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Re: Character Creation [Gavin]

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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
26 Oct 2013 11:50 PM
This is where your character creation begins. Fill in the blanks with any of the following choices. Feel free to ask for more information on any of the options.

I am a(n) ______...

- Human
- Avian
- Kiryn
- Moonborn
- Hill Giant
- Drakkoth
- Fallen
- Celestial
- Forsaken
- Seog
- Azer
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gavinfirefox is not online. gavinfirefox
Joined: 16 Feb 2010
Total Posts: 18440
27 Oct 2013 09:24 PM
Info me on

-Kiryn
-Moonborn
-Hill Giant
-Drakkoth
-Seog
-Azer
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
27 Oct 2013 09:51 PM
AZER
The ancient ancestors of Dwarves corrupted by the elemental power of fire...

Racial Traits
Average Height: 4’3” – 4’9”
Average Weight: 160 – 220 lb.
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Dwarven
Skill Bonuses: +2 Endurance, +2 Intimidate
Resist Fire: You have resist fire 5 + one-half your level.
Stand Your Ground: When an effect forces you to move – through a pull, a push, or a slide – you can move 1 square less than the effect specifies. This means an effect that normally pushes a target 1 square doe not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Flaming Weapon: As a minor action you may make all damage dealt by a weapon you hold deal fire damage. If your weapon already deals fire damage then all attacks receive a +2 power bonus to damage.
Elemental Born: You are considered an elemental for the purpose of effects that relate to creature origin.
Tough as Iron: Add your constitution modifier to your healing surge value.
Warding Fire: You can use warding fire as an encounter power.

Play an Azer if you want....
To play a race whose hair and beard are fire!
To play a character who has escaped from the torment of enslavement under giants.
To be a member of a race that favors the Fighter, Paladin and Warlock Classes.


SEOG
Mighty warriors of the astral sea, Seog are powerful diplomats with good fighting skill!

Racial Traits
Average Height: 6"3 - 8"2
Average Weight: 100 - 250 lbs
Ability Scores: +2 Strength, +2 Intelligence
Size: Medium
Speed: 7 squares
Vision: Normal
Languages: Common, Primordial
Skill Bonuses: +2 nature, +2 endurance
Slippery: You gain a +1 to Stealth checks when under any form of concealment.
Astral Bond: Seog have a +2 to any Arcana, Insight, or Dungeoneering checks regarding or related to the Astral Sea.
Blindsight: You have blindsight out to 2 squares.

Play a Seog if you want...
To be a race created out of liquid metal or minerals.
To be able to be very good at defending your allies
To have to be resourceful and powerful at what you do
To shun divine teachings in all of their forms
To be a member of a race that favors the wizard, fighter, barbarian, and battlemind classes.



DRAKKOTH
Swift, skilled, and loyal warriors, cousins of the green dragons.

Racial Traits
Average Height: 6'4" - 7'2"
Average Weight: 900 to 1100 lb.
Ability Scores: +2 Strength or Constitution, +2 Dexterity
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Common, Draconic
Skill Bonuses: +2 Endurance, +2 Nature
Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Drakkoth Rage: When first bloodied in an encounter, you gain 5 temporary hit points.
Poison Resistance: You have resist poison equal to 5 plus half your level.

Play a Drakkoth if you want...
To be a member of a race related to chromatic dragons.
To be a swift, durable warrior.
To spit poison at your enemies.
To be a member of a race that favors the fighter, ranger, barbarian, or warden classes.



KIRYN
Short, fey origin, with a skin color dependent upon their background. While their skin color varies based upon fey ancestry, their hair color remains a constant pink root ending in dark blue tips.

Racial Traits
Average Height: 3'0" - 4'0"
Average Weight: 60 lbs - 90 lbs
Ability Scores: +2 Dexterity, +2 Charisma or Wisdom
Size: Small
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Acrobatics, +2 Perception
Fey Origin: You are considered a fey for the purpose of effects that relate to creature origin
Kiryn Heritage: When your kiryn character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a kiryn utility power of the same level or lower.
Phasewalk: You can use phasewalk as an encounter power.

Play a Kiryn if you want...
To be a small fey character.
To play a character who can shift around the field easily.
To play a character who can get out of the way of damage.
To be a member of a race that favors the bard, rogue, sorcerer, and warlock classes.


MOONBORN
Agile and quick, these defenders of the nature will mercilessly strike any who willingly hurts the nature.

Racial Traits
Average Height: 6'2" - 7'6"
Average Weight: 175 lb - 205 lb
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Stealth, +2 Nature
Moon Prayer: Instead of sleeping, you need 8 hours of constant prayers to the Moon to gain the full benefit of an extended rest. You must be able to constantly watch an item that resembles the moon disc in the current moon phase.
Immortal Origin: Your ancestors were immortal, so you are considered an immortal creature for the purpose of effects that relate to your origin
Evasive: Any checks to reveal you while you have a concealment take a -5 penalty
Grace of The Moon: You can use Grace of the Moon as an encounter power

Play a moonborn if you want to...
To play agile and wise race
To defend the savagery of nature at all costs
To be the member of the race that favors ranger and druid classes


HILL GIANT
Bulky humanoids born from the elemental chaos, Hill Giants have amazing strength.

