Ariantha Scholoy (made with DnD 5e character generation) Race: Dragonborn with blue scales Draconic ancestry: Dragon Damage Type Breath Weapon Blue Lightning 5 by 30 ft. line (Dex. save) (this is the speed of attack) Height: 6'5" Alignment: Undecided Character description: My character is a orderly sort that was raised on the art of creation and selling things as a profession, She is a curious sort, that felt the calling of adventure. So she got into the act and doing things. She figured out what she needed, this is a point of idea. Sex: Female God: place the god or gods you worship here Devotion: (Place how many requests to a demon or angel you made. Every start of a new day the total is reset to 0.) Class: Ninja Mage Subclass: Affiliations: (Name group or people here) Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1. level: 7 Exp: 15000 Next level: 20000 xp Age: 30 Weight: 140 lbs. Health percent: 100% Currently: 100% Proficiency bonus: +3 Ability scores: Strength 19 mod +4 Dexterity 16 mod +3 Constitution 14 mod +2 Intelligence 16 mod +3 Wisdom 15 mod +2 Charisma 17 mod +3 Luck: +0 (This is a calculated use of finding something valuable or some luck event.) Will: 17 mod +3 (This is gotten by (St + In) / 2 and rounded down.) Fortitude: 16 +3 mod (This is formed by (St + Cn) /2 and Rounded down for ability to know when you are sick or poisoned.) Speed: 17 (See this is how fast you are in an action and makes the initiative. Calculated by (St + Dx) / 2 rounded down.) Reflex: 16 mod +3 (So this is used to dodge things. When its used, you stop the damage and dodge attack. You form it, by the formula of (Speed + In) /2; Round down the remainder.) If you feel free to use the reflex as though a stat and give it a stat mod, then you can do a reflex check by 1d20+reflex mod. That is where a rolled 10 or above is a dodged event or attack.) Charm: 17 mod +3 Charm is how well you can convince a person to create friendships and that is created points of convincing others, this is done mainly by speaking or causing the point of feeling do you get an effect by feel. Use the formula of (Int + Cha)/2 and round up the remainder. Then get the ability mod and use that with charm effects and charm checks. Memory: 14 Mod: 2 (This is useful to remember things by another means instead of using arcana. It is calculated by (Con + Wis)/2 and drop the remainder..then record the score and get the ability mod and use that with remembering things and memory checks.) Morale (optional and starts at 5): 5 Number of actions per round: 4 (This is gotten from the intensity special ability with its 1d6 actions per round. Otherwise its 1 action per round.) Time of effect: 5 rounds (Recalculate this!)(This uses duration or the time things effect, it mentions how long an effect has to do its thing. That is either instant or using the focus ranks, times the number of actions in a round or speed of time. That's for an amount of time the idea effects. This is seconds in rounds of 6 seconds in melee, otherwise its minutes and hours outside of combat. That means if you got a 32 second effect from 4 actions per round times a 8 focus rank, that makes it 32 then 32 divided by 6 is 5 rounds. This is where you think to round down the decimal point. This effects the number of rounds an effect has, if no effect time is mentioned in the description of the ability.) Subdual damage track (Optional, each point is 30% damage below 0, after reaching 10 points, your character dies. Each point is 2 months aging repairable by resting/healing.): Nonlethal damage (Each point is every 5 points STP below 0, that's 6 months aging per point repairable by resting/healing.): Inspiration points: 0 (These points are built up over time as you complete an activity you gain a point. They're there if you want to use it for an extra reroll per point used. This starts at 0.) Energy %: 114% of 114% (This is optionally used and starts at 100%, add in the constitution mod per level as a bonus.) Abilities and skills: These are assigned by skill points, allocated as you want that are class specific here [http://alt-sites.tripod.com/RPG/rpg-site/Alt-DnD/Ars_magic.htm#skill], so think to assign your own skills unless you want to use the class skills listed here [http://alt-sites.tripod.com/RPG/rpg-site/Alt-DnD/Ars_magic.htm#cd]. I would use your own class skills or hand picked skills, as long as you remember to add Focus (Wis) to the list. Then reassign the skill points as 1 rank = 1 point. Class skills: Bluff (Cha) 5 ranks Concentration (Con) 5 ranks Craft (Int) 4 ranks Arcana (Int) 8 ranks Profession (Wis) 4 ranks Diplomacy (Cha) 7 ranks Heal (Wis) 6 ranks Nature (Int) 4 ranks Acrobatics (Dex) 5 ranks Perception (Wis) 7 ranks Focus (Wis) 8 ranks