Munchkins and Dragons/Guides

<tabber>Intro=
This is where I tell you all there is about the characters.. Both the characters in the game, and the players playing the game. Just click on the tab about what you want, and the info will be there!
|-|Player Cast=
*Alex-This player is a huge munchkin-So much so, that he's the reason why the story is called "Munckins and Dragons". He mix-maxes his stats, uses game mechanics rather than actually roleplaying to determine what he does, and has tried to metagame on several occasions. However, with the current DM, this is harder than it was before.. He plays as Avia. 
*Bob-He loves adventuring, and this is why he plays D&D. He'll always enjoy a good fight, and roleplays pretty well in combat. But he might just try and fight monsters when the rest of the players would rather avoid it. He plays as Boladin 
*Chuck-This player is pretty much a Rules Lawyer. He ALWAYS plays precisely by the rules, and will always try to enforce them. Of course, as is the norm, whatever the DM says goes, so he might not always get this. Fortunately, he's no metagamer, and will still roleplay things out. He plays as Clara. 
*Deric-An anti-munchkin. This player is mainly about the roleplaying and story aspect. Though he usually likes to play as the the thief. And this player is an example of why you should never let the thief get out of sight... He plays as Drogo. 
Gianna-She plays mainly for a good laugh, and a nice telling story. Therefore, she usually plays as a bard, and is even more of a roleplayer than Deric! She plays as Gimble. 
DM-The Dungeon Master of the campaign. The Dungeon Master has a strict policy of no metagaming. This means that players can't act on knowledge their characters wouldn't know (Looking at you, Alex..) He also is pro-roleplaying, but allows for the min-maxing of stats, skills, and feats, because of course an adventurer might want to study skills that help them the most, and optimize themselves!
|-|Charater Cast=
*Avia:A human wizard, who wants to seek out the nature of the mysterious world, after noticing several oddities that seem to be apparent all across the world. How? Well, with the scientific method, of course. Though observation and experimentation, she may just deduce exactly what rules the world follows.. And what better way to do that than to become an adventurer yourself, and take note of exactly what's going on? 
*Bob:A dwarven fighter, who loves a fight! But, what he likes even more is when there are companions fighting with him! Thus, he joined the adventuring party! 
*Clara:A human cleric, patron of the deity Palor. As a Lawful Good cleric, she would do whatever she could to help those in need.. Especially good adventurers, like her companions in the party! 
*Drogo:A halfling rouge. Just like most other rouges, this rouge likes to gather up as much treasure as possible, and would even steal for it. (No surprise there, he's a rouge.) 
*Gimble-A gnome bard. He's mainly here to have fun, and bring joyful spirit to the adventuring party, while also sharing his bardic knowledge to the rest of the party. Because of this knowledge, he's usually the leader of the party.
|-|Basic Character Stats=
Because this is outdated, I'm only giving the stats of characters that DON'T have their own tabs, as those have far more accurate information. When I update these characters, I'll take them out of this tab and give them their own tab as well. When nobody's left on this tab, it's getting deleted.
--Bodalin--
Class:Fighter
Race:Dwarf
Alignment:Neutral Good
*STR:16 (+3)
*CON:16 (+3)
*DEX:14 (+2)
*INT:11 (0)
*WIS:11 (0)
*CHA:8 (-1)
*HP=13
*Speed=20
*4'1, 154lb
*Languages=Common, Dwarven
*gp=10
*Size=Small
-Specials-
*+2 on spell and poison saving throws
*+2 on checking for unusual stone (happens just by being within 10 feet of it!)
*+2 on stone appraisal, stone crafting, and metal crafting
*Can sense depth
*Can search for stone traps
*See in dark up to 60 feet
*No loss of speed from armor
*+4 against being tripped when standing
*+1 attack against orcs and goblinoids
*+4 dodge AC against giants
-Skills-
SP=2(3+Level) [That's 8 now]
*Climb-4
*Jump-4
-Feats-
*Weapon Foxues (dwarven waraxe)
*Power Attack
(bonus every 2 levels and 3 levels)
--Drogo--
Class:Rogue
Race:Halfling
Speed=20ft
Alignment:Chaotic Neutral
*STR:8(-1)
*CON:9(-1)
*DEX:18(+4)
*INT:16(+3)
*WIS:13(+1)
*CHA:16(+3)
*HP=5
*gp=9
*Languages:Common, Halfling, Dwarven, Gnome, Goblin
*3'0, 34lb
*Speed=20ft
Size=Small**
-Specials-
*+2 on Climb, Jump, and Move Silently checks. 
*+1 on all saving throws. 
*An extra +2 on saving throws against fear.
*+1 on attack rolls with thrown weapons and slings. 
*+2 racial bonus on Listen checks. 
-Skills-
Skill Points=11*(3+Lv) [That's 44 now.]
