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Borntorule
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Posts : 11
Join date : 2011-02-08
Age : 21

PostSubject: Char Sheets   Thu Apr 07, 2011 12:31 pm

Pretty self explanatory, post your char here

Name: Seaorin Nighthawk

Race: Elf

Languages: Elvish, Basic/Common, Draconic, Goblin

Alignment: Chaotic Neutral

Level:1

Exp: 525/1000

Class: Assassin

Feat: Sniper

Base AC:14+2

BAB: 0

RAB: 4

MAB: 2

HP:8

Fortification/Reflex/Will Saves: 2/2/0

Class Exotic Weapon:Throwing Knife Mastery

Spells: Detect Poison, Read Magic, Ghost sound, and Fatigue touch (2 daily)

STR 14
DEX 18
CON 13
INT 14
WIS 8
CHA 9

Sense Motive(Wis):4
Listen(Wis):4 (+2)
Move Silently(Dex):4
Spot(Wis):4 (+2)
Hide(Dex):4
Climb(Str):4
Tumble(Dex):4
Jump(Str):4
Search (int): (+2)

Equip:
183 GP
Studded Leather (25 GP)
Longbow (30)
Rapier (20)
10 Throwing Knives(1 each)
Backpack (2)
Cloak/Robe [Think Obi-Wan Kenobi, covers the entire body cept face, complete with hood and mouth-covering, so all you can see are his eyes and nose.](5)


Background (Yes, I'll work on this whenever Mal asks me to):

The Resistance
Your nation got overrun by someone you didn't like. And those Halfling oppressors (or whatever) went way too far. You were in a cell of revolutionaries dedicated to removing the foreign devils from the lands of your people.

Effect: Those who spent time in The Resistance have a number of contacts and can easily make contacts in new areas. Essentially this means that they get a +2 bonus on Gather Information checks. Members of The Resistance can make disguises out of substandard materials and suffer no penalties while doing so. Of course, The Resistance is a downright cannibalistic organization what with all the time all of the members spend betraying people. Every even modestly successful member is certain to have a wide variety of enemies, and not just from the oppressors they are fighting! Of course, it would be folly to claim that having large numbers of enemies is much of a disadvantage for a D&D character. I'm more concerned about the fact that you can never really be sure about the loyalty of another person. Not enough to risk sleeping with them anyway.

Conri: Dead:
 


Last edited by Borntorule on Thu Aug 11, 2011 7:11 pm; edited 22 times in total
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Rowanthepreacher



Posts : 29
Join date : 2011-04-06

PostSubject: Re: Char Sheets   Thu Apr 07, 2011 12:32 pm

Ethelulf (Rowan)
Updated to reflect new level

Str 9
con 10
dex 18
int 14
wis 8
cha 10

XP: 1015/3000


Background: Experimental stock - golem.
Poor healing, repairable [mud] 2 DR

Ranger 1
Samurai 1

Favoured enemy = Construct +2 bluff, listen, sense motive, spot, survival +2 damage
hit die= d8
Chaotic neutral
light and medium armour, shields (not tower) all simple/martial weapons.
Weapon Finesse [Combat]
Benefits: This is a combat feat that scales with your Base Attack Bonus.
▪ +0: You may use your Dexterity Modifier instead of your Strength modifier for calculating your melee attack bonus.
▪ +1: Your special attacks are considered to have the Edge when you attack an opponent with a Dexterity modifier smaller than yours, even if your Base Attack Bonus is not larger.
▪ +6: You may use your Dexterity modifier in place of your Strength modifier when attempting to trip an opponent.
▪ +11:Dexterity in place of your Strength for calculating your melee damage.
▪ +16: Opportunist - Once per turn, when an opponent is struck, you may take an attack of opportunity on that opponent.

Track
Wild empathy = diplomacy check on animals + cha +ranger level
Darkvision 60 ft
Speak Common, Dwarven, Goblin, Terran
+2 craft/appraise for stone/metalwork
+4 dodge vs giants
+1 to-hit vs orcs and goblins
+2 vs poison/spells
+4 vs rushed/tripped
dwaven waraxe/urgrosh = martial
+2 notice unusual stonework, sense stone strangeness.

