Help with first character, please [Archive] - Wizards Community

Post/Author/DateTimePost
chronoplasm

12-26-05, 10:07 PM
Hi, I'm pretty new at D&D. I just created my first character using http://www.pathguy.com/cg35.htm and I was wondering if you could help me out with him.

Heres his backstory: Nevik was found on the steps of a monestary when he was an infant and adopted by the clerics there. He was raised as a Cleric, but as he grew up he became convinced that the Clerics and their god were weak fools. He left the monestary and traded his white robe for a black silk robe with a Dragon embroidered on the back. Convinced that he has enormous untapped potential that was held back by the Clerics, he now worships himself as he attempts to tap into his inner power. He has two big scars on his back. What Nevik doesn't know is that his father was a Dragon and that his wings were amputated when he was too young to remember. He also isn't aware of his breath weapon yet.

I know, its stupid. But heres my character.

Male Half-Dragon Human Cleric 1
Lawful Evil

Strength 17 (+3) Size: Medium
Dexterity 15 (+2) Height: 5' 9"
Constitution 15 (+2) Weight: 230 lb
Intelligence 17 (+3) Skin: Pale
Wisdom 17 (+3) Eyes: Red
Charisma 18 (+4) Hair: None
Domains: Animal Fire
Energy: Negative [Harmful / Rebukes Undead]
Total Hit Points: 12
Speed: 30 feet
Armor Class: 16 = 10 +2 [dexterity] +4 [half-dragon]
Touch AC: 12
Flat-footed: 14

Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +4 = 2 [base] +2 [constitution]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: +5 = 2 [base] +3 [wisdom]
Attack (handheld): +3 = 0 [base] +3 [strength]
Attack (unarmed): +3 = 0 [base] +3 [strength]
Attack (missile): +2 = 0 [base] +2 [dexterity]
Grapple check: +3 = 0 [base] +3 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
86 lb. or less
87-173 lb.
174-260 lb.
260 lb.
520 lb.
1300 lb.


Languages: Abyssal Common Draconic Undercommon
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Sickle [1d6, crit x2, 2 lb, light, slashing]
Feats:

Combat Expertise
Skill Focus (Handle Animal)
Traits:

Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 3 = +3
Balance Dex* 2 = +2
Bluff Cha 4 = +4
Climb Str* 3 = +3
Concentration Con 2 = +2
Craft_1 Int 3 = +3
Craft_2 Int 3 = +3
Craft_3 Int 3 = +3
Decipher Script Int 4 = +3 +1
Diplomacy Cha 6 = +4 +2
Disguise Cha 4 = +4
Escape Artist Dex* 2 = +2
Forgery Int 3 = +3
Gather Information Cha 5 = +4 +1
Handle Animal Cha 9 = +4 +2 +3 [skill focus]
Heal Wis 3 = +3
Hide Dex* 2 = +2
Intimidate Cha 5.5 = +4 +1.5
Jump Str* 3 = +3
Knowledge (religion) Int 7 = +3 +4
Listen Wis 4 = +3 +1
Move Silently Dex* 2 = +2
Perform_1 Cha 4 = +4
Perform_2 Cha 4 = +4
Perform_3 Cha 4 = +4
Perform_4 Cha 4 = +4
Perform_5 Cha 4 = +4
Ride Dex 2 = +2
Search Int 3 = +3
Sense Motive Wis 4.5 = +3 +1.5
Spot Wis 3 = +3
Survival Wis 3 = +3
Swim Str** 3 = +3
Use Magic Device Cha 5 = +4 +1
Use Rope Dex 2 = +2
* = check penalty for wearing armor
Zero-level Cleric spells: 3 per day

First-level Cleric spells: 2 (1+1) per day +1 from a domain:

Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Half-Dragon Template:
+8 strength, +2 intelligence, +2 constitution, +2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)
Breath attack once per day
Fire: Red (30' cone 6d10 DC 19), Brass (60' line 3d6 DC 17), Gold (30' cone, 6d10 DC 20)
Acid: Black (60' line 6d4 DC 17), Copper (60' line 6d4 DC 17)
Cold: White (30' cone 3d6 DC 16), Silver (30' cone 6d8 DC 18)
Electricity: Blue (60' line 6d8 DC 18), Bronze (60' line 6d6 DC 18)
Gas: Green (30' cone 6d6 DC 17)
Damage Immunity
Fire: Red, Brass, Gold
Acid: Black, Copper, Green
Cold: White, Silver
Electricity: Blue, Bronze
+4 natural armor bonus (already included)
Wings
Hit dice increases one dice type to maximum of d12
Level adjustment +3
Cleric:
Alignment Aura
Spontaneous Casting (harm)
Rebuke Undead (7x/day)
High wisdom gains bonus spells daily
Domain choices give additional abilities


Class HP rolled
Level 1: Cleric 10
CryoSilver

12-26-05, 10:30 PM
You're playing a half dragon as your first character? Bad idea.

Half dragon at all is a bad idea; at ECl 4, you only have one Hit Die of hp, and you only have 1st level spells.
chronoplasm

12-26-05, 10:40 PM
Ah. It kinda sounded cool at first.... oh well. Should I just go straight Human?
TLomon

12-26-05, 10:44 PM
For your first character, I would recommend sticking to just the PHB. Stay away from alternate races/classes until you are more familiar with the rules and how the game is played. (The reasons for this particuliar build being bad are clearly addressed above.)
CryoSilver

12-26-05, 10:47 PM
Yes, I would say go straight human, and nothing non-core, at least until you've played a solid dozen sessions and have the core rules down cold.
Gworraent

12-26-05, 11:16 PM
HOLY $HIT!

Strength 17 (+3)
Dexterity 15 (+2)
Constitution 15 (+2)
Intelligence 17 (+3)
Wisdom 17 (+3)
Charisma 18 (+4)

talk about high stats!

Not to be mean, but I'm assuming that your DM is also new to DnD. A bit of advice, dont take these stats, reroll, get lower stats, it's much more enjoyable with lower stats, then you really specialize and roleplay instead of having an all around amazing character. It's like using cheats in RTS's for computer games, once you use them it's fun for a while, then you cant stop using them and it takes FOREVER to get back down to average. I did this, our group is still suffering the consequences
chronoplasm

12-26-05, 11:23 PM
Thanks guys! I'll get started fixing my character right away.
ehrin

12-26-05, 11:24 PM
i heartily recommend a human fighter for a first character, or, if you have some experience in role playing, a dwarven fighter.

second choice, a human cleric who specializes as a healer... just follow the party for a while, heal when they die, and learn.

learn to excel at the basics, then expand your playing skills... It may sound strange, but if you learn the basics with a human fighter, then you won't end up trying to play a half dragon/half drow evil ranger/psion/paladin without knowing how to move into and out of combat, use strategy and attacks of opportunity to your advantage, etc..
CryoSilver

12-26-05, 11:29 PM
His stats aren't actually rolled all that high, since 1/2 dragons get so many ability boosts; for example, his rolled Str is only a 9.

And those stats don't look so shiny when you consider that he only has 11 hp. At ECL 4. A straight human cerlic with 14 Con has an average of 29.5 hp at that level. He also only has first level spells, and two experience levels away from 2nd level, compared to the level 4 human cleric only one level away from 3rd level spells.

