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Reply Linear Campaigns v4.0 [Current WDM: SI_L_EXE]
Creating a 4.0 Character

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SI_L_EXE
Vice Captain

PostPosted: Wed Aug 05, 2009 8:50 pm


This is the entire 4.0 Character Sheet Copied into Gaia Text form, information on each section will be given in the next post.

[u]Description Section[/u]
Character Name:
Race:
Size:
Age:
Gender:
Height:
Weight:
Alignment:
Deity:
Personality Traits:
Background:
Mannerisms:
Appearence:


[u]Class Section[/u]
Class:
Paragon Path:
Epic Destiny:
Level:
Experience:

[u]Ability Scores[/u]
STR:
CON:
DEX:
INT:
WIS:
CHA:

[u]Languages[/u]
-
-
-
-
-

[u]Defenses[/u]
AC:
Fort:
Ref:
Will:

[u]Hit Points[/u]
Max HP:
Bloodied:
[u]Healing Surges[/u]
Value:
Surges/Day:

Second Wind Temporary HP:


[u]Death[/u]
Saving Throw Mods:
Resistances:

[u]Feats[/u]
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[u]Skills[/u]
Acrobatics:
Arcana:
Athletics:
Bluff:
Diplomacy:
Dungeoneering:
Endurance:
Heal:
History:
Insight:
Intimidate:
Nature:
Perception:
Religion:
Stealth:
Streetwise:
Thievery:

[u]Race Features[/u]
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[u]Class/Path/Destiny Features[/u]
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[u]Movement[/u]
Initiative:
Speed:

[u]Senses[/u]
Passive Insight:
Passive Perception:

[b][u]EQUIPMENT[/u][/b]
CP:
SP:
GP:
PP:
AD:

[u]Weapons[/u]
Weapon:
Prof:
Damage:
Range:
Weight:
Group:
Properties:
Category:
Magic Properties:

Weapon:
Prof:
Damage:
Range:
Weight:
Group:
Properties:
Category:
Magic Properties:

Weapon:
Prof:
Damage:
Range:
Weight:
Group:
Properties:
Category:
Magic Properties:

Weapon:
Prof:
Damage:
Range:
Weight:
Group:
Properties:
Category:
Magic Properties:

[u]Armor[/u]
Armor:
Type:
Armor Bonus:
Minimum Enhancement BonusL
Check:
Speed:
Weight:

Shield:
Shield Bonus:
Minimum Enhancement Bonus:
Check:
Speed Weight:

Protective Item (Slot 1):
-AC Bonus
-Weight
-Special Properties:

Protective Item (Slot 2):
-AC Bonus
-Weight
-Special Properties:

[u]Possessions[/u]
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[u]Magic Possessions[/u]
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[u]Companions, Allies, Mounts[/u]
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-
-
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-
-
-
-
-
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[u]At Will Powers[/u]
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-
-
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[u]Encounter Powers[/u]
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[u]Daily Powers[/u]
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[u]Utility Powers[/u]
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[u]Rituals:[/u]
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[u]Alchemy:[/u]
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PostPosted: Fri Aug 07, 2009 12:10 am


Description Section
Character Name: Character Name
Race: Race Among those in the Players Handbook, or Players Handbook 2. Be Sure to pick race and class at the same time to maximize efficiency
Size: Size is based on Race
Age: Age is based on races, different races reach adulthood at different times
Gender: Male/Female
Height: Really?
Weight: Why would you need a description for this? Either way, Heights and weights also vary among races
Alignment: Alignment determines several things including people who like you, missions available, and sometimes powers and requirements for other things. Choose Carefully
Deity: Deity is essentially similar to alignment but is much more important to classes such as the cleric in abilities available
*Personality Traits: Just for Roleplaying Reasons
*Background: For roleplaying reasons, its also good for things such as missions like finding the corpse of a family member in a dungeon or something, or saying how your adventures started
*Mannerisms: Roleplaying Reasons
*Appearence: Roleplaying Reasons

*Optional

Class Section
Class: Class in either Players Handbook 1 or 2 choose carefully in
Paragon Path: To be chosen at level 11, see Players handbook for details
Epic Destiny: to be Chosen at level 21 See players Handbook for details
Level: Level Tracker
Experience: Experience Tracker

Ability Scores: Roll 4d6 Take away the lowest roll and add the remaining up for each ability. Or if you're using the character builder, you may use one of the arrays.
STR: Strength affecting things involving strength: Attacking, lifting, carrying, swimming, jumping, etc.
CON: Consitution afftecting build of the chracter, health, and endurance
DEX: Dexterity affecting movement, overall agility, and other things
INT: Intelligence affecting learning ability and...intelligence...
WIS: Wisdom affecting...Wiseness...
CHA: Charisma affecting Character attitude, likability, and convincyness.

