Arian Soarus (made with DnD 5e character generation) (change to suit your character) Race: (Pick any race) Dragonborn with blue scales Height: 6'5" Alignment: (Pick any alignment) Undecided Character description: (Describe your character) Sex: (choose your sex) God: The creator or place the god or gods you worship here Devotion: (Place how many requests to a demon or angel you made. Every start of a new day the total is reset to 0.) Class: Civilian (this is your main class here) Subclass: Worker (otherwise place your actual class as your subclass here) Affiliations: (Name group or people here) Ability Score Increase: (place what is increased or decreased) level: 10 Exp: 26000 Next level: 46000 xp Age: 30 Weight: 130 lbs. Health percent: 170% Currently: 170% (You start at 100% then add per level the constitution mod as a bonus) Proficiency bonus: +3 (place what proficiency bonus you have) Money: 1000000 credit and dollars Ability scores: The stats are decided by rolling a 6d20 or use of 100 points, this is where each point is a stat point and your assigning the collective points, keep in mind skills and health are important so get a higher int and con. This is set amongst the different stats that are changeable. You can, however add additional stat points, that's as you buy them and it costs 1 stat point per 1000 gold, dollars or credit spent. That's up to 5 additional stats per level raised. Calculate the Ability score mods. The ability score mod is calculated by thinking to determine an ability modifier without consulting the table, subtract 5 from the ability score and then divide the total by 2 (round up).: Strength 19 mod +7 Dexterity 16 mod +6 Constitution 18 mod +7 Intelligence 20 mod +8 Wisdom 15 mod +5 Charisma 17 mod +6 Luck: +10 (This is a calculated use of finding something valuable or some luck event.) Work: 18 Mod 7 (Work is str+con/2; drop the remainder. Work details how effective the idea is like you wanted to create an enhantment, then the item you enchant causes what you want with the work you put into it. This effects by adding the work mod as a + to the items effect. Like a +5 for a weapon+5.) Wealth: 17 Mod 6 (Wealth is work + cha /2; drop the remainder. This stat creates an effect of increases in what wealth, you get that from the targets that you kill or persuade. This is like a multiplier to your wealth that you normally get. Where a 6 wealth mod is a x6 to your money that you get. Otherwise, its a +6 wealth to your object luck and stuff.) Will: 19 mod +7 (This is gotten by (St + In) / 2 and rounded down.) Fortitude: 16 +6 mod (This is formed by (St + Cn) /2 and Rounded down for ability to know when you are sick or poisoned.) Speed: 17' and 50' flight. (See this is how fast you are in an action and makes the initiative. Calculated by (St + Dx) / 2 rounded down.) Reflex: 18 mod +7 (So this is used to dodge things. When its used, you stop the damage and dodge attack. You form it, by the formula of (Speed + In) /2; Round down the remainder.) If you feel free to use the reflex as though a stat and give it a stat mod, then you can do a reflex check by 1d20+reflex mod. That is where a rolled 10 or above is a dodged event or attack.) Charm: 19 mod +7 Charm is how well you can convince a person to create friendships and that is created points of convincing others, this is done mainly by speaking or causing the point of feeling do you get an effect by feel. Use the formula of (Int + Cha)/2 and round up the remainder. Then get the ability mod and use that with charm effects and charm checks. Memory: 16 Mod: 6 (This is useful to remember things by another means instead of using arcana. It is calculated by (Con + Wis)/2 and drop the remainder..then record the score and get the ability mod and use that with remembering things and memory checks.) Number of actions per round: 4 (This is gotten from the intensity special ability or multitasking special ability with its 1d6 actions per round. Otherwise its 1 action per round.) Time of effect: 6 rounds (Recalculate this!)(This uses duration or the time things effect, it mentions how long an effect has to do its thing. That is either instant or using the focus ranks, times the number of actions in a round or speed of time. That's for an amount of time the idea effects. This is seconds in rounds of 6 seconds in melee, otherwise its minutes and hours outside of combat. That means if you got a 40 second effect from 4 actions per round times a 10 focus rank, that makes it 40 then 40 divided by 6 is 6 rounds. This is where you think to round down the decimal point. This effects the number of rounds an effect has, if no effect time is mentioned in the description of the ability.) STP: 100 points Mod reduction: 0 (At 50 stp you get fatigued, every 20 points starting at 50 or lower your constitution and dexterity mod temporarily by -1.) Nonlethal: 0 points (leave at 0 until you gain nonlethal damage points.) Morale (Optional and starts at 5): 5 Subdual damage track (Optional, each point is 30% damage below 0, after reaching 10 points, your character dies. Each point is 2 months aging repairable by resting/healing.): Nonlethal damage (Each point is every 