D&D Stat yourself.

Discussion in 'THREAD ARCHIVES' started by Gwazi Magnum, Jun 14, 2015.

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  1. Basically Stat yourself realistically and honestly according to the D&D system.

    And to prevent a bunch of varied responses I've included some guidelines below for people to keep in mind when evaluating themselves.

    I'd make an example, but I have to get going right about now so I'll come back with my own later.


    • There is no array or point buy system. It just needs to be an accurate judge/scale to who you are.

      STR = Strength
      DEX = Dexterity
      CON = Constitution
      INT = Intelligence
      WIS = Wisdom
      CHA = Charisma
      APP = Appearance

      0 = You are Dead
      1 = You are most likely dying
      3-2 = You should be Hospitalized
      5-4 = A Serious Physical/Mental Impairment is involved*
      7-6 = A Physical/Mental Impairment is involved*
      8-9 = Below Average
      10-11 = Average
      12-13 = Above Average
      14-15 = Very Talented
      16-17 = Olympic Level
      18 = Einstein

      *Must be either untreated, or the treatment either does nothing or simply keeps it stable.

    • Heavily Restricted to Commoner.

      There are a few exceptions though such as:
      -Expert = Taken up a field that requires College or University level education.
      -Warrior = Have served in the Army, Law Enforcement or a Black Belt.

    • [3 (7 if Expert) + ([INT-10]/2)] * 4 Skill Points.

      In simpler terms.
      12 Skill Points at INT 10.
      28 Skill Points at INT 10 as Expert.
      +/- 4 Skill Points for every step up or down from 10.

      You invest it into the following Skills:
      With a Maximum of 4 Skill Points in each.
      (For D&D Fans, Ignore the Class Skills system for this purpose).

    • Pick 2 of the following.
      Plus 1 extra for each Flaw you pick.

      Hint: Can use Skill Focus to represent your career specialization.


    • Can pick any of the following.

      Feeble

      You are unathletic and uncoordinated.
      Effect

      You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.
      Frail

      You are thin and weak of frame.
      Effect

      Subtract 1 from the number of hit points you gain at each level. This flaw can reduce the number of hit points you gain to 0 (but not below).
      Special

      You must have a Constitution of 4 or higher to take this flaw.
      Inattentive

      You are particularly unaware of your surroundings.
      Effect

      You take a -4 penalty on Listen checks and Spot checks.
      Meager Fortitude

      You are sickly and weak of stomach.
      Effect

      You take a -3 penalty on Fortitude saves.
      Murky-Eyed

      Your vision is obscured.
      Effect

      In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
      Noncombatant

      You are relatively inept at melee combat.
      Effect

      You take a -2 penalty on all melee attack rolls.
      Pathetic

      You are weaker in an attribute than you should be.
      Effect

      Reduce one of your ability scores by 2.
      Special

      You cannot take this flaw if the total of your ability modifiers is 8 or higher.
      Poor Reflexes

      You often zig when you should have zagged.
      Effect

      You take a -3 penalty on Reflex saves.
      Shaky

      You are relatively poor at ranged combat.
      Effect

      You take a -2 penalty on all ranged attack rolls.
      Slow

      You move exceptionally slowly.
      Effect

      Your base land speed is halved (round down to the nearest 5-foot interval).
      Special

      You must have a base land speed of at least 20 feet to take this flaw.
      Unreactive

      You are slow to react to danger.
      Effect

      You take a -6 penalty on initiative checks.
      Vulnerable

      You are not good at defending yourself.
      Effect

      You take a -1 penalty to Armor Class.
      Weak Will

      You are highly suggestible and easily duped.
      Effect

      You take a -3 penalty on Will saves.