HP 12

Base stat armour/shield bonus total
10 +4 +4 +0 18

Armour
Chain Shirt +4 AC, 4 max dex bonus, -2 Armour check

Weapons
Name Damage Crit range
Heavy Crossbow 1d10 19-20/x2 120ft
Ancestral MC Dwarven Waraxe 1d10 x3 -

Base Attack bonus +2
Heavy crossbow = +6 to hit
Ancestral MC Dwarven waraxe = +8 to hit. +1 to damage

Save base bonus total
Fort 2 0 2
Ref 2 4 6
Will 2 -1 1

Skill stat bonus points total
Balance dex +4 1 5
Climb str -1 0 -1
Concen con 0 0 0
Craft
(Runiker) Int +2 4 6
Diplomacy Cha +0 0 0
Escape Artist Dex +4 1 4
HandleAnimal Cha +0 0 0
Heal wis -1 2 1
Hide dex +4 4 8
Jump str -1 0 -1
knowledge
(dungeon) int +2 2 4
(geography int +2 2 4
(nature) int +2 2 4
listen wis -1 0 -1
move silently dex +4 5 9
profession
(Conman) wis -1 4 3
Sense motive Wis -1 0 -1
ride dex +4 1 5
search int +2 2 4
spot wis -1 2 1
survival wis -1 2 1
swim str -1 2 1
Tumble dex +4 1 5
Use Rope Dex +4 1 5


Last edited by Rowanthepreacher on Fri Jul 29, 2011 4:34 am; edited 6 times in total
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technomage



Posts : 2
Join date : 2011-04-16
Location : O'ahu, Hawai'i

PostSubject: Re: Char Sheets   Sat Apr 16, 2011 3:16 pm

Salzlar Karrik
Neutral Evil Human Wizard

HP: 5 (4 base, + 1 con)

Statistics:
Strength: 9 (-1)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 8 (-1)

BAB: 0

Resistances:
Fortitude: +1
Reflex: +2
Will: +3

Backstory Bonus
Apprenticed (hide, spot and spellcraft are class skills; know several adventurers in the world.)

Skills:
Concentration (con): +4
Decipher Script (int): +4
Knowledge (int):
- Arcane: +4
- The Planes +4
- Dungeoneering: +4
Spellcraft(int): +4
Speak Language:
- Common
- Abyssal
- Infernal
- Draconic
Survival (Cross-class): +2

Familar:
- None

Spells:
Specialization: Necromancy
Forbidden Schools:
- Transmutation
- Abjuration

Level 0: (prepare 3 each day)
- All
Level 1: (Prepare 2 each day + 1 necromancy)
- Magic Missile
- Detect Secret Doors
- Cause Fear
- Chill Touch
- Summon Monster
- Silent Image

Feats:
Level 1:
- Augment Summoning
- Quicken Spell
- Spell Penetration
- Scribe Scroll (Class Feat)

Equipment:
Quarter Staff (1d6/1d6, Critical x2, 4lbs, 2-handed, bludeoning)
Light Crossbow (1d8, critical 19-20/2x, range inc. 80 ft, 4lbs, piecing)
10 Crossbow Bolts


Last edited by technomage on Sat May 07, 2011 2:50 pm; edited 2 times in total (Reason for editing : Added backstory bonus.)
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Stubbazubba



Posts : 7
Join date : 2011-04-18

PostSubject: Re: Char Sheets   Mon Apr 18, 2011 2:15 pm

Camlann tal Alagos

Race: Human
Class: Monk (Charactonomicon Variant)
Alignment: Lawful Good

STR 16 (+3)
DEX 16 (+3)
CON 15 (+2)
INT 13 (+1)
WIS 17 (+3)
CHA 12 (+1)

Background: Hero of the Peasants. (+2 Survival, Handle Animal, and Sense Motive checks)

Feats:
Combat-
Danger Sense (RoW) => Uncanny Dodge, Elusive Target (RoW)
Class-
Armored in Life (+4 AC vs. Touch Attacks), Fatal Strike (Slam deals 1d8 + 1.5*STR), Willow Step, Fighting Style: Swift Lightning Stance (+4 AC, attacks trigger trip/disarm AoO), Simple Weapon Proficiency

Equipment:
Peasant clothes, a quarterstaff, 10 copper pieces, and some bread

Skills [Name (Ability) Rank = Total, including bonuses from feats and background]
Balance (Dex) 2 = 1d20 + 5
Climb (Str) 2 = 1d20 + 5
Diplomacy (Cha) 2 = 1d20 + 3
Knowledge (History) 1 = 1d20 + 2
Knowledge (Religion) 3 = 1d20 + 4
Listen (Wis) 3 = 1d20 + 6
Spot (Wis) 2 = 1d20 + 7
Sense Motive (Wis) 2 = 1d20 + 7
Survival (Wis) 0 = 1d20 + 5
Swim (Str) 1 = 1d20 + 4
Tumble (Dex) 2 = 1d20 + 5