Racial Traits
Average Height: 8'0" - 9'2"
Average Weight: 300 - 600 lbs.
Ability Scores: +2 Strength, +2 Constitution
Size: Large
Speed: 6 squares
Vision: Normal
Languages: Common, Giant
Skill Bonuses: +2 Athletics, +2 Intimidate
Large: As a tall large creature, you have a reach of 2 squares and occupy 2 x 2 squares. You treat one-handed weapons as having the off-hand keyword. You treat two-handed weapons as having the versatile keyword.
Big Warrior: The range on your auras, close burst and close blast powers are 1 square smaller than normal (to a minimum of 1).
Hurl Rock: You can use hurl rock as an encounter power.

Play a Giant if you want...
to be strong, bulky, and look down (literally) on other races.
to be able to knock down foes with hurled rocks
To be a member of a race that favors the Barbarian, Fighter, and Warden classes.


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gavinfirefox is not online. gavinfirefox
Joined: 16 Feb 2010
Total Posts: 18440
01 Nov 2013 05:21 PM
Bleh

Giant
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
14 Nov 2013 08:13 PM
I am an Hill Giant ______...

- Arachnomancer
- Demonologist
- Arcane Guardian
- Elementalist
- Glyphologist
- Ghost Warrior
- Necromancer
- Sage
- Mechanist
- Swordsman
- Barbarian
- Bard
- Cleric
- Druid
- Fighter
- Paladin
- Ranger
- Rogue
- Sorcerer
- Wizard
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gavinfirefox is not online. gavinfirefox
Joined: 16 Feb 2010
Total Posts: 18440
14 Nov 2013 08:31 PM
Info on...

Swordsman

Arcane Guardian

Ghost Warrior

Barbarian

Fighter
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
20 Nov 2013 11:31 PM
SWORDSMAN

Class Traits
Role: Striker.
Power Source: Martial.
Key Abilities: Dexterity, Charisma
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple and martial light blades and heavy blades
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 14 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Intimidate. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Acrobatics, Athletics, Bluff, Diplomacy, Endurance
Build Options: Duelist
Class Features: Riposte, Reflexive Parry, Sword Challenge
Swordsmen are very noble and try to keep the battle between them and their enemy fair.


ARCANE GUARDIAN

Role: Defender, Controller. The Arcane Guardian is a defender in the sense that he reduces the amount of

damage and or the likely hood of it being inflicted upon himself and his allies
Power Source: Arcane.
Key Abilities: Intelligence, Wisdom, Strength
Armor Proficiencies: Cloth, Leather, Chain, Light Shield
Weapon Proficiencies: Simple melee, Spiked shield(?)
Implements: Wands and Orbs
Bonus to Defense: +1 to Will and AC
Hit Points at 1st Level: 13 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 8 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Arcana, History, Insight, Diplomacy, Athletics, Religion, Intimidate, or Perception
Build Options: Mage Guard, Destroyer, Magnees
Class Features: Way of the Mage Guard, Path of Destruction, Way of the Magnees
An Arcane Guardian manipulates arcane energies to hamper opponents and protect allies


GHOST WARRIOR

Class Traits
Role: Striker. You move through a battle in an whirl of blades, unleashing havoc on your enemies.
Power Source: Divine. You draw upon the ghosts of your ancestors to fight against your foes
Key Abilities: Constitution, Intelligence, Wisdom
Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiencies: Light Blades, Heavy Blades, Light thrown
Implements: When you use a Ghost Warrior power that has the Implement Key word, you can add the

enchantment bonus of your main hand weapon. When you do this, you don't add the weapon's proficiency

bonus to the attack roll.
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Stealth(Dex), Acrobatics(Dex) or Athletics(Str). From the class skills list below,

choose 4 more trained skills at 1st level.
Class Skills: Acrobatics(Dex), Athletics(Str),Thievery(Dex)
Build Options: Savage Ghost, Ancient Ghost
Class Features: Ghostly Blades, Ghostly Cowl, Ghostly Physique, Ghostly Step
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting

as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training

new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in

any location and can take out their targets no matter the situation. The Ghost Warrior organization is

the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years.


BARBARIAN

Class Traits
Role: Striker.
You use powerful two-handed weapons to deal serious damage to your enemies. Your physical power and

daunting presence can cause foes to cower before you, and you can temporarily increase your abilities by

harnessing great bursts of terrifying rage. Depending on your choice of class features and powers, you

lean toward either defender or leader as a secondary role.
Power Source: Primal. You are a primal champion, a warrior devoted to the natural world and an embodiment

of your tribe’s fierce traditions.
Key Abilities: Strength, Constitution, Charisma
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, military melee
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 8 + Constitution modifier
Trained Skills: From the class skills list below, choose three trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature

(Wis), Perception (Wis)
Class Features: Feral Might, Rage, Rampage


FIGHTER

Role: Defender. You are very tough and have the exceptional ability to contain enemies in melee.
Power Source: Martial. You have become a master of combat through endless hours of practice,

determination, and your own sheer physical toughness.
Key Abilities: Strength, Dexterity, Wisdom, Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
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