CHARACTER DETAILS
These are unimportant specifically to the game mechanics, but are very nice to know about your character. Do it in this order: name, age, sex, height, weight, eye color, hair color, skin color. You might also include personality or history.
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Race: Choose from human, elf, dwarf, gnome, halfling, half-elf, half-orc, or felisian. See below. If you want more specific information, ask me.
HUMANS: Humans are versatile and ambitious. Their short lives (comparatively) drive them more than the other races, in general. They do not have any racial stat modifiers. There are no common human names-- their society changes too fast for names to remain common even from only a century ago. Physically, they're just like us-- any skin, hair, or eye color, height between 5'0 and 6'6 and weight just like you'd expect. They have no alignment tendencies. They get along well with other races, having few biases and sometimes acting as intermediaries. They speak Common, just like all races. Their favored class is their highest-level class. (favored class is, if you multi-class, it doesn't count as an exp penalty unless you have a third class that isn't within one level of... forget about it, just don't multiclass unless either you have your race's favored class or the classes are within 2 levels of each other... you can have three or more classes, but you'll have to ask me before adding it)
ELVES: Elves are magical and graceful. They have incredible lifespans, dying eventually but spanning 6 or sometimes 7 centuries. They gain +2 to Dexterity, due to their quickness and grace, but lose -2 Constitution-- they are a bit frail on taking punishment, but have Strength to match humans and dwarves. Elven names-- chosen by the elf when they declare his/herself an adult at around 100 years old-- are sometimes long and always flowing, such as Feliadrel or Analomer. Elves are shorter than humans, though are the tallest of the non-human races (except half-orcs, of course), being usually between 4'6 and 5'6. Their hair is dark or blonde, their skin is pale, their eyes are any shade of green, and they are lithe, with a 5'0 one weighing, on average, about 100-110 pounds. They tend towards Chaos and Good. They have extremely elitist standards-- they think dwarves too serious, gnomes a little trivial, halflings a bit staid, humans flighty and awkward, felisians haughty (imagine that), and half-orcs rather suspicious. However, they will tolerate all races. They speak Elven and Common. Their favored class is wizard, due to the ease with which the study of magic comes to them.
DWARVES: Dwarves are sturdy and stout-hearted. They are mainly fighters, sometimes clerics, though the other classes aren't looked down on and are not particularly uncommon-- except the study of arcane magic, which they strongly dislike. They gain +2 to Constitution, due to their incredible toughness, but lose -2 Charisma-- they tend to be an untrusting and dour lot, except among themselves. Dwarven names are not unique to a dwarf: they belong to his or her clan, and he may be stripped of it if he loses honor. Some Dwarven names include Thrandrunn and Rurik. They're usually between 4'0 and 4'6 and an average 4'3 one weighs about 180 pounds. Their eyes and beards are dark, gray, or brown, and their skin is light brown. They are usually Lawful, thanks to their well-organized societies. They have a well-known distrust of elves, though the forest folk have earned their grudging respect. They don't mind humans and halflings, and get along extremely well with gnomes. They don't trust half-orcs either, but like elves, give chances to individual ones. They also dislike felisians. They speak Dwarven and Common. Their favored class is fighter.
GNOMES: Gnomes are small people, between the height of dwarves and halflings. They love three things above all others: mechanical devices, [good-hearted] pranks, and illusion, though not necessarily in that order. Thus, they make terrific inventors and craftsmen. They gain +2 to Constitution, because of their dwarf-like toughness (they consider dwarves their cousins, and the feeling is mutual), but they lose -2 to Strength because of their small size. Gnomes love names and nicknames, and can have dozens-- everyone in the family gives them one. Out of their burrows, they use a first name-- generally those that are the most fun to say, such as Boddynock or Waywocket-- their clan name, and a nickname, which is always one or two words. These are translated into the language of the person they're speaking to-- what was originally "Pannyl" in Gnome would be translated to "Badger" when talking to a human, "Razùim"with a dwarf, "Jocaeyl" with an elf, etc. Gnomes are shorter than dwarves, between 3'0 and 3'6, and a 3'3 gnome weighs around 40-45 pounds. Their skin is a little darker than dwarves', but they have fair hair and blue eyes. They are usually Good. They are generally neutral towards the races, though a little shy of humans, half-orcs, half-elves, and elves, a trait they share with halflings, and they, as said before, consider dwarves their cousins. They speak Gnome (which uses the Dwarven writing) and Common. Their favored class is illusionist.