Quick Stats-
Attack Bonus = [BAB + STR] = 1d20 + 4

Damage = 1d8 + 5

Armor Class = [10 + Armor/Shield + DEX + Elusive Target] = 19
Touch AC = 19
Flat-footed AC = 19 (see Danger Sense)

Saving Throws-
Fortitude = [Base + CON] = 1d20 + 4
Reflex = [Base + DEX] = 1d20 + 5
Will = [Base + WIS] = 1d20 + 5

Initiative = [DEX + Danger Sense mod] = (3 + 3) = 1d20 + 6

Hit Points = [8 + CON] = 10

Background story:
Spoiler:
 

Disclaimer: Place names are made up, liable to be changed by DM at any moment with or without notice.
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ash994



Posts : 2
Join date : 2011-06-09

PostSubject: Re: Char Sheets   Thu Jun 09, 2011 5:34 pm

Thor Huntington

Half-Orc Barbarian
Chaotic Neutral
Strength 17 (+3)
Dexterity 13 (+1)
Constitution 15 (+2)
Intelligence 6 (-2)
Wisdom 9 (-1)
Charisma 5 (-3)

HP 14
AC 14 (10+3+0+1+0+0+0+0)
Initiative +1

Fortitude +7 (+2+2+0+3)
Reflex +1 (+0+1+0+0)
Will -1 (+0-1+0+0)

Base attack bonus 1

Skills:
Climb 6 (3+3+0)
Jump 5 (+3+2)
Swim 6 (3+3)

Background: Raised by owlbears
Feat: Great Fortitude

Equipment:
Greataxe- 1d20 crit-x3 slashing
Shorbow- 1d12 crit-x3 piercing
dagger- 1d4 crit- 19-20 x2 light piercing

quiver with 20 arrows
studded leather +3AC, -1 check, speed-40 ft
backpack
waterskin
1 days trail rations
bedroll
sack
flint&steel

If I need to make any addtions let me know. Smile
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technomage



Posts : 2
Join date : 2011-04-16
Location : O'ahu, Hawai'i

PostSubject: Re: Char Sheets   Thu Jun 30, 2011 2:54 pm

Ok, new character (again!). This time, a tragic Warlock!

General Information:
Name: Karasis Deity: none Age: 22
Race: Human Size: Medium Height: 5"11'
Alignment: Chaotic-Neutral Speed: 30 Eyes: Blue
Gender: Male Weight: 160 lb Hair: Black
Max HP: 8 Currentxp: 0 Xptolevel: 100

Character Background
Deal with the Devil:
In a moment of despiration you made a deal with a Fiend of the Lower Planes to grant you the power to smite your enemies. And smite them you did, though now you're not so sure the price was worth it...
Effect: Various Infernal runes that pulse with negative energy are burned into your flesh, granting you a limited ability to absorb negative energy. Any time you receive damage from a negative energy attack or spell you may negate d4 points of that damage per character level and treat those points as healing instead. Being literally branded with Evil tends to make other characters less likely to trust you though, and you receive a -4 penalty to Diplomacy, Bluff, Handle Animal, and similar Cha-based skill rolls (but not intiminidate!). This effect does not require that the runes are visible (just being near you makes other people nervous). You also exude a faint Evil aura regardless of your actual alignment.
Purpose:
Karasis has no desire to become a Fiend or to lose his soul, and his driving purpose in life is to find a way of preventing it. Having been raised around good-aligned people Karasis also has no desire to harm innocents, but he is willing to to do almost anything to break his deal with the Fiend (hence his chaotic-neutral alignment).

The corrupting influence of the demon will progressively drive Karasis towards violent and evil acts as he gains levels and new powers. He is likely to be wanted by demon hunters and other good and lawful organizations as a result, and so Karasis tends to isolate himself and only venture into populated areas under a heavy cloak to hide his features (including the Infernal runes that dot his skin).