    • Can pick any of the following.
      Abrasive

      You are difficult and demanding in conversation, which tends to oppress those around you.
      Benefit

      You gain a +1 bonus on Intimidate checks.
      Drawback

      You take a -1 penalty on Diplomacy checks and Bluff checks.
      Roleplaying Ideas

      Characters with this trait might be loud and abrupt or quiet and sinister, but either way, most find them disconcerting or irritating.
      Absent Minded

      You are fascinated by knowledge and learning and are capable of pursuing complex trains of thought quite quickly. However, your preoccupation with such thoughts makes you a little less aware of your surroundings.
      Benefit

      You gain a +1 bonus on Knowledge checks (although this does not let you use a Knowledge skill untrained).
      Drawback

      You take a -1 penalty on Spot checks and Listen checks.
      Roleplaying Ideas

      Characters with this trait might flit from idea to idea, trailing off in mid-sentence or mumbling their way through complex ideas. Conversely, characters with this trait might be extremely articulate but still allow their thoughts to move faster than the pace of a conversation.
      Aggressive

      You are quick to initiate combat, and you tend to press the attack once battle is joined. Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows that a more cautious warrior would avoid.
      Benefit

      You gain a +2 bonus on initiative checks.
      Drawback

      You take a -1 penalty to Armor Class.
      Roleplaying Ideas

      Characters with this trait are often hotheaded and quick to anger, or simply think that the best defense is a quick offense.
      Brawler

      You naturally move close to your opponents when fighting, instinctively grabbing and punching rather than striking with weapons.
      Benefit

      You gain a +1 bonus on unarmed attack rolls and grapple checks.
      Drawback

      You take a -1 penalty on all other attack rolls.
      Special

      The bonus from this trait doesn't apply to natural weapons. A character with the Improved Unarmed Strike feat can't select this trait (if a character with this trait later gains that feat, he loses the trait).
      Roleplaying Ideas

      Characters with this trait often disdain the use of weapons entirely, and some eventually learn more refined martial arts based on their instinctive fighting techniques. Many brawlers might not even be consciously aware that they fight differently from other characters; they simply know that the best way to take someone out of a fight is to grab him or punch him in the face.
      Cautious

      You are cautious in combat, even a bit cowardly, and you take more care to defend yourself than others. However, this caution renders you susceptible to fear effects.
      Benefit

      You gain an additional +1 dodge bonus to Armor Class whenever you fight defensively or take the total defense action.
      Drawback

      You take a -1 penalty on saving throws made to resist fear effects.
      Special

      You cannot select this trait if you have immunity to fear or fear effects. If you later gain immunity to fear, you lose the benefit of this trait.
      Roleplaying Ideas

      Characters with this trait might consistently urge talking rather than fighting, or they might do little to encourage that their companions avoid combat and simply remain as far away from foes as possible, using ranged weapons or spells.
      Detached

      You maintain a distance from events that keeps you grounded but limits your reaction speed.
      Benefit

      You gain a +1 bonus on will saves
      Drawback

      You take a -1 penalty on Reflex saves.
      Roleplaying Ideas

      Characters with this trait are likely to be quiet and restrained, but they might be vocal when others falter in their beliefs.
      Dishonest

      You are naturally deceitful and insincere with others. You have a talent for lying, but have difficulty convincing others when you do speak truthfully.
      Benefit

      You gain a +1 bonus on Bluff checks.
      Drawback

      You take a -2 penalty on Diplomacy checks.
      Roleplaying Ideas

      Characters with this trait might be portrayed as crafty liars, or lying might simply be second nature to them, making actually telling the truth a difficult chore.
      Distinctive

      You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal.
      Benefit

      You gain a +1 bonus on Reputation checks.
      Drawback

      You take a -1 penalty on Disguise checks.
      Special

      This trait is available only if your campaign includes the Reputation variant.
      Roleplaying Ideas

      Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety.
      Easygoing

      You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious.
      Benefit

      You gain a +1 bonus on Gather Information checks.
      Drawback

      You take a -1 penalty on Intimidate checks and Sense Motive checks.
      Roleplaying Ideas

      Characters with this trait might be more easily manipulated in interactions with NPCs, or they might simply prefer not to argue and instead use their natural talent to learn more about the world around them.
      Farsighted

      You have difficulty focusing on nearby objects, but your distance vision is more keen than normal.
      Benefit

      You gain a +1 bonus on Spot checks.
      Drawback

      You have a -2 penalty on Search checks.
      Roleplaying Ideas

      Characters with this trait might be sensitive about it, or they might simply be oblivious to its presence, having never known any different way of experiencing the world.
      Focused