HALFLINGS: Halflings are nimble and deft. They are most adept at thieving, being small and quick, and this is how many make their way in big cities, usually dominated by humans. They gain +2 to Dexterity from this deftness and quickness, but, like gnomes, lose -2 to their Strength because of their small height. Halfling names are fast and practical, like their race, such as Roscoe or Cade. Halflings are even shorter than gnomes, standing around or below 3'0 tall and weighing in at about 30-35 pounds at 3'0. They have light skin, but are more like humans in relation to eyes and hair color. They have no alignment tendencies-- they're sometimes Chaotic due to their wandering lives and their thieving skills, but sometimes Lawful because of their respect for tradition and clan honor. They're shy of the "big people"-- anyone taller than a dwarf-- like gnomes are, but enjoy the big people's martial abilities. An exception is felisians, who often share the halflings' way of life and have earned good grace. They get along very well with dwarves and gnomes. They speak Halfling (which uses Common writing) and Common. Their favored class is rogue.
HALF-ELVES: Sometimes, a human and elf get married, though it's a short marriage by elven standards. Half-elves are the by-products of such marriages, and often feel like outsiders-- growing up either faster than elven companions, or slower than human ones. Because of this, they often take up nature-like classes, namely druid and ranger. They have no racial modifiers for stats. Half-elves raised among humans are often given elven names to honor their lineage, and vice versa-- when raised among elves, they are often given human names. They're a little taller than elves but a little shorter than humans, so they're generally around 5'0 to 6'0. A 5'6 half-elf weighs about 140-150 pounds. Their skin is a cross between their parents', their eyes are greenish blue or greenish gray, and their hair is either dark or light blonde (depending on their human parent). They lean towards Chaos like elves, but like humans, have no tendencies toward Good and Evil. They aren't often comfortable with any race, except some felisians, though the feeling is slightly magnified with races that weren't their parents. They speak Common, and Elven if they were raised among elves-- though it's spoken poorer than natural elves do thanks to childhoods that are 80 years shorter than full elves'. Their favored class is their highest-level class, just like humans'.
HALF-ORCS: Look, don't ask me how this happens. All I know is that a half-orc has one human and one orc parent... ew. Anyway, they gain +2 to Strength from their large orc-like muscles but lose -2 to both Intelligence and Charisma-- they don't seem as trustworthy, thanks to their orcish lineage, and are also a little stupider than other races, again thanks to their orcish lineage. They usually have human names if raised among humans, but may retain orc names if brought up by orcs even when travelling into civilized lands. Alternately, they may choose an orc name to honor their other parent even if raised with humans. Orc names are harsh and guttural, such as Gengruz or Kort. They're marginally taller than humans, and a fair deal heavier because of their orcish muscle. They have grayish skin and eyes, and dark hair. They are generally Chaotic, and just guess why. They don't get along particularly well with other races, but get along better with humans than with the others. They speak Common and sometimes Orc (which uses Dwarven runes in the rare case that it is written), depending on their personal history. Their favored class is barbarian.
FELISIANS: Felisians look like very sleek and streamlined humans. Their ears are pointed and upswept like elves, but besides that they look more like slouchy humans than anything else. They get a +2 to Dexterity, due to their literally feline agility, but lose -2 to Charisma due to their rather cat-like haughtiness and also being seen as a little freaky. Felisian names are sometimes the creations of their parents, and sometimes common ones. They are easy on the ears, like the whole language, such as Vaniyas and Kilian. Felisians are a little shorter than half-elves, usually ranging from 5'0 to 5'8. An average 5'4 felisian weighs in at roughly 120 pounds. Their skin is covered with an extremely light layer of fur, anywhere from brown to white, and the skin itself is pale (but rarely seen). The fur is thicker in two places: one of which is the tops of their heads, like all other races, and the other, like all other races', is unmentionable. Their eyes are any shade of yellow, with black pupils. They are usually Chaotic, due to natural independence and pride. They get along best with elves, half-elves, and halflings, decently with gnomes, half-orcs, and humans, and little with dwarves. They speak Felisian (which uses the Common writing) and Common. Their favored class is monk, despite their Chaotic nature-- and they have many racial features that highlight this class.
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Class: Choose from barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, or wizard. See below. Again, if you want to know more about a class, just ask me.