*Move Silently-4
*Hide-4
*Spot-4
*Listen-4
*Search-4
*Disable Device-4
*Open Lock-4
*Sleight of Hand-4
*Decipher Script-4
*Bluff-4
*Intimidate-4
-Feats-
Improved Initiative
(bonus every 3 levels)
--Gimble--
Class:Bard
Race:Gnome
Alignment:Chaotic Good
Size=Small**
*STR:5
*CON:10
*DEX:13
*INT:14
*WIS:10
*CHA:14
*HP=6
*Skill Points=8*(3+LV) [That's 32 now.]
*Languages=Common+Gnome+Draconic+Elven
*gp=8
*Speed=20ft
-Specials-
*Sees twice as far as a human in low light
*Gnome Hooked hammers can be martial
*+1DC against saving throws for illusion
*+1 against koblods and goblinoids
*+4 AC dodge against giant size
*+2 to Listen and Craft (alchemy)
-Skills-
*Perform (string instruments)-4
*Spellcraft-4
*Use Magic Device-4
*Gather Information-4
*Sleight of Hand-4
*Decipher Script-4
*Diplomacy-4
*Knolwedge (history)-4
-Feats-
Dodge
(Bonus every 3 levels)
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**:Small size means +1AC, +1 on attack rolls, +4 on Hide checks, –4 on grapple checks, lifting and a 3/4 multiplier on carrying limits.
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|-|Avia=
As you likely already know from checking the Character Cast tab, Avia is a human wizard, who set out to find explanations for the many mysterious things about her world's mechanics. She eventually found herself as a part of an adventuring party, and would always make the move she thought was optimal to advance through the levels.
She's essentially a "munchkin". With a very high intelligent stat, she's quite good at going through these calculations. And she's still setting out to learn just how her world actually works. While she does do what's best for her party (It's better to have allies), she tends to do just that. If killing an enemy gives more EXP than, say, getting rid of the evil curse and restore them to the good side, then she's probably going to kill the enemy.
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Anyways, here is her character sheet, with links to descriptions of each spell/skill used (Nice that the SRD has the Open Game License-Because of that, there's webpages explaining it!)
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Name:Avia
Race:Human
Class:Wizard
Alignment:Lawful Neutral
*STR:7 (-2)
*CON:16 (+3)
*DEX:14 (+2)
*INT:18 (+4)
*WIS:12 (+1)
*CHA:10 (0)
*HP=10 (4+Con modifier+3 from Toughness Feat)
*Skill Points=7*(3+Lv) [That's 28 now. The 7 comes from 3+(Int modifier).]
*Languages=Common+Draconic+Dwarven+Gnome+Halfling (Yes, she has FIVE languages.)
*5'5, 121lb
*gp=10 (This will be updated as she gains more)
*Speed=1.524m/s (3.409mph) (30ft per "round" based on SRD) (This is walking speed, not running speed. Running is 4 times that.
*Exp=0 (I mean, we're literally in the first adventure..)
GP is basically the currency of the world of D&D.
-Skills-
*Spellcraft-4
*Concentration-4
*Decipher Script-4
*Knowledge (Arcana)-4
*Knowledge (architecture)-1
*Knowledge (dungeoneering)-1
*Knowledge (geography)-1
*Knowledge (history)-1
*Knowledge (local)-1
*Knowledge (nature)-1
*Knowledge (nobility and royalty)-1
*Knowledge (religion)-1
*Knowledge (the planes)-1
*Search-.5* (1p*)
*Spot-.5* (1p*)
*[http://www.d20srd.org/srd/skills/useMagicDevice.htm Use Magic Device-.5 (1p*)
*These two skills are skills of different classes:Therefore, a point in those skills counts as half a rank.
-Feats-
*Toughness (How could I have forgotten how vital this is?)
*Improved Initiative (Sorry, Silent Spell, but you're useless at level 1. Maybe she'll retrain/respec at a higher level.)
*Scribe Scoll
(Every 3 levels and every 5 levels, Avia gains a bonus feat.)
One of Avia's goals is to gain some Twilight mithril armor. That would give us an arcane failure chance of 0% when worn, essentially letting Avia have armor with no penalty. But as for right now, the best she can do is Mage Amor. 
-Spells-
All the level 0 "cantrips" are automatically known. However, spells must be prepared first at the start of the day, by studying the spellbook, and at 1st level, a total of 3 cantrips and 2 1st level spells can be prepared per day. These numbers will go up as she progresses through the levels, and she will eventually gain the ability to cast a small number of them at will (Feat:Uncanny Foresight) Read Magic is a special case:No spellbook preparation needed (but it still needs to be CHOSEN ahead of time) 
All of these "cantrips" can be found here, under 0-level spells:http://www.d20srd.org/srd/spellLists/sorcererWizardSpells.htm#zeroLevelSorcererWizardSpells
You can think of it like this:Each and every spell has a BUNCH of steps to perform it, and "preparing" them is doing all but the last. That way, they can be cast quite quickly, by just doing that last step. Read Magic is commonly used, so it can be remembered well, but only that last "casting" part of the rest are remembered. However, eventually, she'll gain 4 spells that she can just preparare from memory (Feat:Spell Mastery-Prerequesite for the Uncanny Knolwedge feat.)