I'd take the straight human any day.
chronoplasm

12-26-05, 11:34 PM
Nevik (2.0)
Male Human Cleric 1
Lawful Evil



Strength 8 (-1)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 15 (+2)
Charisma 14 (+2)
Size: Medium
Height: 5' 6"
Weight: 150 lb
Skin: Pale
Eyes: Red
Hair: None



Domains: Animal Fire

Energy: Negative [Harmful / Rebukes Undead]


Total Hit Points: 10

Speed: 30 feet

Armor Class: 11 = 10 +1 [dexterity]

Touch AC: 11
Flat-footed: 10
Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +4 = 2 [base] +2 [constitution]
Reflex save: +0 = 0 [base] +1 [dexterity] -1 [detached]
Will save: +7 = 2 [base] +2 [wisdom] +2 [iron will] +1 [detached]
Attack (handheld): -1 = 0 [base] -1 [strength]
Attack (unarmed): -1 = 0 [base] -1 [strength]
Attack (missile): +1 = 0 [base] +1 [dexterity]
Grapple check: -1 = 0 [base] -1 [strength]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
26 lb. or less
27-53 lb.
54-80 lb.
80 lb.
160 lb.
400 lb.




Languages: Celestial Common Undercommon


Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]


Feats:

Iron Will
Martial Weapon Proficiency Weapon:

Traits:

Detached


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 2 = +2
Balance Dex* 1 = +1
Bluff Cha 2 = +2
Climb Str* -1 = -1
Concentration Con 2 = +2
Craft_1 Int 4 = +2 +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha 2 = +2
Disguise Cha 2 = +2
Escape Artist Dex* 1 = +1
Forgery Int 2 = +2
Gather Information Cha 2 = +2
Handle Animal Cha 6 = +2 +4
Heal Wis 4 = +2 +2
Hide Dex* 1 = +1
Intimidate Cha 2 = +2
Jump Str* -1 = -1
Knowledge (religion) Int 6 = +2 +4
Listen Wis 3 = +2 +1
Move Silently Dex* 1 = +1
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Profession Wis 4 = +2 +2
Ride Dex 1 = +1
Search Int 2 = +2
Sense Motive Wis 4 = +2 +2
Spot Wis 3 = +2 +1
Survival Wis 2 = +2
Swim Str** -1 = -1
Use Rope Dex 1 = +1


* = check penalty for wearing armor


Zero-level Cleric spells: 3 per day



First-level Cleric spells: 2 (1+1) per day +1 from a domain:




Human:


Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Cleric:

Alignment Aura

Spontaneous Casting (harm)

Rebuke Undead (5x/day)

High wisdom gains bonus spells daily

Domain choices give additional abilities


Class HP rolled
Level 1: Cleric 8
CryoSilver

12-26-05, 11:42 PM
Put your 8 into Dexterity, and the 12 into Strength; as a cleric, you'll probably be wearing heavy armor, and will need the Strength to keep encumbrance down.
chronoplasm

12-26-05, 11:53 PM
Put your 8 into Dexterity, and the 12 into Strength; as a cleric, you'll probably be wearing heavy armor, and will need the Strength to keep encumbrance down.
Cool. Thanks. ^_^
CryoSilver

12-27-05, 12:31 AM
No problem.

And asI look closer, why do you have a shortsword? That's very sub-optimal. I suggest using a morningstar, and then spend your feat on Spellcasting Prodigy or Scribe Scroll.
chronoplasm

12-27-05, 01:05 AM
I kind of had the image of the character in my head and tried to create him according to that image. Thats why he has a sword, but I suppose I could give him a morningstar instead.
Tytalus

12-27-05, 01:17 AM
I kind of had the image of the character in my head and tried to create him according to that image. Thats why he has a sword, but I suppose I could give him a morningstar instead.

Go with what fits the character you want to play. It's only a minor difference in effectiveness, and if it helps you imagine the character better, it's all worth it.
CryoSilver

12-27-05, 01:20 AM
The by all means, go with the sword, though what I would advise is that you use a sickle and just say it looks like a sword, because you can.
Tytalus

12-27-05, 01:43 AM
The by all means, go with the sword, though what I would advise is that you use a sickle and just say it looks like a sword, because you can.

Yes, that's a good option. It saves you a precious feat, but has the minor downside that you will be less likely to find magic weapons of this kind in your adventuring career.
CryoSilver

12-27-05, 01:07 PM
True, true, but if he's a cleric, he can take the feat and make them on his own, which, while it costs a feat, in the long run could save the party a lot of gold.