I'll separate these into groups-- martial, divine, arcane, and roguish. These have NO EFFECT AT ALL on the game. I'm just doing it for your convenience. The Paladin class is both martial and divine, so it's in both. Note that if you become an alignment that your class is not allowed to be (through constant action towards the alignment), you become an ex-[class], and different things happen depending on which class you were in-- with some, like bard, you retain your abilities but may not gain more levels in the bard class, but with others, especially paladins, the punishments are harsher.
MARTIAL CLASSES
BARBARIAN: A warrior of the wilds who uses blind rage instead of discipline and skill to defeat opponents. Their main feature is that they can fly into a rage at will, a number of times per day depending on his level, but they're winded afterwards (except at 20th level). They often wield greataxes to decimating effect. In ranged combat, they usually use shortbows or longbows. Their armor depends on the individual; some go for higher skills, keeping it lighter, whereas others just want better defense, acquring heavier armor.. Half-orcs are commonly barbarians, and exiled dwarves, felisians, humans, and very occasionally one of the small races may be barbarians. An elven or half-elven barbarian is all but unheard of, because of their culture, nature, society... many factors working against it. A barbarian cannot be Lawful, as their rage and connection with nature cannot function in a lawful soul, and they cannot cast spells either. Also, a barbarian must spend 2 skill points to be literate.
FIGHTER: This is the most common adventurer-- a foot soldier, a king's champion, a mercenary, and a trained bowman (not tracker) are all fighters. Their main feature is an extra feat at 1st level, and every even-numbered level beyond. (THIS IS SO DAMN USEFUL) They wield any and all weapons, from axes to swords to maces to spears to warhammers to bows and crossbows to flails to more exotic or difficult weapons, and often use a shield to go along with their weapon of choice. Their armor often depends on race: humans and half-orcs tend to keep to the middle, wearing chain, scale, or banded mail (though other kinds are perfectly accepted); dwarves almost always cover themselves head to toe in the most protective, if unwieldy, armor they can find; half-elves and elves usually keep it light, rarely going past studded leather; gnomes and halflings also tend towards lighter armor. All races have many fighters, but of different sorts, and with different weapons. For example, elves love swordplay and archery, so they often have longswords or rapiers and longbows, and dwarven fighters are legendary, and their favorite weapons are the warhammer and the axe. They can be of any alignment, and cannot cast spells.
MONK: The monk is a man or woman on the path of enlightenment, achieved through continual training of the body and mind. Their main feature is their constant gaining of awesome class abilities: at the final level, they aren't even considered from this Plane of Existence anymore, for example. They should never wield weapons, as their specialty is fighting barehanded, although monk's weapons do exist, one for each type: the slashing kama (sorta a mini-scythe), the piercing siangham (little spear thing), and the bludgeoning nunchaku (better known as numchucks or something). I recommend you get a set of these when possible, if you're playing a monk, but most of the time you'll be fighting without a weapon. They should never wear armor, either, as it impedes their bodies often supernatural abilities and will hurt more than it helps, guaranteed. Most monks are humans or felisians. Dwarves just don't like the class, half-elves and elves find it hard to go against their Chaotic nature, and gnomes love mechanisms and pranks so much that they almost never forsake it for such a single-minded quest. Halflings are most of the non-human monk population-- they like the life of the travelling monk a lot, and perfecting the art is, in their opinion, worthy of spending a lifetime on. Half-orcs usually can't find the discipline in them to be monks. They must be Lawful, and can't cast spells. If a monk multiclasses, he may never gain any levels in the monk class again, only his new class.
PALADIN: The most unique of all classes, the paladin is the pure and constant upholder of Law and Good, no matter what, unfailingly. If a paladin deviates even once from these paths, his very class is in peril. In return, his deity grants him enviable powers, from immunity to diseases to calling his own special mount, more powerful and smarter than normal ones. One doesn't choose to be a paladin; one is chosen to be a paladin, though you do not have to answer the call-- most do. Their main feature is, like I said, their special powers, especially their mount at 5th level. They use divine spells and do combat only slightly worse than fighters (fighters having those extra feats). They tend largely towards sword and shield in melee, or one of the larger swords, with a higher proportion of bastard- and great- swords than other classes. Occasionally one will wield a bastard sword and shield, a powerful combination. At a range, they usually use crossbows, often heavy, and on horseback they use lances to deal maximum damage. Their armor is generally medium to heavy. Humans are the bulk of paladins, with an occasional dwarf, though now and then an elf, halfling, felisian, or gnome will be called. Half-orc paladins are possible, but paladinhood goes against all their nature and is very, very, exceedingly rare. Dwarves, being Lawful naturally, have it easier than elves do. The deities of gnomes and halflings rarely call their subjects into such a dangerous venture. Half-elves, because of their difficult lives, are called into this service more often than other races (except humans, of course). Paladins must always, always, be Lawful Good. They can cast a few divine spells, the controlling statistic of which is Wisdom. As with the monk, if the paladin multiclasses, he may never gain any levels in the paladin class again, only in the new one.