5 points STP below 0, that's 6 months aging per point repairable by resting/healing.): Energy: 170% of 170% (This is optionally used and starts at 100%, add in the constitution mod per level as a bonus.) Inspiration points: 0 (These points are built up over time as you complete an activity you gain a point. They're there if you want to use it for an extra reroll per point used. This starts at 0.) Abilities and skills: These are assigned by skill points, allocated as you want that are class specific here [http://rpg.epizy.com/rpg-site/Alt-DnD//SHs_post_modern_dnd.htm#skill], so think to assign your own skills unless you want to use the class skills listed here [http://rpg.epizy.com/rpg-site/Alt-DnD//SHs_post_modern_dnd.htm#cd]. I would use your own class skills or hand picked skills along with the class skill that is there in the class description, as long as you remember to add Focus (Wis) to the list. Then reassign the skill points as 1 rank = 1 point. Class skills: Civilian skill (Int) 10 ranks Worker skill (Int) 10 ranks Craft (Int) 10 ranks Handle Animal (Cha) 5 ranks Arcana (Int) 10 ranks Profession (Wis) 10 ranks (if you have healer as your profession, then you don't need a healers kit.) Diplomacy (Cha) 10 ranks Heal (Wis) 10 ranks Nature (Int) 10 ranks Acrobatics (Dex) 10 ranks Perception (Wis) 10 ranks Focus (Wis) 10 ranks Intimidate (Cha) 5 ranks Ride (Dex) 10 ranks Stealth (Dex) 10 ranks Athletics (Str) 5 ranks Survival (Wis) 7 rank High bartering (Wis) 10 ranks Bluff (Int) 10 Modern things (Int) 10 ranks Skills: Skill points are 0 Spell abilities: This is for remembered spells by rolling a arcana check and optionally use of a wisdom check to see if you remember it. You start at Rank 1 and go up with use of the ability or applied skill points. Example: Spell (Int) Rank 1 Extra ability skill: This is for remembered innate ability by rolling a arcana check and optionally use a wisdom check to see if you remember it. You can roll a 1d20+focus skill rank and get 10 or above for successful play and use of the ability. Example: Create (Cha) Languages: Common, Creator's language, Draconic Divinations: This is where you put your god or creator made special effects. Class ability: (Put your own class ability with the class ability listed in the class description class features here) Class ability (Ex) Chaos effect (Cha) Nature Sense (Ex). Trackless step (Ex). Spell subversion (Cha) Resist nature's lure. Chaos confusion (Cha). Time ability (Wis). Venom immunity. Kinetic speed-up (Cha) Human defense field (Cha). Kinetic attack (Cha) Kinetic funnel (Cha). Time ability (Wis). Dimensions (Ex). Kinetic runic (Wis). Kinetic Antemetal (Cha). Kinetic manipulation (cha) Kinetic flying (Int). Magic abilities: Focus ability Soul Batteries Special Abilities: Regeneration (regeneration rate is 2d10+Cn bonus) Magic focus Intensity; You get 1d6 actions per round. Misty form; This special ability is where you can transform into mist itself and back again. Thinking to create an instant shift to be where you intend to be. As mist, your not effected by attacks and absorb all energy directed to you or whatever energy effect you don't like that you repurpose the energy for causing another effect on whatever target or area you like. Intensity: This occurs sometimes when invictimized, then you might feel intense. Otherwise you could think to feel more focused. Then you feel more intense emotion, lose a temporary amount of weight and speed up your body by what you sense. This is where the speed of time comes into play, the idea is simple where the speed of the body allows for dodging or 1d6 multiple attacks/actions if necessary. Rolled at the beginning of battle. Otherwise you can do one sped up attack. Also noted for intensity, there is an automatic dodging of things in the intensity of the moment, that you would rather not be effected by feel. So think about this, you can use it accordingly if you must. The wiry or thin strength does go up temporarily as the weight goes down, that is a noted effect. In gaming terms such as DnD, that would add a die 6 roll of points to your speed. This is addable as a bonus to your dodge roll. Also you get a 1d6 or 1d10 strength modifier. These additions, if allowed by the DM or GM, only last as long as your intense. That is a point to work with as long, this is when you use the ability. Some go with the idea, this is where your an intuitive person. So think to relax and you can relate to others better. So that is done by thinking about things, the idea comes naturally of what you want. It means you can seem to be what knows things by idea, this is with reactions if you don't think. See that is done to do things, sometimes this is from a gaming perspective where you hate to do things. Feats: Feat points are 12. This uses feat points and you get bonus feats, especially if you use a class in this ars dnd manual. Place your own feats as you can. Listed here [http://rpg.epizy.com/rpg-site/Alt-DnD//Post_modern/Feats.html]. Don't forget the Armor, Shield and Weapon proficiencies. Armor Proficiency (Heavy) Shield Proficiency (Heavy) Weapon Proficiency (Accurate) Created language feat; Create a