      You can keep your attention on a task despite many distractions; however, events in the background pass you by.
      Benefit

      You gain a +1 bonus on Concentration checks.
      Drawback

      You take a -1 penalty on Spot checks and Listen checks.
      Roleplaying Ideas

      Characters with this trait often seem single-minded or even obsessive in their focus on a specific task.
      Hard of Hearing

      You have a slight hearing impairment, and to compensate, you have become more in tune with your other senses.
      Benefit

      You gain a +1 bonus on Spot checks.
      Drawback

      You take a -2 penalty on Listen checks.
      Roleplaying Ideas

      Characters with this trait might be sensitive about it, or they might simply be oblivious to its presence, having never known any different way of experiencing the world.
      Hardy

      You are made of tougher stuff than the average person, but you're not quite as quick to react to dangerous effects.
      Benefit

      You gain a +1 bonus on Fortitude saves.
      Drawback

      You take a -1 penalty on Reflex saves.
      Roleplaying Ideas

      Characters with this trait might see their physical prowess as normal and look down on less hardy individuals, or they might see it as their duty to play the role of protector and help those less able to endure physical hardship.
      Honest

      You are naturally straightforward and sincere. This quality helps you persuade people to your viewpoint, but you have difficulty telling lies and seeing deception in others.
      Benefit

      You gain a +1 bonus on Diplomacy checks.
      Drawback

      You take a -1 penalty on Bluff checks and Sense Motive checks.
      Roleplaying Ideas

      Characters with this trait might be naive and too unsophisticated to lie, or they might be aware of worldly matters and simply choose to take a higher ground.
      Illiterate

      You cannot read, but you have devoted yourself to learning other skills.
      Benefit

      Choose any one skill except Decipher Script or Forgery. You gain a +1 bonus on checks using that skill.
      Drawback

      You are illiterate.
      Special

      You can eliminate the negative effect of this trait by spending 2 skill points to become literate. Unlike with the barbarian, you cannot become literate by taking a level in any class other than barbarian.
      You can't select this trait if your character is already illiterate because of race, class, or any other reason.
      Roleplaying Ideas

      Characters with this trait might be sensitive about not being able to read, or they might not value "book learnin'."
      Inattentive

      You are skilled at finishing simple tasks quickly, but you have a difficult time dealing with longer, more complex tasks.
      Benefit

      Choose a skill that allows complex skill checks. You gain a +1 bonus on simple skill checks made using the chosen skill.
      Drawback

      You take a -4 penalty on any complex skill checks made with the chosen skill.
      Special

      You can take this trait more than once. Its effects do not stack. Instead, choose a new eligible skill each time you select this trait.
      This trait is available only if your campaign includes the complex skill checks variant.
      Roleplaying Ideas

      Characters with this trait might flit from subject to subject in conversation, or they might seem typical in most situations but leave most of their long-term projects perpetually unfinished.
      Musclebound

      You are good at almost everything that requires strength, but less adept than most at tasks that require coordination.
      Benefit

      You gain a +1 bonus on Strength-based skill checks and ability checks.
      Drawback

      You take a -2 penalty on Dexterity-based skill checks and ability checks.
      Roleplaying Ideas

      Characters with this trait are likely to solve problems with physical strength rather than through trickery or finesse.
      Nearsighted

      You have difficulty focusing on distant objects, but your eye for detail is more keen than normal.
      Benefit

      You gain a +1 bonus on Search checks.
      Drawback

      You take a -1 penalty on Spot checks.
      Roleplaying Ideas

      Characters with this trait might be sensitive about it, or they might simply be oblivious to its presence, having never known any different way of experiencing the world.
      Nightsighted

      Your eyes are particularly well suited to using darkvision, but they are less well adapted to what others consider normal light.
      Benefit

      Add 10 feet to the range of your darkvision.
      Drawback

      You take a -1 penalty on Spot checks when in areas of bright light.
      Special

      You must have darkvision as a racial ability to have this trait.
      Roleplaying Ideas

