background[/size]

Possible Choices (Numbers placed in case you want to make it random by rolling dice - roll 2d6)
Family Status:
2 - 3. Peasantry: Just scraping by, day by day.
4 - 7. Lower Class: Like most kids, you were pretty
run of the mill.
8 - 9. Middle Class: You were educated, wore nice
clothes, had more than most.
10 - 11. Upper Class: You had plenty of everything;
even servants!
12. Nobility: You lived in the lap of luxury, lacking
nothing.


Quote:
 
Childhood Crises: (Numbers placed in case you want to make it random by rolling dice - roll 1d6)
1 - 3. A Boring Childhood: Go To LIFE EVENTS
4 - 6. Go To Childhood TRAUMAS


Quote:
 
Childhood Traumas
Roll 1d10 to determine what happened to your character
1. Betrayed by a friend or relative and lost everything they had.
2. Exiled
3. Family or family member murdered before their very eyes!
4. Hunted by a powerful group or organization
5. Abandoned
6. Family was killed in war, terrorism, or disaster
7. Accused of a terrible crime you did not commit
8. Considered you have some kind of unique birthright, ability or status
9. Amnesia - you grew up never knowing your true heritage
10. You were adopted, and you may wish to find your true family


Quote:
 
[size=5]Life Events[/size]
Determine age. For each year over 16 (you are free to make adjustments if your character isn't human), roll a 1d6 once below and go to the appropriate table:
1 - 2. You must take the GOOD WITH THE BAD
3 - 4. You have FRIENDS AND ENEMIES
5. All's well in LOVE AND WAR
6. Nothing of interest happened that year.
When you have completed all the years up to the present,
Go to CURRENT SITUATION to see where you are now.


Quote:
 
Friends and Enemies (Roll 1d6)
1-2 Make an Enemy. Roll 1D6 and see below.
1. Enemy: Bitter ex-friend or lover.
2. Enemy: Relative
3. Enemy: Partner or associate.
4 - 5. Enemy: From rival group or faction.
6. Enemy: Powerful official or noble.
3 - 6 Make a Friend. Roll 1D6 and see below.
1. Friend: Like a brother, sister, or parent to you.
2. Friend: Partner or associate.
3. Friend: Old lover (choose which one).
4. Friend: Old enemy (choose which one).
5 - 6. Friend: Have common interests/acquaintances.
Go Back To Life Events


Quote:
 
Love and War (Roll 1d6)
1 - 2. Had a Happy Love Affair: 'Nuff said.
3 - 4 Had Love Trouble! Roll 1d6 / see below:

1. Your lover's friends/family would use any means to get rid of you.
2. You fight constantly.
3. Ah! You've had a child! Roll for its sex: Even = Female, Odd = Male. RESPONSIBILITY anyone?
4. One of you is "messing around."
5. You got married! Any further Love & War rolls refer to your marriage (or future divorce!)
6. It just isn't working out.
5-6 Had a Tragic Romance: Any of these might be a good hook for a COMPULSION, ENEMY, or PSYCHOLOGICAL complication. Roll 1D6 and
see below:

1. Lover died in accident or was murdered.
2. Lover mysteriously vanished
3. Lover was kidnapped.
4. Lover was imprisoned or exiled
5. Lover went insane
6. Lover committed suicide
Go Back To Life Events


Quote:
 
Good with the Bad (Roll 1d6)
1 - 2. Something Good: (roll 1D6)
1. Make a Contact: A local power player (warlord, official, noble, whatever) befriends you. Their level of effectiveness is worth 1d6/2.
2. Mentor: You gained a teacher or mentor in your life. This person has taught you one new skill. May be any skill, even magic spells with GM's permission.
3. Favor: Someone owes you big time. Requires GM approval.
4. Renown: You are famous, through your adventures, exploits, or other heroic events. You are Renown, Roll 1d6/2 to determine the level of your new found fame.
5. Membership: You have been nominated for membership in a select group. Roll 1d6/2 to determine your new status (organization is up to you and the GM).
6. Windfall: Your financial ship just came in -- an inheritance, lottery win, gambling score, or just a good investment Roll 2d6 for the amount.
3 - 6. Something Bad: (roll 1D6)
1. Imprisonment: You have been exiled, imprisoned, or held hostage (your choice). Roll 1d6 x 1 year for length of imprisonment. A good place for a PSYCHOLOGICAL complication.
2. Falsely Accused: You were set up, and now face arrest or worse. A good place for an ENEMY complication.
3. Accident or Injury: You were in some kind of terrible accident or maimed in some other way. A good place for a PHYSIOLOGICAL complication.
4. Hunted: You incurred the wrath of a powerful person, family, or group. A good place for an ENEMY complication.
5. Mental or Physical Illness: You were struck down by a severe PHYSIOLOGICAL illness or PSYCHOLOGICAL complication.
6. Emotional Loss: You lost someone you really cared about. 1-2; they were murdered. 3-4; they died by accident or illness. 5-6, they vanished, killed themselves or just up and left without any explanation.
Go Back To Life Events


Quote:
 
[size=5]Current Situation[/size] (Roll 2d6)
1. Roll again
2. You're involved in the underworld; criminal or dark
occult activities.
3. You're involved in law enforcement, the army, or a
knightly order.
4. You're involved in a royal court or other
administrative duties.
5 - 7. At present, you lead a commoner's life...
8 - 9. You're a freelancer; you work for yourself.
10. You have a job as a merchant.
11. You're involved in craftwork or farming.
12. You're involved in research or teaching.
Go Back To Life Events
~ Crysta, Zombie Queen
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GODonPCP
 
I always give frying pans to female survivors in Dead Rising. It's really the only thing I'm confident they know how to use.
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Crysta
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wat

Added a story character guide. It's probably needlessly complex in the latter half with all the charts, but the beginning is good to take in.

EDIT: Added moar.
~ Crysta, Zombie Queen
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GODonPCP
 
I always give frying pans to female survivors in Dead Rising. It's really the only thing I'm confident they know how to use.
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