Languages:
Common
Infernal

Feats:
Feat Description
Elusive Target +2 Dodge Bonus to AC
Point Blank Shot +3 Bonus to hit for ranged weapons when target is within 30'

Armor:
AC Flat-footed Touch
19 15 15
Check Penalty Spell Failure Max Dex Total Weight
-3 25 4 30

Item Type Bonus
Chainshirt Light 4
Check Penalty Spell Failure Max Dex Speed Weight
-2 20 4 30 25

Item Type Bonus
Small Wooden Shield Shield 1
Check Penalty Spell Failure Max Dex Speed Weight
-1 5 -- 30 5

Weapons:
Item Attack Damage Critical
Dagger 0 1d4 19-20/x2
Range Weight Type Size Misc Mod
10 1 P Tiny +0
Footnotes:

Inventory:
Wealth Gear

Platinum: 0
Gold: 2
Silver: 5
Copper: 0

Backpack
Rations (1 day) x1

Abilities:
Ability Base Modifier
Strength 8 -1
Dexterity 15 +2
Constitution 14 +2
Intelligence 12 +1
Wisdom 11 0
Charisma 16 +3

Skills:
Skill Key Rank Ability Misc Total
AppraiseInt010+1
BalanceDex020+2
BluffCha43-2+5
ClimbStr0-10-1
ConcentrationCon420+6
CraftInt010+1
DiplomacyCha03-2+1
DisguiseCha23-4+1
Escape ArtistDex020+2
ForgeryInt010+1
Gather InformationCha03-4-1
HealWis000+0
HideDex020+2
IntimidateCha030+3
JumpStr0-10-1
ListenWis200+2
Move SilentlyDex420+6
PerformCha030+3
RideDex020+2
SearchInt010+1
Sense MotiveWis40+2+6
Sleight of HandDex020+2
SpotWis200+2
SurvivalWis000+0
SwimStr0-10-1
Use Magic DeviceCha430+7
Use RopeDex020+2

Magic:
Seduction Sphere (Beginner)
Special: You gain a +2 bonus to Bluff, Diplomacy, and Sense Motive.
  • Entice Gift


Last edited by technomage on Thu Jul 07, 2011 3:11 pm; edited 6 times in total (Reason for editing : Rearranged my ability scores and skills a bit.)
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Kalistik



Posts : 2
Join date : 2011-06-27

PostSubject: Re: Char Sheets   Thu Jun 30, 2011 6:56 pm

My extremely cliche'd character. xD Still working out personality, and specific background.

Name:
Kyrtaellia Maplefall

Race:
Elf

Class:
Ranger

Stats:
STR: 15 {+2}
DEX: 18 {+4}
CON: 15 {+2}
INT: 13 {+1}
WIS: 15 {+2}
CHA: 11 {+0}

Saves:
Fortitude: 4
Reflex: 6
Will: 2

Attack Bonus:
Base Attack Bonus: 1
Melee Attack Bonus: 3
Ranged Attack Bonus: 5

Hit Points: 10

Class Features:
Wild Empathy
Preferred Enemy: Kobolds

Feats:
Track
Mounted Combat [Skill Feat]


Class Skills:
Handle Animals- 4 {CHA}
Move Silently- 4 {DEX}
Use Rope- 4 {DEX}
Hide- 4 {DEX}
Climb- 4 {STR}
Ride-4 {DEX}
Knowledge (Nature)-4 {INT}

Languages:
Animal and Magical Beast
Common

Backstory:
Raised By OwlBears

Equipment:
Longsword
Shortsword
Longbow
Studded Leather Armor
Standard Adventuring Gear
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Jaye 'Strike' Prower



Posts : 4
Join date : 2011-05-18

PostSubject: Re: Char Sheets   Thu Jun 30, 2011 11:24 pm

Name: Sophos Speson

Race/Class: Human cleric.

Age: 22

Background: Refugee From the War (further details in Backstory).

Alignment: Lawful Good.

Main statuses: STR: 10 (+0), DEX: 11 (+0), CON: 14 (+2), INT: 12 (+1), WIS: 16(+3), CHA: 15(+2)

Saves -
Fortitude Save: 4
Reflex Save: 3
Will Save: 5

Attack Bonuses: None.

Level: 1
XP: 475/1000
HP: 10

Deity: Hyperion.
Domains: Law and Healing.

Domain Spells: Cure Light Wounds (Healing), Protection From Chaos (Law).

Orison Spells: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Light Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, and Virtue.

Level One Spells: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Deathwatch, Detect Law/Chaos/Evil/Good, Detect Undead, Divine Favor, Doom, Divine Elements, Entropic Shield, Hide From Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Law/Chaos/Good/Evil, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I.