(You'll come to find I do love making up words)

Languages: Spoken languages. Common+Racial+1 For every point of IntMod

Defenses (Aka: Heres where things start getting complicated)
AC=10+1/2 Level+Armor Bonus+Class Bonus+Feat Bonus+Magic Item Bonus+Miscellaneous Bonus
Fortitude=10+1/2 Level+Higher of StrMod or ConMod+Class Bonus+Feat Bonus+Magic Item Bonus+Miscellaneous Bonus
Reflex:10+1/2 Level+Higher of IntMod or DexMod+Class Bonus+Feat Bonus+Magic Item Bonus+Miscellaneous Bonus
Will: 10+1/2 Level+Higher of WisMod or ChaMod+Class Bonus+Feat Bonus+Magic Item Bonus+Miscellaneous Bonus

HitPoints: Based on Class
Bloodied:1/2 HP

Healing Surges: Certain amount per day based on class. Can be spent on various things throughout the entire game. But will probably be used to restore 25% of your max HP (Rounded Down)

Second Wind: Spend healing surge to gain temporary HP

Death
Saving Throw Modifiers: Put any modifiers affecting your Saving throw against death
Resistances: Any other resistances and such against Death,

Feats: Feats allow you to customize your character to a large extent.

Skills: You pick certain skills based on your class, and those skills get +5 bonus to them. You also add the appropriate abiliity modifier and half your level
Acrobatics: For things such as tumbling, balance, escape from a grab, and escape from restraints, and Reduce Falling speed (if trained)
Arcana: Knowledge of lore related things, for Arcana Knowledge, Monster knowledge, and Detect Magic if trained
Athletics: For things such as CLimbing, also escaping from grabs, jumping, and swimming
Bluff: Lying. Of course.
Diplomacy: "You can influence others with your tact, subtlety,
and social grace"
Dungeoneering: You have picked up knowledge and skills related to
dungeoneering, including finding your way through
dungeon complexes, navigating winding caverns, recognizing
dungeon hazards, and foraging for food in
the Underdark.
Endurance: Make an Endurance check to stave off ill effects and to
push yourself beyond normal physical limits.
Heal: You know how to help someone recover from wounds
or debilitating conditions, including disease.
History: You have picked up knowledge related to the history
of a region and beyond, including the chronological
record of significant events and an explanation of
their causes.
Insight: You can discern intent and decipher body language
during social interactions. You make an Insight check
to comprehend motives, to read between the lines, to
get a sense of moods and attitudes, and to determine
how truthful someone is being.
Intimidate: Make an Intimidate check to influence others through
hostile actions, overt threats, and deadly persuasion.
Nature: You have picked up knowledge and skills related to
nature, including finding your way through the wilderness,
recognizing natural hazards, dealing with and
identifying natural creatures, and living off the land.
Perception: Make a Perception check to notice clues, detect secret
doors, spot imminent dangers, find traps, follow
tracks, listen for sounds behind a closed door, or locate
hidden objects.
Religion: You have picked up knowledge about gods, religious
traditions and ceremonies, divine effects, holy
symbols, and theology. This knowledge extends to
information about the undead and the Astral Sea,
including the creatures of that plane.
Stealth: Make a Stealth check to conceal yourself from enemies,
slink past guards, slip away without being noticed, and
sneak up on people without being seen or heard.
Streetwise: When in a settlement—a village, a town, or a city—
make a Streetwise check to find out what’s going on,
who the movers and shakers are, where to get what
you need (and how to get there), and where not to go.
Thievery: You have picked up thieving abilities and can perform
tasks that require nerves of steel and a steady hand:
disabling traps, opening locks, picking pockets, and
sleight of hand.
(As you can see I got lazy and started copying and pasting straight from the book)

Racial Features include anything granted naturally by your race.

Class/Path/Destiny Features include anything granted especially by your class for example: A rogue's Sneak attack damage

Initiative=DexterityModifier+1/2Level+Miscellaneous Modifiers (Such as a feat)

Senses
Passive Insight=10+SkillMod
Passive Perception=10+SkillMod

Money->Refer to the players handbook for information on money related to other money

Equippable Items: Refer to the table in Players handbook and fill in the blanks.

Other Possessions are useful for various things from basic survival to forging documents.

List your powers in the correct categories and give a description.

Rituals and Alchemy: List them, Describe them.

SI_L_EXE
Vice Captain

Reply
Linear Campaigns v4.0 [Current WDM: SI_L_EXE]

 
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