Etaon.com

player character

    The story of Etaon at level 10 (ten).

    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 10 (ten).

10th level

summary

    Level 10: Cleric, Druid, Fighter, Paladin, Ranger, Magic-User, Illusionist, Thief, Monk Players Handbook Advanced Dungeons & Dragons v.1 by Gary Gygax; pp 18-33

    Level 10: Warrior, Fighter, Paladin, Ranger, Wizard, Mage, Specialist Wizard, Illusionist, Priest, Cleric, Druid, Rogue, Thief, Bard Player’s Handbook Advanced Dungeons & Dragons 2nd Edition v.2; pp 25-45

    Level 10: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard Player’s Handbook Dungeons & Dragons Core Rulebook v.3.5; pp 21-60

    Level 5: Cleric, Fighter, Paladin, Ranger, Rogue, Warlock, Warlord, Wizard Player’s Handbook (Arcane, Divine, and Martial Heroes) Dungeons & Dragons Roleplaying Game Core Rules v.4; pp 50-175

STR DEX CON INT WIS CHA
20 22 22 20 20 20
hit
points
base
attack
bonus
fort
save
ref
save
will
save
skill
points
asdf asdf asdf asdf asdf asdf
spells
  0 1 2 3 4 5 6 7 8 9 10 11 12
Cleric spells: 6 4+1 4+1 3+1 3+1 2+1 - - - - - - -
Druid spells: 6 4 4 3 3 2 - - - - - - -
Sorcerer spells: 6 6 6 6 5 3 - - - - - - -
Wizard spells: 4 4 4 3 3 2 - - - - - - -
Illusionist spells:   -   - - - - - - - - - - - -
Sorcerer Spells Known
Level: 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10 11 12
10th 9 5 4 3 2 1 - - - - - - -
Player’s Handbook v.3.5; pg 54

Advanced Dungeons & Dragons
version 1 by Gary Gygax

    Level 10: Cleric, Druid, Fighter, Paladin, Ranger, Magic-User, Illusionist, Thief, Monk Players Handbook Advanced Dungeons & Dragons v.1 by Gary Gygax; pp 18-33

Advanced Dungeons & Dragons
2nd Edition

    Level 10: Warrior, Fighter, Paladin, Ranger, Wizard, Mage, Specialist Wizard, Illusionist, Priest, Cleric, Druid, Rogue, Thief, Bard Player’s Handbook Advanced Dungeons & Dragons 2nd Edition v.2; pp 25-45

Dungeons & Dragons
v.3.0 and v.3.5

    Level 10: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard Player’s Handbook Dungeons & Dragons Core Rulebook v.3.5; pp 21-60

    Hit Dice: d12 [Barbarian] class Player’s Handbook v.3.5; pp 24-26

    Constitution Bonus: Constitution +2 [Dwarf, Gnome] Player’s Handbook v.3.5; pp 14-15; Player’s Handbook v.3.5; pp 16-17
    Dexterity Bonus: Dexterity +2 [Elf, Halfling] Player’s Handbook v.3.5; pp 15-16; Player’s Handbook v.3.5; pp 19-20

    Base Attack Bonus: +10/+5 [Fighter, Paladin, Ranger] Player’s Handbook v.3.5; pp 37-39, 42-49
    Flurry of Blows Attack Bonus: +10/+10/+5 [Monk] Player’s Handbook v.3.5; pp 39-42
    Unarmed Damage: 1d10 [Monk] Player’s Handbook v.3.5; pp 39-42

    Fortitude Save: +7 [Monk] Player’s Handbook v.3.5; pp 39-42

    Reflex Save: +7 [Monk] Player’s Handbook v.3.5; pp 39-42

    Will Save: +7 [Monk] Player’s Handbook v.3.5; pp 39-42

    AC: Wisdom Bonus+2 [Monk] Player’s Handbook v.3.5; pp 39-42

    Class Features (Monk):
    AC Bonus (Ex): A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the monk adds her Wisdom Bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). [Monk] Player’s Handbook v.3.5; pp 39-42

    Class Features (Wizard):
    Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportuinty she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must meet all prerequisites for a bonus feat, including caster level minimums. [Wizard] Player’s Handbook v.3.5; pp 55-58