Typically prepared spells: Cure Light Wounds, Create Water, Light, Virtue, Comprehend Languages, Divine Favor.

Skills: Knowledge – 4, Survival – 2, Bluff – 2, Disguise – 2, Hide – 2, Sense Motive - 2.

Feats: Blind Fighting, Lightning Reflexes

Languages: Common, Draconic, Infernal.

Stress Dice:
Personal: 1d8
Loved ones: 1d4
Allies: 1d8
Strangers (same race): 1d10
Strangers (same race group): 1d10
Strangers (different race group): 1d12

Inventory -
Scalemail.
A heavy wooden shield.
A heavy mace.
A light crossbow.
A holy symbol.
Standard adventuring gear.

Backstory: Sophos was born twenty-two years ago in the Kingdom of Lammerthir. When war plagued the island where he lived and separated him from any relatives he knew, he was driven to be a stowaway to Talman Island at ten years of age. He suffered through many difficulties from his native history, especially from a plague which ran rampant in Talman and affected few of the natives. Through perseverance, Sophos studied and became a cleric at age twenty. He was sent to Sedini a year later, to serve at the Temple of Hyperion there, and has lived in Sedini since.


Last edited by Jaye 'Strike' Prower on Thu Aug 11, 2011 9:33 pm; edited 5 times in total
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MrWillis

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Posts : 7
Join date : 2011-07-04

PostSubject: Re: Char Sheets   Wed Jul 06, 2011 1:59 pm

Rjolinir
Race: Half-Orc
Class: Fire Mage
Level: One
Alignment: True Neutral
Deity: Nemesis
Size: Medium
Language: Common, Orc, Gnoll
HP: 9 HP

Background:
Apprenticed
You learned from the best. Or maybe not the best. But you learned from a successful adventurer, and that’s pretty good. Maybe they were your parents, maybe your parents saw fit to hire you on to a master wizard.

Effect: Hide, Spot, and Spellcraft are class skills for you. That’s how people stay alive in the adventuring business, after all. You probably know some adventurers, and that means that they’ll show you all the tricks like how to identify objects or scribe spells for free, how to turn artifacts into artifacts you want, and how to spend planar currency

Weapon and Armor Proficiency: Fire Mages are proficient with all simple weapons, as well as the whip, all martial axes, and all sizes and varieties of scimitar (including falchions). Fire Mages are proficient with light armor but not with shields of any kind.

Attributes:
Strength: 15
Dex: 10
Con: 13
Will: 12
Int: 15
Cha: 9

BAB: 0
RAB: 0
MAB: +1
AC: 3

Saves:
Fortitude: 3
Reflex: 2
Will: 3

Class Skills:
Concentration (Con): 4
Intimidate (Cha): 4 (+2)
Jump (Str): 4
Spellcraft (Int): 4 (+2)
Spot (Wis): 4 (+2)
Survival (Wis): 4 (+2)
Gather Information: 0 (+2)

Feats:
Dark Vision
Whirlwind

Abilities:
Fire Burst (Sp): As a standard action, a Fire Mage can emit a burst of flame from his body, striking all creatures and objects within 10’ of his position except himself. This burst of flames inflicts 1d6 of fire damage, with an allowed Reflex Save for half (DC 10 + 1=2 Level + Charisma Modifier).
Fire Bolts (Sp): A Fire Mage can throw bolts of fire as an attack action. A Fire Bolt travels out to short range, and inflicts 1d6 of Fire damage per level. A Fire Bolt strikes its target with a ranged touch attack

Special:
Fire Resistance (Ex): A Fire Mage has a Resistance to Fire equal to twice his level.
Impress Flames (Ex): Every time a Fire Mage inflicts Fire damage on any target, whether with his class abilities or another source of fire, he inflicts an amount of extra Fire Damage equal to his class level or his Charisma modifier, whichever is less.
Fire Magic (Ex): A Fire Mage is considered to have every spell with the Fire Descriptor on his spell list for the purpose of activating magic items

Equipment:
113 gold
Studded Leather Armour (25 gold)
Large Steel Great Axe (60 gold
Backpack (2 gold)
Explorer’s Outfit (10 gold)
Healer’s Kitx2 (100 gold)
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Domtron Vox