language that is all languages or you can understand all languages as though a creator's language, as though a created language by the creator that the creator helps you understand by realization. Add the language to your list of languages; Creator's language. The nasty; The attacker suddenly has to take a shit or piss and can't hold it any longer, so he or she either goes in their clothes or finds a bathroom in the area somewhere. No matter what, the attacker is distracted for 1d6 rounds and combat can end otherwise. If your a victim of this, you resist the urge and can wait till later. Education; Allows a character to understand things naturally, that isn't so easily understood. This is a +3 to intelligence and adds a language of your choice. Energy body; Transforms your body into an energy form that is solid, yet energy. Making the form become solid or unsolid at will. You will no longer need food or water, unless you feel you need it. You can control how you look and feel, at will or whim you can change yourself to appear anyway you want, including like another person. You regenerate 1d20 HP per round in solid form. You absorb energy as it comes to you and weapons can pass right through you, when unfocused in mind. Basically.. So with energy body you absorb spell energy and use it as your own energy. Any attacks you can avoid by turning into energy. Your only acually effected by magic weapons. Think of this like a moment in time your attacked. You change into energy upon attacks, and are having the attacks pass right through you. Then you become solid again and do what you may. This is a very unique energy form. If your wondering what makes that feat possible.. its either your god or the creator. They transform you on demand or need. On transformation, any wounds or conditions you don't want disappear and your full health. Flight; Flight is easy for you. You may fly at will, anytime you will the action. This flight is inertial and requires no wings. Your flight speed is 30'. Hover; When flying, the character or creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability. If a character or creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so. Alertness; You don’t grant enemies combat advantage in surprise rounds. You also gain a +2 feat bonus to Perception checks. Astral Fire You gain a +1 feat bonus to damage rolls when you use a power or abilty that has fire or radiant effect. At 11th level, this bonus increases to +2. At 21st level, it increases to +3. Escape Artist You can attempt to escape a grab as a minor action, instead of as a move action. You gain a +2 feat bonus to Acrobatics checks. Glibness; This makes believable lies, by a +3 to the Bluff Skill. Dream Crusher; When an enemy scores a critical hit on you it does 25% less damage. Hyperphase; The hyperphase feat phases your effect to wherever you want it to be and it becomes as though it were cast there. The phase is done at will and anytime you want it to happen for magic. The range is unlimited and this is where you use a construct of magic to shift the effect and manifest it. Mechanics; Be able to use any device, magical or non-magical. With this feat, you can make the devices, if given enough time to study. In essence, you can create any item or device. Phase Step; With a step, you vanish from one place and appear in another through hyperspace travel. The effect is to teleport anywhere you can see or visualize. You may use this power at will and any number of times per day. Rapid Flight; You are able to fly faster than others of your kind. Your flight speed increases by +20 feet. This does not affect your flight manueverability. Psychic ability; Psychic ability is there if you think it's there and this means you create more easily and work things better. The idea is a point you think to know, and your spirit has you realize what it knows by soul insights. What you know is known about by the third eye activated with pinneal gland blood flow, this blood flow happens naturally and you think to realize or work to get an effect easier. Add a +5 to your effect/attack rolls you think to do. This has an added +1d10 per each 2 levels of the character that applies to damage/healing amount, otherwise the effect length in rounds in melee and minutes outside the battle. Remote viewing; Remote viewing is where you create a point or make yourself know things, that is done by thinking the point and creating with breathing as you think you know by the spirit and you realize the idea that is there. This is where you think, make and create or think about the place and make by focusing on your vision to create what you need. You know you succeed and direct your mind or the area is directed, if you roll a focus check and get a 10 or above or use Diceless value. The feat allows that you can create elemental effects remotely by using air waves and trace elements nearby, this is using the psionics special ability values. Constructs; Psionics are a special ability, that is sometimes used in the ability needed and energy consciousness does what you think by idea. So these are energy effects that are formed and shaped by the power of the mind using energy