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.
Level 0 or level zero or starting position.
Strength: 18 Players Handbook v.3.5; pp 8-10
Strength modifer +4 Players Handbook v.3.5; pp 8-10
Dexterity: 18+2=20 Players Handbook v.3.5; pp 8-10
Bonus: Dexterity +2 [Elf, Halfling] Players Handbook v.3.5; pp 15-16; Players Handbook v.3.5; pp 19-20
Dexterity modifer +5 Players Handbook v.3.5; pp 8-10
Constitution: 18+2=20 Players Handbook v.3.5; pp 8-10
Bonus: Constitution +2 [Dwarf, Gnome] Players Handbook v.3.5; pp 14-15; Players Handbook v.3.5; pp 16-17
Constitution modifer +5 Players Handbook v.3.5; pp 8-10
Intelligence: 18 Players Handbook v.3.5; pp 8-10
Intelligence modifer +4 Players Handbook v.3.5; pp 8-10
Wisdom: 18 Players Handbook v.3.5; pp 8-10
Wisdom modifer +4 Players Handbook v.3.5; pp 8-10
Charisma: 18 Players Handbook v.3.5; pp 8-10
Charisma modifer +4 Players Handbook v.3.5; pp 8-10
This character is: dwarf, elf, gnome, half-elf, halfling, human.
Size: Medium [Dwarf, Elf, Human] Players Handbook v.3.5; pp 12-16
Base Land Speed: 30 [Elf, Human] Players Handbook v.3.5; pp 12-16
Automatic Languages: Common [Human] Players Handbook v.3.5; pp 12-14
Dwarven (Dwarf) Players Handbook v.3.5; pp 14-15
Elven (Elf) Players 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] Players Handbook v.3.5; pp 16-17
Bonus Languages: Any (other than secret languages) [Human] Players Handbook v.3.5; pp 12-14
Darkvision: A Dwarf can see in the dark up to 60 feet (black and white) [Dwarf] Players 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] Players 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] Players Handbook v.3.5; pp 15-16
Keen Senses: +2 racial bonus on Listen checks. Does not stack with Elf Listen check bonus. [Gnome] Players 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 isnt 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] Players 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] Players Handbook v.3.5; pp 14-15
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. [Gnome] Players 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] Players 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] Players Handbook v.3.5; pp 14-15
Poison Resistance: +2 racial bonus on saving throws against poison. [Dwarf] Players Handbook v.3.5; pp 14-15
Magic Resistance: +2 racial bonus on saving throws against spells and spell-like effects. [Dwarf] Players 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] Players Handbook v.3.5; pp 15-16
Magic Resistance: +2 racial bonus on saving throws against illusions. [Gnome] Players 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] Players 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] Players 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 its caught flat-footed, it loses its dodge bonus too. [Dwarf, Gnome] Players 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] Players Handbook v.3.5; pp 16-17
Appraise Checks: +2 racial bonus on Appraise checks that are related to stone or metal items. [Dwarf] Players Handbook v.3.5; pp 14-15
Craft Checks: +2 racial bonus on Craft checks that are related to stonework or metalwork. [Dwarf] Players Handbook v.3.5; pp 14-15
Craft Checks: +2 racial bonus on Craft (alchemy) checks. A gnomes sensitive nose allows her to monitor alchemical processes by smell. [Gnome] Players Handbook v.3.5; pp 16-17
Spell-Like Abilities: 1/dayspeak 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 + gnomes Charisma modifier + spell level. [Gnome] Players Handbook v.3.5; pp 16-17
| 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: | - | - | - | - | - | - | - | - | - | - | - | - | - |
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] Players Handbook (Arcane, Divine, and Martial Heroes) v.4; pp 29
what is wrong with fourth edition
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