We don't know why Avia can only prepare them once per day. But she really can only prepare them once per day.
Since Avia has a +4 Int modifier, she knows 7 1st level spells currently. Every level, she'll gain 2 more, until she has them all. Every second level (Level 3, 5, 7...), she'll be able to cast spells of a higher level, until she reaches 9th level spells (which happens at level 17.) 9th level is the highest level there is, so it ends there.
Each level, she'll learn 2 spells of each spell level that she can currently cast. So Level 4 adds 2 1st level AND 2 2nd level spells. This keeps going until [Yes, and including] 20th level-I haven't decided what happens after that-It's where I branch off from the SRD because the Epic Handbook is broken.
Here are the level 1 spells:
*Detect Secret Doors
*Endure Elements
*Identify
*Feather Fall
*Shield
*Mage Armor
*Comprehend Languages (What if there's a language not on the list, and she needs to understand it for a reason? Cast that spell!)
|-|Clara=
Clara is a cleric, who will help those in need, and try to improve the world. Since Avia is an optimizer, and completing adventures can also net "experience points", Avia and Clara will often be in agreement about what to do. However, since Clara is more focused on doing the most favorable thing for the good of the world, rather than the most favorable thing for merely the party, they will be split sometimes. But of course, since keeping good adventurers well helps the party save more people, she does give a slightly higher priority towards helping good adventurers.
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Class:Cleric
Race:Human
Alignment=Lawful Good
*STR:10 (0)
*CON:14 (+2)
*DEX:9 (-1)
*INT:11 (0)
*WIS:17 (+3)
*CHA:15 (+2)
*HP=10
*Domains=Good, Healing (from Palor)
*5'10, 180lb
*Languages=Common
*Speed=30ft
*gp=10
-Feats-
*Scribe Scroll
*Alertness
(bonus every 3 levels)
-Skills-
SP=2(3+Level) [That's 8 now.]
*Spellcraft-3 (This is better to have near max)
*Concentration-2 
*Knowledge (Religion)-1 (There's really no point in the Heal skill when you literally have healing spells)
*Knolwedge (Arcana)-1 (This will help with such healing spells)
*Knolwedge (The Planes)-1 (This will help out later on..)
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--Spells--
As a cleric, she knows every spell on the cleric list... However, there are quite complicated rules as to how many she can cast.
Like a wizard, clerics need to prepare their spells ahead of time. Also like a wizard, at 1st level, she can prepare 3 level-0 spells (orisons), and one 1st-level spell.. with one exception.
You see, like all clerics, Clara has two domains. And for each spell level, starting with the first (so no 0-level), she has a special domain spell, from one of the domains. At level 1-2, she can only use the 1st level spells, for 3-4, 1st and 2nd can be used, and so on...
But her domain spell is a special spell. It's always prepared, and does not count towards the limit of prepared spells. However, it can still only be used once a day. She also can only pick one domain spell for each spell level-She can't pick both spells.
Clara's domains are Sun and Knowledge. As a result, she's divided between having Detect Secret Doors, or Endure Elements.
Passive and active perception can detect doors anyway if you roll high enough, and Avia already knows Detect Secret Doors. So Clara's domain spell for 1st level is Endure Elements.
Since she's Lawful Good, she also can't cast Evil or Chaotic spells. However.. She can, at any time, replace a prepared spell with a cure spell of the same level, and cast it spontaneously. As a result, she's not going to be preparing cure spells at all, since she'll just spontaneously cast them when the time is needed.
--Turning Undead--
As a Cleric, she also has a chance to turn undead. Because of her Charisma modifier, she can do this five times a day. 
But what is turning undead, exactly? Here's how it works.
Clara can turn undead within a 60 foot range of her. She can affect multiple at a time, as well. However, there must exist a straight line from her to the undead, not blocked off by anything (ie:They can't have total cover).
At the same time, the effect is limited. A Charisma check (1d20+Cha mod) is given, to determine what the maximum level/Hit Die of undead she can affect. (As of right now, her Cha modifier is 2, but it might go up.)
Take the result of the roll, divide it by 3, rounding up. Then, subtract 4, and add Clara's current level. That's the highest level she can turn.
If it turns out she can't turn anyone, the attempt fails. The attempt is still used up, however. If she can, then roll 2d6+Cha mod, plus her level, and that's the maximum "Hit Die" total that can be affected. (A level 2 undead counts as 2, level 1 counts as 1.. Their sum cannot exceed this number.)
Also, if an undead is half or less the level of the cleric, they're not merely turned... they're destroyed.
When undead are turned, they will flee from the cleric, by the fastest means possible. If they can't (because they're cornered, for example), they'll simply cower in fear (-2 penalty against attacks, no Dexterity bonus, and they can't act.) ..However, if Clara approaches the undead while within 10 feet of them.. The turning effect breaks. It also only lasts for one minute. ...Nothing's stopping the rest of the party from killing the undead, though, and there's nothing stopping our cleric from using a ranged attack!
...And that's all for Clara!
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