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D&D 3.5 Characters.

Posted by LibrarianFor group 0
Librarian
GM, 7 posts
Fri 25 Jan 2019
at 16:42
  • msg #1

Dnd 3.5 Characters

For 3.5 Characters
Librarian
GM, 49 posts
Wed 12 Jan 2022
at 01:10
  • msg #2

Dnd 3.5 Characters

Horizon Walker
Requirements
To qualify to become a horizon walker, a character must fulfill all the following criteria.
Skills: Knowledge (geography) 8 ranks.
Feats: Endurance.

Fist of the Forest
Requirements
To qualify to become a fist of the forest, a character must fulfill all of the following criteria.
Base Attack Bonus: +4.
Skills: Handle Animal 4 ranks, Survival 4 ranks.
Feats: Great Fortitude, Improved Unarmed Strike, Power Attack.
Special: Must gain approval as a fist of the forest by the leaders of a band of Guardians of the Green, then adopt the lifestyle of an animal (see Primal Living, below).

Barbarian1
Horizon Walker3
Fist of the Forest

Halfling
Racial Traits
+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 racial 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.
Favored Class: Rogue. A multiclass halfling's rogue class does not count when determining whether she take an experience point penalty for multiclassing (see XP for Multiclass Characters in the Player's Handbook, p. 60).


Barbarian
Alignment Any nonlawful.

Hit Die
d12.

Class Skills
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 Level
4 + Int modifier.

Class Features
All of the following are class features of the barbarian.

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 (Ex)
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.

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 (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian 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.
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