      This trait might not affect a character's personality at all, but it might make the character prefer going on underground or nighttime adventures.
      Passionate

      You are made of tougher stuff than the average person, but you are highly suggestible.
      Benefit

      You gain a +1 bonus on Fortitude saves.
      Drawback

      You take a -1 penalty on Will saves.
      Roleplaying Ideas

      Characters with this trait might be gruff and place extreme value on overcoming physical obstacles, or conversely, their weakness against magical enchantments might leave them fascinated and fearful of such things.
      Plucky

      You have a strength of will not reflected in your limited physical gifts.
      Benefit

      You gain a +1 bonus on Will saves.
      Drawback

      You take a -1 penalty on Fortitude saves.
      Roleplaying Ideas

      Characters with this trait might be annoyingly positive-minded, or they might only show their mental resilience in times of dire need.
      Polite

      You are courteous and well spoken.
      Benefit

      You gain a +1 bonus on Diplomacy checks.
      Drawback

      You take a -2 penalty on Intimidate checks.
      Roleplaying Ideas

      Characters with this trait might be honestly polite and kind, or they might simply be adept at mimicking social conventions to get what they want.
      Quick

      You are fast, but less sturdy than average members of your race.
      Benefit

      Your base land speed increases by 10 feet (if you don't have a land speed, apply the benefit to whichever of your speeds is highest).
      Drawback

      Subtract 1 from your hit points gained at each level, including 1st (a result of 0 is possible).
      Special

      You must have a Constitution of 4 or higher to select this trait.
      Roleplaying Ideas

      Characters with this trait typically try to stay away from physical combat, but a rare few might relish it, striving to see if their superior speed is enough to best hardier warriors.
      Reckless

      You naturally sacrifice accuracy to put more power behind your blows.
      Benefit

      You gain a +1 bonus on damage rolls after successful melee attacks.
      Drawback

      You take a -1 penalty on melee attack rolls.
      Roleplaying Ideas

      Characters with this trait might be loudly passionate about entering combat and overcoming foes through strength of arms, or they might be quiet and so desperate to avoid confrontation that they put extra effort into every blow in an attempt to end the encounter more quickly.
      Relentless

      You don't know the meaning of the word "tired." You go all out until you simply can't continue.
      Benefit

      You gain a +2 bonus on Constitution checks and similar checks made to continue tiring activities (see the Endurance feat for all the checks and saves to which this benefit applies).
      Drawback

      Any effect or condition that would normally cause you to become fatigued instead causes you to become exhausted.
      Roleplaying Ideas

      Characters with this trait may see others as soft or weak, especially anyone who complains about being tired or fatigued. They might openly scoff at others' weaknesses or might quietly encourage them to "tough it out."
      Saddleborn

      You are a natural in the saddle, but you have little patience for handling animals when not riding them.
      Benefit

      You gain a +1 bonus on Ride checks.
      Drawback

      You take a -1 penalty on Handle Animal checks.
      Roleplaying Ideas

      Characters with this trait rarely bother to consider animals as good for anything other than mounts, but they are extremely confident about their riding abilities.
      Skinny

      You are very slender for your race.
      Benefit

      You gain a +1 bonus on Escape Artist checks.
      Drawback

      You take a -2 penalty on Strength checks to avoid being bull rushed or overrun.
      Roleplaying Ideas

      Skinny characters tend to be pushed around by tougher types, so those with this trait might be shy, or they might be very defensive when faced with such situations.
      Slippery

      You are less adept at grappling and wrestling than others of your size and strength, but you are adept at slipping out of another's hold.
      Benefit

      You gain a +1 bonus on Escape Artist checks to escape a grapple and on grapple checks to escape a grapple or avoid being grappled.
      Drawback

      You take a -1 penalty on all other grapple checks.
      Roleplaying Ideas

      Characters with this trait might fear close combat, knowing they are less adept grapplers than most opponents. On the other hand, good escape artists with this trait might enjoy baiting larger foes into grappling them, knowing they can easily slip out of the grasp of most foes.
      Slow