Posts : 2
Join date : 2011-06-09

PostSubject: Re: Char Sheets   Thu Jul 14, 2011 7:08 pm

Here is my character sheet. sorry it's a bit messy, but you can always get the latest and more organized version here http://dl.dropbox.com/u/8286519/Ven-Angtol-dnd-3_5.html


Ven Angtol (D&D 3.5 Alchemist)

General
Name: Ven Angtol
Player: Domtron Vox
Race: Dwarf
Alignment: Chaotic Good
Deity: None
Size: Medium
Height: 4' 2"
Weight: 200
Age: 32
Gender: Male
Eyes: steel gray
Hair: black
Speed: 20'
Level: 1
Current Exp: 0

Story

Appearance: Before you is a Dwarf standing at about 4 feet tall. He usually has a preoccupied look on his face, but when he needs to talk his steel gray eyes soften to a friendly look and manner that can easily make most anyone laugh.

About his waist is a tool belt with an extravagant array of chemicals in vials, with colors that span the rainbow. Some vials are empty waiting for the right mix of chemicals that would make them deadly to this Dwarf's enemies. A variety of tools also adorn his person in easy to reach places.

His armor seems to be of the normal type a Dwarf would ware, but upon closer inspection you notice a bit of leather spliced in at the joints which seems to give him more flexibility.

Back Story: None

Personality: When not interacting with people, Ven is usually thinking about new items he could make and what materials he would need. However when approached he will brake out his disarming smile and will talk off your ears.

Although Ven seems very friendly, like most Dwarfs, he doesn't consider someone a friend until he has either know them a long time or has needed to rely on them for his life(and lived!).


Inventory

Valuables
Platinum 0
Gold 45
Silver 3
Copper 0
Gems 0



Languages:
Common
Dwarvish
Humans
Terran

Gear:
Kana X 1 2lb.
Chain Shirt X 1 25lb
Adventuring Kit
Ingredients
Acid(flask) * 6

Magic: None

Classes and Stats

Stats
Ability:::::Score:Modifier
Strength::9::::::-1
Dexterity:13:::::1
Constitution:15::2
Intelligence::15::2
Wisdom:::::::12::1
Charisma:::::12::1


Classes
Class Level Refrence Special
Alchemist 1 http://www.dandwiki.com/wiki/Alchemist_%283.5e_Class%29 Alchemy points: alch level+int modifier+Craft Alch rank





Saves
Save::::::::Key::Base:Ability::Magic::Misc::Total
Fortitude:::Con:2:::::2::::::::0:::::::0::::::4
Reflex::::::Dex::0:::::1::::::::0::::::0:::::::1
Will::::::::::Wis::0:::::1::::::::0::::::0:::::::1

Skills and Feats

Skills

A * means the skill can be used untrained.

Skills
Skill Key Rank Ability Misc Total
* Appraise Int 2 2 0 4
* Balance Dex 0 1 0 1
* Bluff Cha 0 1 0 1
* Climb Str 0 -1 0 -1
* Concentration Con 2 2 0 4
* Craft (Alchemy) Int 4 2 +3 from skill focus 9
* Craft (Varies) Int 1 2 0 3
* Craft (Trapmaking) Int 2 2 0 4
Decipher Script Int 3 2 0 5
* Diplomacy Cha 0 1 0 1
Disable Device Int 0 2 0 2
* Disguise Cha 0 1 0 1
* Escape Artist Dex 0 1 0 1
* Forgery Int 0 2 0 2
* Gather Information Cha 0 1 0 1
Handle Animal Cha 0 1 0 1
* Heal Wis 2 1 +2 from Self-Sufficient feat 5
* Hide Dex 0 1 0 1
* Intimidate Cha 0 1 0 1
* Jump Int 0 2 0 2
Knowledge (arcana) Int 0 2 0 2
Knowledge (religion) Int 0 2 0 2
Knowledge (nature) Int 0 2 0 2
Knowledge (local) Int 0 2 0 2
Knowledge () Int 0 2 0 2
Knowledge () Int 0 2 0 2
* Listen Wis 2 1 0 3
* Move Silently Dex 0 1 0 1
Open Lock Dex 0 1 0 1
* Perform unskilled Wis 0 1 0 1
* Ride Dex 0 1 0 1
* Search Int 0 2 0 2
* Sense Motive Wis 0 1 0 1
* Sleight of Hands Dex 0 1 0 1
Spellcraft Int 3 2 0 5
* Spot Wis 3 1 0 3
* Survival Wis 0 1 +2 from Self-Sufficient feat 3
* Swim Str 0 -1 0 -1
Use Magic Device Cha 0 1 0 1
* Use Rope Dex 0 1 0 1

Feats
Feat Reference Description
Skill Focus [Craft (Alchemy)] http://www.dandwiki.com/wiki/Skill_Focus You get a +3 bonus on all checks involving that skill.
Brew Potion http://www.dandwiki.com/wiki/Brew_Potion ou can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures
Self-Sufficient http://www.dandwiki.com/wiki/SRD:Self-Sufficient You get a +2 bonus on all Heal checks and Survival checks.