    Feats: Bonus combat-oriented feat [Fighter] Player’s Handbook v.3.5; pp 37-39

    Class Support Feats: the following feats are added for the character to provide the range of feats commonly used by the several diverse classes combined in this character.
    Great Cleave feat Player’s Handbook v.3.5; pp 94
    Improved Trip feat Player’s Handbook v.3.5; pp 96

    Skills: 1 extra skill point [Human] Player’s Handbook v.3.5; pp 12-14

    Class Support Skills: The following skills are added for the character to provide the basic essential range of skills commonly used by the several diverse classes combined in this character. The character has these skills at the maximum level possible.
    Balance 13 Player’s Handbook v.3.5; pp 67
    Bluff 13 Player’s Handbook v.3.5; pp 67-69
    Climb 13 Player’s Handbook v.3.5; pp 69
    Concentration 13 Player’s Handbook v.3.5; pp 69-70
    Diplomacy 13 Player’s Handbook v.3.5; pp 71-72
    Disable Device 13 Player’s Handbook v.3.5; pp 72
    Hide 13 Player’s Handbook v.3.5; pp 76
    Jump 13 Player’s Handbook v.3.5; pp 77
    Knowledge (arcana) 13 Player’s Handbook v.3.5; pp 78
    Knowledge (religion) 13 Player’s Handbook v.3.5; pp 78
    Listen 13 Player’s Handbook v.3.5; pp 78-79
    Move Silently 13 Player’s Handbook v.3.5; pp 79
    Open Lock 13 Player’s Handbook v.3.5; pp 79
    Perform 13 Player’s Handbook v.3.5; pp 79
    Ride 13 Player’s Handbook v.3.5; pp 80
    Search 13 Player’s Handbook v.3.5; pp 81
    Spellcraft 13 Player’s Handbook v.3.5; pp 82-83
    Spot 13 Player’s Handbook v.3.5; pp 83
    Survival 13 Player’s Handbook v.3.5; pp 83-84
    Tumble 13 Player’s Handbook v.3.5; pp 84-85

    Class Support Skills: The following skills are added for the character to provide a basic range of skills commonly used by the several diverse classes combined in this character. The character has these skills at a level equal the character’s level.
    Decipher Script 10 Player’s Handbook v.3.5; pp 71
    Escape Artist 10 Player’s Handbook v.3.5; pp 73
    Gather Information 10 Player’s Handbook v.3.5; pp 74
    Heal 10 Player’s Handbook v.3.5; pp 75-76
    Intimidate 10 Player’s Handbook v.3.5; pp 76-77
    Sense Motive 10 Player’s Handbook v.3.5; pp 81
    Swim 10 Player’s Handbook v.3.5; pp 84
    Use Magic Device 10 Player’s Handbook v.3.5; pp 85-86

Dungeons & Dragons
4th Edition

4th Edition: 5th level (heroic tier)

    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.

    Powers and Features: Level 5: gain 1 daily attack power. [Character Advancement] Player’s Handbook (Arcane, Divine, and Martial Heroes) v.4; pp 29

    Level 5 Daily Exploits: Crack the Shell (Fighter Attack 5), Dizzying Blow (Fighter Attack 5) [Character Classes] Player’s Handbook (Arcane, Divine, and Martial Heroes) v.4; pp 79

    Level 5 Daily Spells: Fireball (Wizard Attack 5), Stinking Cloud (Wizard Attack 5), Web (Wizard Attack 5) [Character Classes] Player’s Handbook (Arcane, Divine, and Martial Heroes) v.4; pp 161

    Ritual Spellbook: Rituals (5th level): Brew Potion (Arcana or Religion), Hallucinatory Item (Arcana), Magic Circle (Arcana). [Character Classes] Player’s Handbook (Arcane, Divine, and Martial Heroes) v.4; pp 301

    Opinion: The Fourth Edition of Dungeons and Dragons is a travesty. I was hoodwinked into buying it, mistakeningly thinking it was an improvement. It is instead a bastardization of the game. The designers admitted that their goal was to make it easier to quickly create new supplements. They completely ignored the needs of real players and view as solely as a cash source to be exploited. Don’t make the mistake I made. Boycott the fourth edition of Dungeons and Dragons. Force them to return to version 3.5 or some logical improvement of 3.5.

what is wrong with fourth edition

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