to create a shape. This shape has attributes called programming, that you can use in idea or make by suggestion, alter by thought, need to cause with effect, destroy with thinking the construct or thing is destroyed and kill with the effect by feel to do things. This is using a point you create with by feel, so if you think of the moment and you make the effect by what is done you create the effect of desire by what you do. Constructs are a feat of psionics that can emulate or create nearly anything, so if you think to use them you can make them by a concept you try out or suggest to the subconscious. This is done using a focus check with a 10 or above as success or use Diceless values. Making in duration 1d6+each 2 focus ranks as a point in rounds, and minutes outside of battle. Otherwise if instant, then you can create by 1d8+charisma mod per each 2 focus ranks. The power of the mind over the body or element that does what you think and need, this is the power of the idea you have by feel with using what you need or have. That's gotten by gating or creating with the use of what is there. Psionics: Your character can use at will any psionics effect that you can think up. This is anything in psionics that is using psychokinesis. The types of psychokinesis include Microkinesis, Macrokinesis and Other psychokinesis. This is not a spell-like ability, this is using an extraordinary ability of the mind that uses focus. So antimagic users can rest assured, that psionics still works in antimagic by which is antimatter. • Microkinesis Microkinesis is a deft movement to cause in small things a change of position or change of something to be something else. Metal bending and causing a genetically changed body condition is an example. Use Microkinesis to cause small changes and create big results. • Macrokinesis Macrokinesis is the movement and change of things that are large scaled. This includes: Elemental manipulation is when you can summon the elemental energy at will to do as you need. This uses the Forcecraft system of elements. If you have a crystal on you, then you can use it to add +3 per every 2 levels to the damage total. The forcecraft system is to think of the effect, then will it to exist where you need it to appear to be created or manifested (the dice used for them is listed in brackets besides the element). Earth (d8), Lava (d12), Fire (d10), Water (d8), Ice (d8), Air (d6), Acid (d10), Magnetism (d8), Death (d12), Emotion (d6), Spirit (d8), Sun (d10), Time (d8), Light (d6), Darkness (d6), Instance stop or void (d8), Chaos (d12) and Order (d10) are the elements you can manipulate into existence. When you manifest the psionic ability you use a 1d20+Focus Rank to see. This is where any roll under 10 is fail, and any roll that's 10 or above is success. This is done using a point of expression, that is different from the rest of the psychokinesis. Especially if you realized by knowing, you manifested the element where you think to make it manifest or appear. The idea is there is: Levels 1-9 gets (1)(dice used)+(Charisma mod) per every 2 focus ranks (round down). Levels 10-19 gets (2)(dice used)+(Charisma mod) per every 2 focus ranks (round down). Levels 20-29 gets (3)(dice used)+(Charisma mod) per every 2 focus ranks (round down). Levels 30+ gets (4)(dice used)+(Charisma mod) per every 2 focus ranks (round down). Thats the amount, its worth is damage or effect length in seconds with melee and minutes outside of melee or battle. This is a 10d10+6 with a character doing a fire attack, that has 10 levels(2), 6 Charisma mod and 10 Focus Skill Ranks. The max being 10*10+6=106% in amount of damage. This effects what you need to effect, then where you wish to create the effect is where you think it is created. Special idea: Skill points; (6+Int mod)x4 for 1st level and 6+Int Mod per every 2 levels. Special; Any level: +2 to familiar and group effects or attack if any gotten. These are listed here [http://rpg.epizy.com/rpg-site/Alt-DnD//Post_modern/Post_charting.htm]. Equipment: the carrying capacity is 10*strength and the equipment list is here [http://5e.d20srd.org/indexes/equipment.htm]. Carrying ability/Encumbrance: 190 lbs. Kevlar vest 10 lbs, 20+dex mod ac Polycarbon Stainless Steel Shields 3 lbs, +5 ac Light sabre 4d10+6 piercing/searing 1 lb. PPC Gun 2d8+6 30' searing 10 lb. Crystal 1 lb. Wand 1 lb. +5 to effect roll if magic intended Backpack 5 lb Clothes, traveler's 4 lb. Ring of holding .5 lb. Carrying: 41.5 lb. Ring of holding: Abacus 2 lb. Bedroll 7 lb. Bell Blanket 3 lb. Block and tackle 5 lb. Bottle, glass 2 lb. Bucket 2 lb. Candle Flashlight .5 lb. Blinker .5 lb. Case, map or scroll 1 lb. Chain (10 feet) 10 lb. Chalk (1 piece) Component pouch 2 lb. Crowbar 5 lb. Grappling hook 4 lb. Hammer 3 lb. Hammer, sledge 10 lb. Healer's kit 3 lb. Holy water (flask) 1 lb. Hourglass 1 lb. Ink (1 ounce bottle) - Ink pen Mirror, steel 1/2 lb. Paper (20 sheets) lucky pieces 10 1 lb. Fine clothes 4 lb. Communicator device .5 lb. Cell phone .5 lb. Camping equipment 10 lb. BAB: 16 AC: 31 Equipped: Kevlar vest 26 ac Polycarbon Stainless Steel Shields +5 ac Light sabre 4d10+13 PPC Gun 2d8+13 30' Backpack Clothes