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+5ash994 Stubbazubba technomage Rowanthepreacher Borntorule 9 posters | Author | Message |
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Borntorule Admin
Posts : 11 Join date : 2011-02-08 Age : 27
| Subject: 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:
Name: Conri
Race: Half-Elf
Class: Rogue
Alignment: Chaotic Good
Feat: Lightning Reflexes
AC=15
Attack Bonus: Melee-0 Range-3
HP=9
STR:10 DEX: 16 CON: 17 INT: 17 WIS: 14 CHA: 13
Appraise (Int) 4 Bluff (Cha) 4 Disguise (Cha) 4 Forgery (Int) 4 Hide (Dex) 4 Listen (Wis) 4 Move Silently (Dex) 4 Open Lock (Dex) 4 Spot (Wis) 4 Sense Motive (Wis) 4 Search (Int) 4
Short Sword Shortbow Dagger Leather Armor 7 Gold
Background: [WIP]Raised by Owlbears
Tarzan was raised by an ape, Mowgli was raised by a bear, Romulus was raised by a wolf, and in the D&D world your character can be raised by creatures much more exotic. The sky is really the limit here: simply pick some improbable beast and your character was protected and fed as a small child by that beast after she was orphaned or abandoned in the wilderness. While I'd like to think that we've all read enough Burroughs that this story pretty much tells itself, the truth is even more astonishing. This character background has become cliché and we're totally fine with that. You can really have an interesting and memorable character with a clichéd backstory and a three sentence intro that ends with "And then I came to this village to reclaim my birthright as a gnome."
Effect: Characters who were raised by Girallon (or whatever) are arbitrarily able to talk to magical beasts and animals as if they shared a language. Noone knows how they do it, but they do. Unfortunately, such characters didn't grow up surrounded by humanoid languages, and your only starting language is Common no matter what your Intelligence is.
Last edited by Borntorule on Thu Aug 11, 2011 7:11 pm; edited 22 times in total | |
| | | Rowanthepreacher
Posts : 29 Join date : 2011-04-06
| Subject: 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 | |
| | | technomage
Posts : 2 Join date : 2011-04-16 Location : O'ahu, Hawai'i
| Subject: 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.) | |
| | | Stubbazubba
Posts : 7 Join date : 2011-04-18
| Subject: 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:
Camlann tal Alagos began life as Garth Bowen, the third son and fourth child out of six of a humble blacksmith. His family lived in Tafamtref one of the larger cities in Lammerthir. When Garth was five years old, the king of Lammerthir declared another holy war against the forces of Acheron abroad, and Garth's father was drafted into the army for a four-year tour of duty as an infantryman. Fourteen months later, an imperial messenger delivered the remains of his tabard to his mother, who turned to heavy drinking in response. The family struggled for years, their mother even turning to prostitution on occasion to meet expenses. When the oldest son was 16, Garth's mother saved all they had and apprenticed him to a warrior she had convinced to take on for a lower rate than normal. Garth grew up dreaming about similarly becoming a warrior and being a hero like his father and brother. Six years later, Garth's brother returned home, having recently become a warrior himself. He explained that he would need a squire, and thought that if he recruited one of his brothers, the two of them could live off of his pay alone, and then send what would be the squire's pay home to help support the family. Garth's next older brother was already a journeyman blacksmith in their father's old guild, and so Garth, who had just turned 16, became his brother's squire. Within weeks, however, he realized that his brother had become not the hero he had imagined, but a self-obsessed mercenary who sought wealth and wild living. Certainly, they worked well together, and got along well in the dungeon or on the battlefield, but as Garth dragged his inebriated brother out of the taverns and whore-houses, he became more and more disgusted. Nothing could have prepared him for what he discovered next. They had been together a year when one night Garth's brother returned to their inn room in a violent mood, and started insulting Garth, calling him as useless as a father who was a coward and died and abandoned their family. Garth couldn't take an insult to his father and tried to throw a punch at his face, but his brother caught the punch, then shoved him into the the bed-side table, knocking open the drawer, out of which fell a letter which had been written recently in his brother's hand. It was written to his family, explaining how Garth's poor health had required the retention of his salary yet again. He finally got his brother pinned on the ground and demanded an explanation, to which his brother replied, telling him how he had been using the salary that was supposedly being sent home to pay for whores, and how it had been a brilliant idea that he knew their family would go for. Besides, with Garth gone, they were still better off because they had one less useless mouth to feed. Enraged, Garth finally let loose all the blows he had wanted to give his brother for a year, but his brother was a professional soldier and hit back with enough force to break his jaw, several ribs, and one of his arms. In order to survive, Garth grabbed a knife and slashed his brother across the chest, which sent him to the ground, back against the bed. Garth sprang on him, holding the knife up to his throat in his