RANGER: This is a scout, a tracker, a woodsman, and a warrior. Their main features are fighting with two weapons, the use of bows, and tracking enemies down. They usually use two weapons in melee and a longbow or shortbow from a distance. The most common weapons are a longsword and a shortsword, but it differs from ranger to ranger and sometimes race to race. Dwarves, for example, may use a battleaxe and a handaxe or a warhammer and a handaxe. They keep light but protective armor, mainly studded leather, though on occasion one will use plain leather for a little bit more freedom of movement. Humans are adept at the ranger class, but then again, they're adept at all classes. Nothing special for or against the ranger. Elven rangers are the stuff of legend and are the most famous heroes in their ancient histories-- they are naturally in tune with the forest, are extremely proficient with the bow and the sword, and it is a profession held in the highest light in their society. Half-elves draw partially from their outsider status, real or imagined, and their elven blood to make some of the world's finest rangers as well. Dwarven and gnome rangers are relatively rare, seeing as their underground homes are usually completely dug and mapped by their ancestors, but sometimes when they live in already existing caverns, there is more that they want to know about the surrounding area. Halfling rangers are well-respected, as the halfling society is nomadic, and rangers must keep a constant lookout on the land before them. Felisian rangers are like halflings among the wandering communities but uncommon among the settled-down ones. Half-orcs are rarely rangers. There is little to no incentive or inner drive to become a ranger for them, except under special circumstances (a half-orc rescued and raised by elves, for instance), but these are exceptions. Rangers may be any alignment, and cast a small number of divine spells, the controlling statistic of which is Wisdom.
DIVINE CLASSES
CLERIC: The cleric is a priest, plain and simple. He draws power from his patron god, and likely spends an hour or more a day in meditation and prayer. Their main features are their divine spells, especially healing, and their formidable combat abilities. Their weapons vary from deity to deity, as each has their own favored weapon and clerics consider it a point of honor to wield it. I'll give you a list of common gods and their favored weapons if you ask. From a range they tend towards crossbows. Their armor varies in much the same way as a fighter's does, usually medium to heavy with normal races, and in lighter types with the more dextrous races. Every race needs its priests and clerics, and are fairly common throughout all of them, except a little less so in half-orcs and felisians. Clerics must be within one "step" of their god's alignment. For example, a cleric of Pelor, the Neutral Good god of the sun (and the most common god among humans, though they don't have a racial god) would have to be True Neutral, Lawful Good, Neutral Good, or Chaotic Good. A cleric of Heironeus, the Lawful Good god of valor, would have to be Lawful Good, Neutral Good, or Lawful Neutral. They cast divine spells extremely well, and the controlling statistic is Wisdom.
DRUID: While barbarians and rangers may be at home in the wilds, the druid is a part of nature itself, tending its own special grove and keeping it pure. I prefer to think of druids as magic hippies. Their main features are their exotic abilities and their animal companions. They start with one or more animal companions, the combined hit dice of which cannot exceed 2. An example of one would be, say, a wolf. If you think of an animal-- it cannot be a beast (like an owlbear), magical beast (like a displacer beast), or anything else-- then run it by me and I'll check if it can work. Note that you can befriend more by using the animal companion spell, but their HD cannot exceed your druid level x 2. They are only allowed to wield the following weapons: club, dagger, dart, longspear, quarterstaff, scimitar, sickle, shortspear, and sling. They are also not allowed to wear metal, so they can only use the following: padded, leather, studded leather, and hide (especially common) armors, and only bucklers, small wooden, or large wooden shields. Eccentric and somewhat uncharismatic humans can take up groves, but not very often. Elves, because of their connection with nature, may feel that they wish to devote themselves to it. Dwarves, felisians, gnomes, half-orcs, and halflings are rarely druids. An unproportionally large amount of half-elves take this path, for the same reason they take up the ranger one-- they feel unaccepted in society and believe, often rightfully so, that the animals and the trees enjoy their presence more than the player-character races do. Druids must be at least partially neutral-- neutral good, neutral evil, chaotic neutral, lawful neutral, or true neutral. They cast divine spells, most of which relate to nature, and the spells are controlled by Wisdom.
