KNToran, I didn't roll for starting gold when I made Aliana. I took the starting equipment package but didn't roll for any gold. I rolled on the wrong thread a little while ago, the 3.5 party thread for 11 gold pieces. Is that ok to keep that?
I hope I did this correctly, as I am new to Dungeons & Dragons and the forum, but I would love to join if that's okay?
1012017
Nurat
1/5
Nurat
Female HalfElf
Rogue
Level 1
Unaligned
Representing Nurat
Strength 10 (+0)
Constitution 13 (+1)
Dexterity 13 (+1)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 18 (+4)
Height: 5' 4"
Weight: 120 lb
Skin: Tan
Eyes: Hazel
Hair: Dark Brown Wavy
Maximum Hit Points: 25
Bloodied: 12
Surge Value: 6
Surges / Day: 7 [includes constitution modifier]
Size: Medium
Speed: 6 squares
Vision: Lowlight
Initiative: 1d20 +1 = + 1 [dexterity]
Base Strength Attack: 1d20 +0 = + 0 [strength]
Base Dexterity Attack: 1d20 +1 = + 1 [dexterity]
Base Constitution Attack: 1d20 +1 = + 1 [constitution]
Base Intelligence Attack: 1d20 +2 = + 2 [intelligence]
Base Wisdom Attack: 1d20 +1 = + 1 [wisdom]
Base Charisma Attack: 1d20 +4 = + 4 [charisma]
Armor Class: 14 = 10 + 2 [intelligence] + 2 [Leather]
Fortitude Defense: 11 = 10 + 1 [constitution]
Reflex Defense: 16 = 10 + 2 [rogue] + 2 [lightning reflexes] + 2 [intelligence]
Will Defense: 14 = 10 + 4 [charisma]
If your campaign uses the fixedenhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items.
Armor: Leather (15 lb)
Shield: None
Attacks:
Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4
Dagger: +4 vs AC [0 strength attack] [+3 proficiency][+1 rogue weapon talent]; damage
1[W]=1d4 1 lb (Light blade); usable offhand; light throwable
Thrown: range 5/10 +5 vs AC [+1 dexterity attack] [+3 proficient, +1 rogue weapon talent]; damage 1d4+1 [dexterity bonus];
Careful Attack [melee] [see online revision] +0w [base strength attack] vs AC
1012017
Nurat
2/5
Careful Attack [ranged] [see online revision] +1w [base dexterity attack] vs AC
Piercing Strike +1w [base dexterity attack] vs reflex
Sly Flourish +1w [base dexterity attack] vs AC
Positioning Strike +1w [base dexterity attack] vs AC
Trick Strike +1w [base dexterity attack] vs AC w Weaponbased power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
100 lb.
200 lb.
500 lb.
Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
33 lb. Or less
3466 lb.
67100 lb.
100 lb.
200 lb.
500 lb.
Languages: Common; Deep Speech; Elven;
Rituals Known:
Skills:
Acrobatics: +1 = 1 [dexterity]
Arcana: +2 = 2 [intelligence]
Athletics: +0 = 0 [strength]
Bluff: +9 = 4 [charisma] +5 [class training]
Diplomacy: +6 = 4 [charisma] + 2 [halfelf]
Dungeoneering: +1 = 1 [wisdom]
Endurance: +1 = 1 [constitution]
Heal: +1 = 1 [wisdom]
History: +2 = 2 [intelligence]
Insight: +8 = 1 [wisdom] + 2 [halfelf]
+5 [class training]
Intimidate: +4 = 4 [charisma]
Nature: +1 = 1 [wisdom]
Perception: +6 = 1 [wisdom] +5 [class training]
Religion: +2 = 2 [intelligence]
Stealth: +6 = 1 [dexterity] +5 [class training]
Streetwise: +9 = 4 [charisma] +5 [class training]
Thievery: +8 = 1 [dexterity] +5 [class training] + 2 [background]
Feats:
Lightning Reflexes [Heroic tier per Essentials]
AtWill:
Melee Basic Attack: By weapon, damage 1[W] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action]
Bull Rush: +0 [base strength attack] vs fortitude [standard action]
Grab: +0 [base strength attack] vs reflex [standard action]
1012017
Nurat
3/5
Move grabbed target: +0 [base strength attack] vs fortitude [standard action]
Escape: +1 [acrobatics] vs reflex / +0 [athletics] vs fortitude [move action]
Piercing Strike [Level 1]
Sly Flourish [Level 1]
Other
Standard
Actions:
Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts
1]
; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (I.e., Acrobatics fast escape; Bluff, Heal first aid (Use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other
Move
Actions:
Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (I.e.,
Acrobatics, Athletics); half of a Double Move (If taken in place of a standard action)
Other
Minor
Actions:
Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception active
(As per revision), Sustain minor action; Some skills during combat (I.e., Insight)
Other
Immediate
Actions:
Readied action
Other
Opportunity
Actions:
Opportunity attack
Other Free
Actions:
Drop held items; End a grab; Talk
Other NonActions:
Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception passive
Short rest: Healing surges as available
Five minutes:
Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Careful Attack [HalfElf]
[see online revision]
Positioning Strike [Level 1]
Daily Powers:
Trick Strike [Level 1]
HalfElf
+2 Constitution, +2 Wisdom or Charisma (Already included; you chose Charisma.)
+2 Diplomacy, +2 Insight
Dilettante atwill power from another class as encounter power
Dual Heritage (May use feats etc. For humans or elves)
Group Diplomacy (Allies within 5 squares get +1 on diplomacy)
Knack for Success [HoFK] (In place of dilettante power, once per encounter, you or an ally in burst 5 can make a saving throw, shirt 2 squares as a free action, or get +2 to next attack / +4 on next skill check before end of his/her next turn.)
Rogue
First Strike
Rogue Weapon Talent per update, dagger must be used as a weapon
This rogue chose the rogue weapon talent [PH1].
1012017
Nurat
4/5
This rogue chose the artful dodger style. Remember to add your charisma modifier to AC against opportunity attacks.
Sneak Attack [+2d6 at level 1] [once per round with combat advantage; using light blade, hand crossbow. Sling, or short bow]
Essentials rules appear to consider shortbow a principal rogue weapon like the crossbow.
Nurat's Equipment:
16 lb
2 lb
5 lb
5 lb
1 lb
10 lb
1 lb
10 lb
10 lb
2 lb
4 lb
8 lb
1 lb
_
75 lb
Weapons / Armor / Shield (From above)
Backpack
Bedroll
Fishing net
Flint and steel
Poisoner's Kit
Pick
Pouch (Belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Disguise kit
Thieves' tools
Total
Magic items:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
1012017
Nurat
5/5
Resistances:
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier Milestones: /
Death Saving Throw Failures:.
Nurat, it looks like you looked up the wrong ruleset. That would appear to be a character created using Dungeons & Dragons fourth edition rules, this game however is using edition 3.5
In spite of the short time frame between the different versions, there's a big difference in between the two.
For a 3.5 rogue, most of the material you need can be found at the following. Source 2j.
If you need assistance with that, I would be glad to lend my aid.
Edited: daishain on 10th Jan, 2017 - 8:02pm