      You are slow, but sturdier than average members of your race.
      Benefit

      Add +1 to your hit points gained at each level.
      Drawback

      Your base land speed is halved (round down to the nearest 5-foot interval).
      Special

      You must have a base land speed of at least 20 feet to select this trait.
      Roleplaying Ideas

      Characters with this trait tend to be relatively immobile in combat. They typically prefer to wear strong armor (or other protective devices), since it's hard for them to flee a fight.
      Specialized

      You have a knack for one kind of work or study, but other tasks are harder for you to accomplish.
      Benefit

      Choose one specific Craft, Knowledge, or Profession skill. You gain a +1 bonus on checks using the specified skill.
      Drawback

      You take a -2 penalty on all other checks using the same skill (Craft, Knowledge, or Profession, based on the skill chosen).
      Roleplaying Ideas

      Characters with this trait often see themselves as elite artists or experts rather than mere professionals, and they might regard their chosen vocation or study as more useful or interesting than other tasks.
      Spellgifted

      You have a gift for casting spells from a certain school. Although your spells from this school are more potent than those of other casters, you are not as effective at casting spells from other schools.
      Benefit

      Choose a school of magic. Add 1 to your caster level when casting spells from that school.
      Drawback

      Reduce your caster level by 1 whenever you cast a spell that is not from your chosen school.
      Roleplaying Ideas

      Characters with this trait might be loudly vocal about the merits of the school of magic that they understand most readily, or they might feel awkward and out of place around "normal" spellcasters as a result of their unusual aptitude.
      Stout

      You are heavy for your race.
      Benefit

      You gain a +2 bonus on Strength checks to avoid being bull rushed or overrun.
      Drawback

      You take a -1 penalty on Escape Artist checks.
      Roleplaying Ideas

      Overweight characters are often bullied, so those with this trait might be shy, or they might be very defensive when faced with such situations. Some turn to humor to defuse such situations, while others become bitter.
      Suspicious

      You are naturally suspicious of everyone and everything. While this trait makes you hard to fool, it makes others slightly less likely to agree with you or find you threatening.
      Benefit

      You gain a +1 bonus on Sense Motive checks.
      Drawback

      You take a -1 penalty on Diplomacy checks and intimidate checks.
      Roleplaying Ideas

      This trait might express itself as comic levels of paranoia, or it might make the character quietly cautious about others.
      Torpid

      You are sluggish and slow to react to danger, but also resistant to others' commands.
      Benefit

      You gain a +1 bonus on saves against enchantment (compulsion) effects.
      Drawback

      You take a -2 penalty on initiative checks.
      Roleplaying Ideas

      Torpid characters may be seen as lazy, or as methodical and measured in their actions.
      Uncivilized

      You relate better to animals than you do to people.
      Benefit

      You gain a +1 bonus on Handle Animal checks and wild empathy checks.
      Drawback

      You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather information checks.
      Roleplaying Ideas

      Characters with this trait are likely to feel awkward in many social situations; that might be expressed as shyness and quiet behavior, or it might be expressed through an overly exuberant need to participate in conversations.

     
  2. Which edition are we talkin' here?

    Gotta be specific.
     
  3. Grif ruins every D&D thread. >:[
     
    • Like Like x 1
  4. Pls stahp.
     
  5. Fuck you I'm a Barbarian!

    /rages
     
  6. 3.5 Mainly.
    But Pathfinder is so close it would work too.
     
  7. I got you.

    THE BUTTERFLY:

    +1 to The. (Adds title "The")
    +1 to Butterfly. (Adds title "Butterfly")

















    This literally took about ten minutes because I'm so god damn high.
     
    • Love Love x 1
  8. All I know is, I got a +4 to Throw (Shade)
     
  9. no.
     
    • You Get a Cookie You Get a Cookie x 1
    • You Need a Hug You Need a Hug x 1
  10. +20 resistance to lousy threads.
     
  11. Anyone else notice that Gwazi never came back?

    You. You all did that.
     