Combat

General

HP Current: 7

HP Max: 7

Armor Class: 15

Initiative: 1

Weapons

Attacks
Type Base Base 2 Base 3 Base 4 Base 5 Base 6 Ability Misc Total
Melee 0 0 0 0 0 0 1 0 1
Ranged 0 0 0 0 0 0 1 0 1

Equipment
Name Damage To hit Mod Critical Type Weight Size Total Notes
Kama 1d6 0 x2 Slashing 2 lb. Small


Armor
Armor Bonus Maxdex CP SF Weight Speed Type
Chain Shirt 4 4 -2 20% 25 lb. 30ft/20ft Light[table]
[table]
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Stubbazubba



Posts : 7
Join date : 2011-04-18

PostSubject: Re: Char Sheets   Thu Jul 21, 2011 10:25 am

Link - Revya Imlarion

I'll type it out later.

Bio:

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Domtron Vox



Posts : 2
Join date : 2011-06-09

PostSubject: Re: Char Sheets   Thu Jul 28, 2011 6:30 pm

I keep the most up to date stuff at http://dl.dropbox.com/u/8286519/Ven-Angtol-dnd-3_5.html

Name Ven Angtol
Player Domtron Vox
Race Dwarf
Alignment Chaotic Good
Deity Moradin
Size Medium
Height 4' 2"
Weight 200
Age 32
Gender Male
Eyes steel gray
Hair black
Speed 20'


Languages:
Common
Dwarvish
Humans
Terran

Stats
Ability Score Modifier
Strength 9 -1
Dexterity 13 1
Constitution 15 2
Intelligence 15 2
Wisdom 12 1
Charisma 12 1


Class Level Refrence Special
Alchemist 1 http://www.dandwiki.com/wiki/Alchemist_%283.5e_Class%29 Alchemy points: alch level+int modifier+Craft Alch rank


Save Key Base Ability Magic Misc Total
Fortitude Con 2 2 0 0 4
Reflex Dex 0 1 0 0 1
Will Wis 0 1 0 0 1

Skill Rank Ability Misc Total
* Appraise 2 2 0 4
* Balance 0 1 0 1
* Bluff 0 1 0 1
* Climb 0 -1 0 -1
* Concentration 2 2 0 4
* Craft (Alchemy) 4 2 +3 from skill focus 9
* Craft (Varies) 1 2 0 3
* Craft (Trapmaking) 2 2 0 4
Decipher Script 3 2 0 5
* Diplomacy 0 1 0 1
* Disguise 0 1 0 1
* Escape Artist 0 1 0 1
* Forgery 0 2 0 2
* Gather Information 0 1 0 1
* Heal 2 1 +2 from Self-Sufficient feat 5
* Hide 0 1 0 1
* Intimidate 0 1 0 1
* Jump 0 2 0 2
* Listen 2 1 0 3
* Move Silently 0 1 0 1
* Perform unskilled 0 1 0 1
* Ride 0 1 0 1
* Search 0 2 0 2
* Sense Motive 0 1 0 1
* Sleight of Hands 0 1 0 1
Spellcraft 3 2 0 5
* Spot 3 1 0 3
* Survival 0 1 +2 from Self-Sufficient feat 3
* Swim 0 -1 0 -1
* Use Rope 0 1 0 1


Feat Reference Description
Skill Focus [Craft (Alchemy)] http://www.dandwiki.com/wiki/Skill_Focus You get a +3 bonus on all checks involving that skill.

Brew Potion http://www.dandwiki.com/wiki/Brew_Potion you can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures

Self-Sufficient http://www.dandwiki.com/wiki/SRD:Self-Sufficient You get a +2 bonus on all Heal checks and Survival checks.

HP Max: 7
Armor Class: 15
Initiative: 1

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