Etaon.com

player character

    The story of Etaon at level 0 (zero).

    The materials quoted on this web page are only the minimums necesssary to define this particular character. These materials do not include enough information to recreate the original rules. See quoted rule books for complete game information.

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Etaon

    Level 0 or level zero or starting position.

starting stats

    Strength: 18 Player’s Handbook v.3.5; pp 8-10
    Strength modifer +4 Player’s Handbook v.3.5; pp 8-10

    Dexterity: 18+2=20 Player’s Handbook v.3.5; pp 8-10
    Bonus: Dexterity +2 [Elf, Halfling] Player’s Handbook v.3.5; pp 15-16; Player’s Handbook v.3.5; pp 19-20
    Dexterity modifer +5 Player’s Handbook v.3.5; pp 8-10

    Constitution: 18+2=20 Player’s Handbook v.3.5; pp 8-10
    Bonus: Constitution +2 [Dwarf, Gnome] Player’s Handbook v.3.5; pp 14-15; Player’s Handbook v.3.5; pp 16-17
    Constitution modifer +5 Player’s Handbook v.3.5; pp 8-10

    Intelligence: 18 Player’s Handbook v.3.5; pp 8-10
    Intelligence modifer +4 Player’s Handbook v.3.5; pp 8-10

    Wisdom: 18 Player’s Handbook v.3.5; pp 8-10
    Wisdom modifer +4 Player’s Handbook v.3.5; pp 8-10

    Charisma: 18 Player’s Handbook v.3.5; pp 8-10
    Charisma modifer +4 Player’s Handbook v.3.5; pp 8-10

races

    This character is: dwarf, elf, gnome, half-elf, halfling, human.

    Size: Medium [Dwarf, Elf, Human] Player’s Handbook v.3.5; pp 12-16

    Base Land Speed: 30 [Elf, Human] Player’s Handbook v.3.5; pp 12-16

    Automatic Languages: Common [Human] Player’s Handbook v.3.5; pp 12-14
    Dwarven (Dwarf) Player’s Handbook v.3.5; pp 14-15
    Elven (Elf) Player’s Handbook v.3.5; pp 15-16
    Gnome. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like). This ability is innate to gnomes. (see spell-like abilities below). [Gnome] Player’s Handbook v.3.5; pp 16-17
    Bonus Languages: Any (other than secret languages) [Human] Player’s Handbook v.3.5; pp 12-14

    Darkvision: A Dwarf can see in the dark up to 60 feet (black and white) [Dwarf] Player’s Handbook v.3.5; pp 14-15

    Low-Light Vision: An Elf/Gnome can see twice as far as a human in starlight, moonlight, torchlight, and similiar conditions of poor illumination (can distinguish color and detail) [Elf, Gnome] Player’s Handbook v.3.5; pp 15-17

    Keen Senses: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as if she were actively looking for it. An elf practically has a sixth sense about hidden portals. [Elf] Player’s Handbook v.3.5; pp 15-16
    Keen Senses: +2 racial bonus on Listen checks. Does not stack with Elf Listen check bonus. [Gnome] Player’s Handbook v.3.5; pp 16-17

    Stonecutting: +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but is disguised as stone also counts as unusual stonework. A dwarf who comes within 10 feet of unusual stonework can make a Search check as if she were actively searching. A dwarf can also intuit the depth, sensing her approximate depth underground as naturally as a human can sense which way is up. [Dwarf] Player’s Handbook v.3.5; pp 14-15

    Weapon Familiarity: Dwarves may treat dwraven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. [Dwarf] Player’s Handbook v.3.5; pp 14-15
     Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. [Gnome] Player’s Handbook v.3.5; pp 16-17

    Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. [Elf] Player’s Handbook v.3.5; pp 15-16

    Stability: A dwarf gains a +4 racial bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, r otherwise not standing firmly on the ground). [Dwarf] Player’s Handbook v.3.5; pp 14-15

    Poison Resistance: +2 racial bonus on saving throws against poison. [Dwarf] Player’s Handbook v.3.5; pp 14-15

    Magic Resistance: +2 racial bonus on saving throws against spells and spell-like effects. [Dwarf] Player’s Handbook v.3.5; pp 14-15
    Magic Resistance: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. [Elf] Player’s Handbook v.3.5; pp 15-16
    Magic Resistance: +2 racial bonus on saving throws against illusions. [Gnome] Player’s Handbook v.3.5; pp 16-17

    Illusion Bonus: Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat. [Gnome] Player’s Handbook v.3.5; pp 16-17

    Racial Enemy: +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). [Dwarf] Player’s Handbook v.3.5; pp 14-15
    Racial Enemy: +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants). Any time a creature loses its Dexterity bonus to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus too. [Dwarf, Gnome] Player’s Handbook v.3.5; pp 14-17
     Racial Enemy: +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears). Does not stack with Dwarf bonus against goblinoids. [Gnome] Player’s Handbook v.3.5; pp 16-17

    Appraise Checks: +2 racial bonus on Appraise checks that are related to stone or metal items. [Dwarf] Player’s Handbook v.3.5; pp 14-15

    Craft Checks: +2 racial bonus on Craft checks that are related to stonework or metalwork. [Dwarf] Player’s Handbook v.3.5; pp 14-15
    Craft Checks: +2 racial bonus on Craft (alchemy) checks. A gnome’s sensitive nose allows her to monitor alchemical processes by smell. [Gnome] Player’s Handbook v.3.5; pp 16-17

    Spell-Like Abilities: 1/day—speak with animals (burrowing mammals only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities 1/day —dancing lights, ghost sound, prestidigitation Caster level 1st; save DC 10 + gnome’s Charisma modifier + spell level. [Gnome] Player’s Handbook v.3.5; pp 16-17

Zero (0) level

summary

STR DEX CON INT WIS CHA
18 20 20 18 18 18
hit
points
base
attack
bonus
fort
save
ref
save
will
save
skill
points
12 +1 +2 +0 +0 4
spells
  0 1 2 3 4 5 6 7 8 9 10 11 12
Cleric spells: - - - - - - - - - - - - -
Druid spells: - - - - - - - - - - - - -
Sorcerer spells: - - - - - - - - - - - - -
Wizard spells: - - - - - - - - - - - - -
Illusionist spells: - - - - - - - - - - - - -

4th Edition: racial traits

    Fourth Edition:Because the Fourth Edition of Dungeons & Dragons is ridiculously more powerful than previous editions, it is more like a card game than a fantasy adventure campaign. The levels from the fourth edition are delayed for balance and are to be considered completely optional. The racial features and powers are given at zero level.

    Powers and Features: racial traits. [Character Advancement] Player’s Handbook (Arcane, Divine, and Martial Heroes) v.4; pp 29

what is wrong with fourth edition

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