  12. +20 circumstance bonus to Iwaku

     
  13. Razilin
    LG Male Human Expert 6/Warrior 3, CR 9

    STR 15, DEX 14, CON 15, INT 15, WIS 11, CHA 14

    Skills: Balance 3 ranks, Bluff ranks 6, Climb 6 ranks, Concentration 3 ranks, Diplomacy 9 ranks, Hide 3 ranks, Heal 9 ranks, Jump 6 ranks, Knowledge (medicine) 9 ranks, Listen 6 ranks, Move Silently 3 ranks, Perform (keyboard) 3 ranks, Search 6 ranks, Sense Motive 6 ranks, Spot 6 ranks, Survival 3 ranks, Swim 3 ranks, Tumble 6 ranks

    Feats: Athletic, Combat Expertise, Improved Unarmed Strike, Leadership, Power Attack, Skill Focus (Heal)

    Flaws: Murky-Eyed (needs to wear glasses)

    Traits: Musclebound

    Gameplay Notes:
    -Razilin makes an excellent tank and melee fighter. Outside of combat, he can use Heal to deal with party injuries without using up magic or healing items. He has a fairly diverse skill set, so he can fill in the role of a thief or scout in a pinch. His Leadership feat and high ranks in Diplomacy and Bluff make him an ideal go-between in social situations or as a face for the party.



    Fuck it, I'm playing a mid-level character, @Gen. Gwazi Magnum PI
     
  14. Me (open)

    Class Levels
    Commoner Level 1 (Two Classes away from Graduating from a College program).

    Attributes
    STR 8
    DEX 9
    CON 8
    INT 12
    WIS 13
    CHA 10 (+4 Circumstance Bonus when on the Internet)
    APP 10

    Skills
    Concentration - 2 ranks
    Handle Animal - 1 rank
    Knowledge (Autism) - 4 ranks
    Knowledge (Gaming) - 4 ranks
    Knowledge (Geek Culture) - 2 ranks
    Perform (Dark Humor) - 2 ranks
    Sense Motive - 1 rank

    Feats
    Iron Will
    Skill Focus - Knowledge (Autism)
    Eschew Materials

    Flaws
    Inattentive

    Traits
    Easygoing
    Honest


    Knew I forgot to add something.

    Level 1 was aimed to be the base, with the highest possible being Level 6 (saved for savants).
    Taking inspiration from the E6 system.
    Actually it was a combination of RL plans, Game of Thrones marathon and School demands that kept me waiting.
     
    #15 Gwazi Magnum, Jun 16, 2015
    Last edited: Jun 17, 2015
  15. You're welcome <3.
     
    • Go Home, You're Drunk Go Home, You're Drunk x 1
  16. Too much fucking math
     
  17. 3.5/Pathfinder?

    That's so three years ago.

    Valentyne
    Medium Humanoid (Human), True Neutral
    AC: 12 (+2 Dex)
    HP: 8
    Speed: 30 ft.
    Str 9 Dex 14 Con 10 Int 15 Wis 12 Cha 8
    Senses: Above average nightvision 60 ft., passive perception 13, below average hearing (Disadvantage on Perception checks that rely on hearing)
    Initiative: +2
    Languages: English, Ancient Greek (Not fluent)

    Saving Throws:
    Str: -1
    Dex: +4
    Con: 0
    Int: +4
    Wis: +1
    Cha: -1

    Skills:
    Perception: +3
    Acrobatics: +4
    History: +4
    Medicine: +3
    Healer's Kit: +3

    Actions:

    Pocket knife. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d2+2 slashing damage.

    Befuddle:
    Valentyne uses her extensive knowledge of useless trivia to confuse or frighten another creature. Choose a creature within 30 ft. that can hear and understand her; that target must make a DC 13 Intelligence saving throw or be charmed or frightened (your choice) for 1 minute.


    Equipment:

    Common Clothes
    Pocketknife (Weapon)
    Cell Phone (Wondrous Item)
    Trauma Kit (Masterwork Healer's Kit)
    Inhaler (Wondrous Item)
    Hairbrush
    Torch x2 (Wondrous Item)

    Personality Traits:

    Caring, nervous, playful, friendly.

    Ideals:

    Feminism, Equality

    Bonds:

    Summer Camp

    Flaws:

    Socially anxious, blunt, shy, short temper.
     
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