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The D&D Saga 0.1.1 - Trial Character Stats
Ice King, Adventure Time
allengator86
Ok, so I know nothing about Dungeons and Dragons, so I went and did an automated character creator online. This is not final, but gives you an idea about how little I know about this sort of thing.

Kyon
Male Human Cleric
Level 2
Good
Representing Allen

Strength 14 (+2)
Constitution 12 (+1)
Dexterity 11 (+0)
Intelligence 16 (+3)
Wisdom 15 (+2)
Charisma 10 (+0)
Height: 6' 1"
Weight: 230 lb
Skin: Pale
Eyes: Gray
Hair: Dark Brown; Straight; Beardless

Maximum Hit Points: 29

Bloodied: 14
Surge Value: 7
Surges / Day: 8 [includes constitution modifier]

Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Normal

Initiative: 1d20 +1 = + 1 [half level] + 0 [dexterity]
Base Strength Attack: 1d20 +3 = + 1 [half level] + 2 [strength]
Base Dexterity Attack: 1d20 +1 = + 1 [half level] + 0 [dexterity]
Base Constitution Attack: 1d20 +2 = + 1 [half level] + 1 [constitution]
Base Intelligence Attack: 1d20 +4 = + 1 [half level] + 3 [intelligence]
Base Wisdom Attack: 1d20 +3 = + 1 [half level] + 2 [wisdom]
Base Charisma Attack: 1d20 +1 = + 1 [half level] + 0 [charisma]

Armor Class: 17 = 10 + 1 [half level] + 6 [chainmail]
Fortitude Defense: 14 = 10 + 1 [half level] + 1 [Human] + 2 [strength]
Reflex Defense: 15 = 10 + 1 [half level] + 1 [Human] + 3 [intelligence]
Will Defense: 16 = 10 + 1 [half level] + 1 [Human] + 2 [cleric] + 2 [wisdom]

Armor: Chainmail (40 lb)

Shield: None

Attacks:

Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus]
Scythe: +5 vs AC [+3 strength attack] [+2 proficiency]; damage 1[W]=2d4+2 [strength bonus] 10 lb (Heavy blade)
Hand crossbow: +3 vs AC [+1 dexterity attack] [+2 proficiency]; damage 1[W]=1d6 range 10/20 2 lb (Crossbow) Load free
Turn Undead +3i [base wisdom attack] vs will
Lance of Faith +3i [base wisdom attack] vs reflex
Priest's Shield +3w [base strength attack] vs AC
Sacred Flame +3i [base wisdom attack] vs reflex
Healing Strike +3w [base strength attack] vs AC
Avenging Flame +3w [base strength attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.

Base Saving Throw: d20 vs 10

Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
140 lb.
280 lb.
700 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

Languages: Common; (? 1 more)

Rituals Known:

Brew Potion [Level 1 per revision]
Gentle Repose [Level 1]
Water Walk [Level 2]

Skills:

Acrobatics: +2 = 0 [dexterity] + 1 [half level] + 2 [jack of all trades] -1 [armor]
Arcana: +9 = 3 [intelligence] + 1 [half level] + 5 [class training]
Athletics: +4 = 2 [strength] + 1 [half level] + 2 [jack of all trades] -1 [armor]
Bluff: +3 = 0 [charisma] + 1 [half level] + 2 [jack of all trades]
Diplomacy: +6 = 0 [charisma] + 1 [half level] + 5 [class training]
Dungeoneering: +5 = 2 [wisdom] + 1 [half level] + 2 [jack of all trades]
Endurance: +3 = 1 [constitution] + 1 [half level] + 2 [jack of all trades] -1 [armor]
Heal: +10 = 2 [wisdom] + 1 [half level] + 2 [combat medic] + 5 [class training]
History: +6 = 3 [intelligence] + 1 [half level] + 2 [jack of all trades]
Insight: +8 = 2 [wisdom] + 1 [half level] + 5 [class training]
Intimidate: +3 = 0 [charisma] + 1 [half level] + 2 [jack of all trades]
Nature: +5 = 2 [wisdom] + 1 [half level] + 2 [jack of all trades]
Perception: +8 = 2 [wisdom] + 1 [half level] + 5 [skill training]
Religion: +9 = 3 [intelligence] + 1 [half level] + 5 [class training] + 2 [jack of all trades]
Stealth: +2 = 0 [dexterity] + 1 [half level] + 2 [jack of all trades] -1 [armor]
Streetwise: +3 = 0 [charisma] + 1 [half level] + 2 [jack of all trades]
Thievery: +2 = 0 [dexterity] + 1 [half level] + 2 [jack of all trades] -1 [armor]

Feats:

Jack of all Trades
Combat Medic [PH2]
Skill Training -- Perception

At-Will:

Basic Melee Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W] [standard action]
Bull Rush: +3 [base strength attack] vs fortitude [standard action]
Grab: +3 [base strength attack] vs reflex [standard action]
Move grabbed target: +3 [base strength attack] vs fortitude [standard action]
Escape: +2 [acrobatics] vs reflex / +4 [athletics] vs fortitude [move action]
Lance of Faith [Level 1]
Priest's Shield [Level 1]
Sacred Flame [Level 1]

Other Standard Actions: Administer a potion; Aid another; 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, Intimidate, Thievery depending on circumstances);

Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

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 Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: 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]
Channel Divinity
Divine Fortune [free action]
Turn Undead
Healing Word [minor action, 2x/encounter, maximum 1x/round]
Healing Strike [Level 1]

Daily Powers:

Avenging Flame [Level 1]
Cure Light Wounds [Level 2 Utility]

Human

One extra at-will power from your class (already included)
One bonus feat at 1st level (already included)
One bonus skill from the skill class list (already included)
+1 to fortitude, reflex, and will defenses
Cleric

Channel Divinity -- Divine Fortune
Channel Divinity -- Turn Undead (push 3+charisma modifier and damage 1d10+wisdom modifier at level 2)
Healer's Lore (add your wisdom bonus to healing granted by a power)
Healing Word (target spends healing surge and gains an additional1d6 at level 2)
Ritual Casting [bonus feat, not listed above]

Kyon's Equipment:

52 lb
6 lb
2 lb
5 lb
4 lb
1 lb
10 lb
30 lb
2 lb
4 lb
3 lb
_____
119 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 20) x3
Backpack
Bedroll
Chain (10 feet) x2
Flint and steel
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x3
Sunrods x2
Waterskins x1
Ritual book x1
Ritual components

Total

Magic items:

Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:

Resistances:
Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:


If anyone understands this, I bet they are shaking their heads now. THIS ISN'T FINAL, BUT A TRIAL.

Worst part is that I bet I could only tell you what one or two lines actually mean. The rest is greek to me.

The Allengator
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