High bartering (Wis) 6 ranks Skills: Skill points are 0 Spell abilities: This is for remembered spells by rolling a arcana check and optionally use of a wisdom check to see if you remember it. You start at Rank 1 and go up with use of the ability or applied skill points. Example: Spell (Int) Rank 1 Extra ability skill: This is for remembered innate ability by rolling a arcana check and optionally use a wisdom check to see if you remember it. You use a focus skill check to check for success. This is 1d20+focus skill ranks and get 10 or above for successful actions, using the ability. Example: Create (Cha) Magic ability: Focus ability, Soul battery Languages: Draconic, Common, Lizardman Divinations: Class ability: Special effects (Ex) Spell recognition (Ex) Fastcast (Ex) Weapons expert (Ex) Special Abilities: Regeneration (regeneration rate is 2d10+Cn bonus) Gaseous form Dark vision Magic focus Intensity: You get 1d6 actions per round Feats: Feat points are 0. This uses feat points and you get bonus feats, especially if you use a class in this ars dnd manual. Listed here [http://alt-sites.tripod.com/RPG/rpg-site/Alt-DnD/Ars_files/Feats.html]. basic activity reiki; The basic healing feat that is think or feel then think to heal then you if with the need will heal short range or long distance with a constitution mod d10 bonus to healing if short range over short or touching distance or constitution mod d6 for long range over long distance. Think of them pr yourself to heal then the subconscious heals by the chakra points being cleansed or unblocked. This is usually with the activity that is the wrong thing that shows up as a blocked chakra point, that gets cleared away to cause quicker healing. This feat you can do anything if you think to use this right or not if you think not to do, this is counted as magic or normal activity where this basically is the point or using how you decide to do things. Then if you focus to create or do something you manifest sometimes with others or do them by yourself. The ability is where you get results or you can let the dm or gm decide. This allows most feats by skill or area use. This feat uses no trauma nor causes trauma as the trauma disappears on use of a feat. Armor proficiency (light) Weapon Proficiency (Accurate); This is with an accuracy bonus of +3 in using Dagger, Rapier, etc. Inspired Recovery; This manifests a healing effect of 40 HP in your character and your party, at will. Power Attack With a melee attack, you can take a –2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus to the damage roll with a two-handed weapon). This extra damage increases by level, as shown on the table below, but the attack penalty remains the same. Level Extra Damage (Two-Handed Weapon) 1st–10th +2 (+3) 11th–20th +4 (+6) 21st–30th +6 (+9) Created language feat; This uses anything that is material or idea to understand. Create a language that is all languages or you can understand all languages, as though a created language by the creator that the creator helps you understand. Add the language to your list of languages; Created language. Divinations; 10% chance on any attack for the blow to miss, perhaps striking a nearby friend. 1d10 for blows to redirect on the disciple's target. Alertness; You don’t grant enemies combat advantage in surprise rounds. You also gain a +2 feat bonus to Perception checks. Special idea: Skill points; (6+Int mod)x4 for 1st level and 6+Int Mod per every 2 levels. Special; +3 to will and reflex rolls. These are listed here [http://alt-sites.tripod.com/RPG/rpg-site/Alt-DnD/Ars_files/Ars_charting.htm]. Ninja mage ability effect: instant for weapons or 1d10+level w/save vs effect Ninja mage Normal effects 10 mp, Uber effects 20 mp Equipment: the carrying capacity is 10xstrength and the equipment list is here [http://5e.d20srd.org/indexes/equipment.htm]. Carrying ability/Encumbrance: 190 lbs. Studded leather 13 lbs, 12+dex mod ac shield 6 lbs, +2 ac Silvered Rapier 1d8 piercing 2 lb. Silvered Shuricans 1d6+2 piercing 1 lb. Crystal 1 lb. Wand 1 lb. +5 to effect roll if magic intended Backpack 5 lb Clothes, traveler's 4 lb. Bag of holding 5 lb. Carrying: 38 lb. Bag of holding: Gold; 2000 pieces Abacus 2 lb. Bedroll 7 lb. Bell Blanket 3 lb. Block and tackle 5 lb. Bottle, glass 2 lb. Bucket 2 lb. Candle Case, map or scroll 1 lb. Chain (10 feet) 10 lb. Chalk (1 piece) Component pouch 2 lb. Crowbar 5 lb. Grappling hook 4 lb. Hammer 3 lb. Hammer, sledge 10 lb. Healer's kit 3 lb. Holy water (flask) 1 lb. Hourglass 1 lb. Ink (1 ounce bottle) - Ink pen Mirror, steel 1/2 lb. Paper (20 sheets) Fine clothes 4 lb. AC: 17 Equipped: Studded leather 15 ac shield 6 lbs, +2 ac Rapier 1d8 piercing Silvered Shuricans 1d6+2 piercing Backpack Clothes