non-broken arm. "Do it," his brother dared him. Garth wanted to, but something greater slowly convinced him not to, until finally he rose, dropped the knife, and walked out into the night. There was nowhere to go in town to be healed, so he started walking the road, not caring if he died, just wanting to run away from his brother. He awoke sometime later in a soft bed which turned out to be in a monastery. The monks had found him not far from the monastery and brought him in. He had come near to death in the days while he was yet unconscious, what with his injuries and being exposed to the elements in such poor condition, but the monks told him he had a remarkable spirit which allowed him to survive. It was weeks before he could get out of bed because of his ribs, and over a month before he could speak or eat normally. Full of rage towards his brother and the world at large, he found the monastery a strange place, where the monks practiced the utmost discipline with jokes and hearty laughter. The monks healed his wounds, and as he spent more time with them, his long-troubled heart began to feel at peace. He wanted to join the monastery, and learn of their ways, hoping to find peace for his soul forever. The Master Monk, an Elf, was at first very opposed to Garth's query, but he eventually was admitted, and learned quickly. He was given a new name, to help him set apart his new life from his old, and was called in the old Elvish, Camlann Tal. While his martial skills developed rapidly, he had a harder time mastering his heart and mind. He was, nevertheless, mostly at peace, until one day, while purchasing supplies in town, he caught sight of a mugging. He intervened, but the rage towards the unfairness of the world in his heart was opened again, and suddenly he was surrounded by reminders of the cruel outside world. He eventually decided he must leave the monastery to protect the weak and deliver justice to the evil that oppressed so many. The master monk was furious when Camlann Tal told him of this, but after a day of meditation, he decided it was his destiny, and in accordance with the will of Hyperion. He gave him a writ of holy service and told him to head to the temple in Dinas Diffrin, and to take the surname Alagos, and they would know who sent him. From the temple in Dinas Diffrin he was dispatched to the service of the church in the religious nation north of Sedini, on the frontier of Acheron's defiling influence, the very force which had taken his father's life. Now was Camlann's chance at revenge for all the suffering the world had inflicted on him, to answer every cry for justice, to fulfill every dream of a brighter tomorrow.
Disclaimer: Place names are made up, liable to be changed by DM at any moment with or without notice. | |
| | | ash994
Posts : 2 Join date : 2011-06-09
| Subject: 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. | |
| | | technomage
Posts : 2 Join date : 2011-04-16 Location : O'ahu, Hawai'i
| Subject: 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 | Appraise | Int | 0 | 1 | 0 | +1 | Balance | Dex | 0 | 2 | 0 | +2 | Bluff | Cha | 4 | 3 | -2 | +5 | Climb | Str | 0 | -1 | 0 | -1 | Concentration | Con | 4 | 2 | 0 | +6 | Craft | Int | 0 | 1 | 0 | +1 | Diplomacy | Cha | 0 | 3 | -2 | +1 | Disguise | Cha | 2 | 3 | -4 | +1 | Escape Artist | Dex | 0 | 2 | 0 | +2 | Forgery | Int | 0 | 1 | 0 | +1 | Gather Information | Cha | 0 | 3 | -4 | -1 | Heal | Wis | 0 | 0 | 0 | +0 | Hide | Dex | 0 | 2 | 0 | +2 | Intimidate | Cha | 0 | 3 | 0 | +3 | Jump | Str | 0 | -1 | 0 | -1 | Listen | Wis | 2 | 0 | 0 | +2 | Move Silently | Dex | 4 | 2 | 0 | +6 | Perform | Cha | 0 | 3 | 0 | +3 | Ride | Dex | 0 | 2 | 0 | +2 | Search | Int | 0 | 1 | 0 | +1 | Sense Motive | Wis | 4 | 0 | +2 | +6 | Sleight of Hand | Dex | 0 | 2 | 0 | +2 | Spot | Wis | 2 | 0 | 0 | +2 | Survival | Wis | 0 | 0 | 0 | +0 | Swim | Str | 0 | -1 | 0 | -1 | Use Magic Device | Cha | 4 | 3 | 0 | +7 | Use Rope | Dex | 0 | 2 | 0 | +2 |
Magic: | Seduction Sphere (Beginner) Special: You gain a +2 bonus to Bluff, Diplomacy, and Sense Motive. | |
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.) | |
| | | Kalistik
Posts : 2 Join date : 2011-06-27
| Subject: 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
| Subject: 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 | |
| | | MrWillis
Posts : 7 Join date : 2011-07-04
| Subject: 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
| Subject: 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] | |
| | | Stubbazubba
Posts : 7 Join date : 2011-04-18
| Subject: Re: Char Sheets Thu Jul 21, 2011 10:25 am | |
| Link - Revya ImlarionI'll type it out later. Bio: - Spoiler:
Reviadir Imlarion was born in the Sylvan Wood over a century ago, son of a renowned musician, and grew up as his father's protege. At night, he became something of a bandit. He would get together several of the children of other servants and sneak into the human settlements near Kylopolis at night. There they would steal shiny things, or spy on human women bathing, or often both. 'Twas all in good fun until one day, Revye was caught by guards and imprisoned. There he stayed for over a decade, awaiting the day that the Elves would rescue him, or at least pay his bail and let him be free. It was years before Reviadir realized there would be no rescue, and, after a considerate amount of moping over being abandoned by his people, he got to planning his escape. It took a full year of planning, but he escaped more or less without a hitch and disappeared into the Kylopolis underground.