PALADIN: Paladins are part fighter, part cleric, and have that little spark of something unique, like a touch from the finger of a god, that makes them different from a simple lawful good fighter/cleric. They are questing knights, constantly upholding law and good and pursuing and driving evil from the land. Also, they cast divine spells (Wisdom)-- for all of these reasons, they are considered both martial and divine.
ARCANE CLASSES
SORCERER: The sorcerer casts spells not through long years of studying ancient tomes in a deserted tower or in an organized guild, but a shock of power gained either during puberty (to quote the PH) or after an intense traumatic event, like their parents being murdered in front of them or being tortured. In the first case, strange sounds and lights may trouble the young sorcerer's house until he realizes that his formerly unknown power is the cause. In the second case, the power channel is flung wide open, and often the magician will release an unconditionally high-level spell at the subjects of his trauma-- petrifiying them or summoning a shadow beast to destroy them. However, this is a one-time effect, and when he realizes his power, he figures he must begin to train it, and starts his path as a level 1 sorcerer. Their main feature is, of course, their spells, but also their familiar. A familiar is a magical animal that follows the PC around, sharing an empathic link and many other abilities as the sorcerer gains levels. Choose from bat, cat, hawk, owl, rat, raven, snake (Tiny), toad, and weasel. They use simple but unusual weapons, like shortspears, flails, or morningstars. Ranged weapons depend on race. They shouldn't wear armor because it interferes with their spells, but if it's a must, only padded or leather should be worn. It's best to just avoid armor altogether, though. Every race has its occasional sorcerers, as it's just a matter of chance whether you have the power, but it's handled differently: where elves are delighted, dwarves are driven partially or completely insane. Usually a dwarf tries to hide it under rigorous training for another class, especially fighter, but will still seem weird to his peers. Of course, elves and gnomes are naturally magical and therefore are have the "spark" much more than dwarves and half-orcs. They can be any alignment, and, of course, cast many arcane spells, the controlling statistic of which is Charisma. Note that they gain more spells faster than wizards, but spell levels slower. Wizards gain level 2 spells at 3rd level whereas sorcerers get them at 4th-- however, sorcerers have 10 spells per day by then where a wizard only has 7. It's personal preference. I like wizards, personally.
WIZARD: The wizard was an aspiring mage who devoted years and years to the study of arcane magic, and it is finally paying off. Their main features are their spells and their familiar (which works exactly like the sorcerer's). They usually wield quarterstaves, though other simple weapons can be used as well. Ranged weapons depend on race. Like sorcerers, they should never wear armor, and if it's necessary, only extremely light suits. Human wizards are respected, if a little feared, and taking apprenticeship under a wizard is not something to cause commotion. Wizardry comes so easily to elves, almost every one has at least a level or two of wizard to go with their other class. Gnomes are often wizards, especially specialist illusionists. Halflings rarely are, but see nothing wrong with it. Felisians have a healthy respect for the class and felisian wizards are not uncommon. Dwarves despise and distrust arcane magic, and have done so for so long that they have developed a natural resistance to it-- as such, a dwarven wizard is perhaps the rarest combination there is. Half-orcs are usually too stupid to be good wizards, but a couple every generation will try. They can be any alignment and cast many arcane spells, the controlling statistic of which is Intelligence.
Specializing: Wizards can specialize in a school of magic. If you might be interested, ask me about it.