He had no desire to rejoin the Elves who had abandoned him, yet he did not speak much Common, and turned to thieving once again. This worked well for years, until he was caught by a lord from Antigane with some PC levels, who brought him back to Antigane to be a slave worker in his mines. Though he tried to escape several times, he was always eventually caught and dragged back, beaten, and forced to work the next day. In the mines he was transformed into a selfish, brutal creature with little to no compassion for the suffering of others, his only concern was his own survival. At least here he began to pick up Common from the other slaves, some of whom were Elves or Half-Elves. Eventually he was rescued by a Half-Elf woman and several of her companions, members of an underground resistance force seeking to put a dent in Antigane economics. As it turned out, the resistance had been betrayed, and the group was trapped, but Revye helped the girl, Melethril, and several others escape.
Melethril*, or Mel, was left as one of the leading members of the Resistance, and, desperate for allies, she convinced Revya to stay on. At first he thought the rebels were ignorant idealists wasting their time and lives, and initially had to be locked up in their hideouts for fear that he would leave and reveal them. Even after getting over this, he only participated because it was better than being on his own on the street. Eventually, however, Melethril and the others had an effect on him, and he began to mellow out. He started to gain friends and an attraction to Melethril. He gained, and lost, many friends, but none of them were as dear to him as Melethril. However, he, being fairly immature, spent most of his time womanizing many girls in and out of the Resistance. After a major raid by the king severely reduced their numbers, Revye was put in a leadership position by Melethril, a decision for which she received much criticism. He worked closely with Mel, and finally began to understand her passion and her belief in a better future, even to the point of believing in something good himself, though he wasn't sure what. Publicly, they became part of a band of minstrels, Revye playing violin and singing, while she danced and sometimes sang, though this was primarily a way of getting into nobles' houses to pilfer valuables and information, maybe sow discord through poison or something. Revye manifested a talent for songwriting, and wrote many songs for her to sing, and it was this partnership that led him to finally reveal his true feelings for her.
Just as their relationship came to a head, however, the Resistance was completely routed in a huge raid, and they were both captured and imprisoned. The Antigany Prison was much harder to break out of than the one in Kylopolis, but after 7 years of effort, he escaped. To his dismay, he found that she had been relocated elsewhere in a prisoner transfer. He barely escaped, and has followed her trail doggedly in the years since. Never a patient man, he would grow frustrated and turn to drinking whenever the trail ran cold. He would deliberately get caught to get into prisons to question inmates, then escape and move on. So far, he has always picked up the trail again, but now it has been cold for over 8 years, and he has finally accepted that he might never find her. He tries to distract himself from this fact by drinking, performing, womanizing, drinking more, and thieving.
*Melethril's mother was a human, her father an elf. They did truly fall in love, and he became something of an outcast to the Wild Elves, so he fled with her to Kylopolis, where they lived, he becoming a bureaucrat in the city's government. They had trouble bearing children for years, but finally, her mother got pregnant. Unfortunately, the tide of anti-Elven sentiment in Kylopolis had been growing deadly, and Melethril's father was kidnapped on the very night that Melethril was born, never to be seen again. For her child's safety, Melethril's mother had to flee to the Antigane Coast, where she began a new life. Unfortunately, a single mother with a Half-Elven child had trouble finding a place in society, and eventually became a concubine to a lesser nobleman until Melethril's heritage was discovered, and she had to either disown the half-breed or lose her concubine status. Unwilling to abandon her daughter, Melethril's mother went back to the streets, looking for another nobleman to become involved with. Melethril did everything she could to disguise her bastard status, but, feeling responsible for the problems it was causing her mother, she packed up and ran away to Antigany, where she begged for food and sold herself to get by. Eventually, she fell in with the Antigany Underground, and the corps of freedom fighters who treated her like family. Here was a place and a group she could be herself around; they were all outcasts, misfits, and they were inspiring. The rhetoric of freedom and rights for peasants appealed to her, and she became an enthusiastic member of the group.
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| | | Domtron Vox
Posts : 2 Join date : 2011-06-09
| Subject: 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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