ROGUISH CLASSES
BARD: The bard uses ballads and serenades to invoke a special magic that aids his companions. He often acts as the party representative when conversing with other groups, and everyone loves having a minstrel along to immortalize their deeds in song. The bard's main features are his songs and his spells. Their weapons are often rapiers or longswords, and decent bows or crossbows. They usually wear light to medium armor, such as studded leather or chain shirt. Human bards are fairly common, wandering from town to town, picking up stories and songs to earn their keep. Lousy ones are tolerated and skilled ones are welcome. Elven bards (and half-elves raised among elves) are widely considered the finest around-- their celestial voices and incredible skill at singing and songwriting combined are tribute to this. Dwarves sometimes take up barding as a secondary class, for while it's great to have someone around to raise morale before a battle, as dwarves they are expected to participate. Gnomes and halflings enjoy music, but the class is not common among them. Felisians make great bards, with beautiful voices and clever lyrics, which remind some of elves'; however, where elven songs are grand and enchanting, felisian ones are more often light and flowing. Half-orcs are rarely charismatic or smart enough to make good bards. Bards cannot be lawful, and they cast many arcane spells-- though not damaging ones like wizards and sorcerers do-- the controlling statistic of which is Charisma.
ROGUE: The rogue takes many forms: the thief, the assassin, the sweet-talker, the thug. In general, they are good at getting what others don't want them to get, like battle plans, a crippling blow, or a purse full of gold. Their main features are their extremely large number of skills and their special abilities, especially the sneak attack. They often use rapiers, short swords, or daggers in melee-- which they try to avoid-- and either daggers, light crossbows, or hand crossbows (sometimes preferable, but rare) from a distance. They almost always use leather armor, for decent protection without invoking a skill check penalty (something very bad for rogues). Human and half-elf rogues are relatively common, and they're fine but not exceptional. Elves, with their natural dexterity and inherent abilities, make very good rogues. There are very few dwarven rogues, unless the dwarf in question was exiled from his home kingdom, but this does not happen often. Gnomes just don't see why they would be rogues, but the few that are find their natural illusion abilities useful. Felisians make great rogues with their natural reflexes as well as agility and deftness. Then there are halflings-- "halfling rogue" is a repetitive phrase. Not that halflings are malicious, but everything works for them and nothing against them in this line of work. They're smart, opportunistic, and nimble, all things great rogues have. Being a rogue is to halflings as wizardry is to elves-- if it isn't their primary class, they are almost sure to have gained a level or two in it at some point. Half-orcs don't sneak around or pick locks too well, but make intimidating enforcers for a group. Rogues may be of any alignment, and they do not cast any spells.
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Alignment: Choose from lawful good, neutral good, chaotic good, lawful neutral, true neutral, or chaotic neutral. No evil characters.
Lawful: Lawful characters keep their word, believe in destiny, defend their honor, and follow the rules. This results in trustworthiness, steadiness, and rarely getting in trouble. However, they are sometimes close-minded or inflexible.
Neutral: Neutral characters with regard to law and chaos either don't care or promote neutrality over them both. Most are the first way. This is good because it means that they often take whatever course of action is most convenient at the time, but sometimes they may be indecisive or hold back the group.
Chaotic: Chaotic characters are free-spirited, flexible, believe in luck as opposed to fate, and are open to change. On the downside, they may be unpredictable or frustrating. (I myself am chaotic neutral, being all of these and not caring about good or evil)
Good: Good characters promote every man's welfare, often above their own, without (always) expecting reward. Less extreme versions may simply possess goodwill, within reason. However, they may be indignant if the group needs to kill a guard to get out of a prison or things like that.
Neutral: Neutral characters with regard to good and evil usually just don't care. They obviously prefer a happy and safe person to a tortured, imprisoned, or dead person, but have no problems with a few evil deeds. Sometimes they actively promote a balance between the two, but like in regard to law and chaos, this is rare.
Evil: Evil people (I'm not gonna let your characters be evil) never care about the welfare of others, only that of themselves. They attempt to become powerful through means depending on their ethos (law, neutrality, or chaos). They see nothing wrong with killing people to their own advantage, or setting them up, or the like
Dungeons and Dragons
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Dungeons and Dragons
This is 3rd edition. I've always wanted to play this game but never been able to. Okay, I will be the Dungeon Master. If you have any questions, ask me. Here is the thing:
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Okay here's the sign up sheet.
So are you going to join Prince Toad?Character Details: Name, age, sex, height, weight, eye color, hair color, skin color. See race entries for suggestions.
Race: Choose from human, elf, dwarf, gnome, halfling, half-elf, half-orc, or felisian. A felisian is sort of a cat-person, with more person than cat (I made up the race). I'll explain it in the Race part.
Class: Choose from barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, or wizard.
Alignment: Choose from lawful good, neutral good, chaotic good, lawful neutral, true neutral, or chaotic neutral. No evil characters.
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