Dumnbunny's Character Sheets

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Dumnbunny
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Posts: 138
Joined: Tue Jun 19, 2012 6:00 am

Dumnbunny's Character Sheets

#1 Post by Dumnbunny »

Jed
Class: Cleric (Witness) of Nergal (former parsnip farmer)
Alignment: Neutral
Level: 1
XP: 13

Languages: Common
Lucky Roll: The raging storm (Spell damage -1)

Abilities
Str: 9 (0)
Agi: 10 (0)
Sta: 15 (+1)
Per: 8 (-1)
Int: 11 (0)
Luck: 7 (-1)

Vitals
HP: 9/10
AC: 14
Ref: 0
Fort: 2
Will: 0

Combat
Speed: 30
Initiative: 0
Attack bonus: 0
Action dice: 1d20
Crit die: 1d8
Crit table: III
Fumble die: d8

Capabilities
Turn Unholy (Mundane animals, undead, demons, devils, monsters (eg: basilisk, medusa, etc), lycanthropes, perversions of nature (eg: otyughs, slimes, etc): 1d20 + 0
Lay On Hands: 1d20 + 0
  • Cisneros [12: 2d6, 14: 3d6, 20: 4d6, 22+: 5d6]
    Daryll [12: 2d6, 14: 3d6, 20: 4d6, 22+: 5d6]
    Edoard [12: 1d4, 14: 2d4, 20: 3d4, 22+: 4d4]
    Gunnar [12: 1d10, 14: 2d10, 20: 3d10, 22+: 4d10]
    HP [12: 1d4, 14: 2d4, 20: 3d4, 22+: 4d4]
    Hobart [12: 2d4, 14: 3d4, 20: 4d4, 22+: 5d4]
    Jed [12: 2d8, 14: 3d8, 20: 4d8, 22+: 5d8]
    Jonas [12: 2d4, 14: 3d4, 20: 4d4, 22+: 5d4]
    Karl [12: 2d4, 14: 3d4, 20: 4d4, 22+: 5d4]
    Murq [12: 1d10, 14: 2d10, 20: 3d10, 22+: 4d10]
    Sedge [12: 1d4, 14: 2d4, 20: 3d4, 22+: 4d4]
    Willem [12: 1d4, 14: 2d4, 20: 3d4, 22+: 4d4]
    Willie [12: 1d4, 14: 2d4, 20: 3d4, 22+: 4d4]
Divine Aid
Luck modifier applies to spells checks to turn unholy.

Spells (roll +0)
Blessing (pg 255)
Detect Magic (pg 260)
Paralysis (pg 264)
Resist Cold or Heat (pg 266)

Weapons
Mace +0 (1d6)
Sling +0 (1d4)

Armor
Studded Leather (AC +3, Check -2)
Shield (AC +1, Check -1)

Equipment
backpack
flint & steel
small hammer
5x iron spikes
5x oil flask
50' rope
waterskin
3x flask
10' pole
3 days of rations
5 torches
large sack
leather-wrapped book, Ye Holie Ritef of Nergal
skull-topped mace (ceremonial)
30 sling stones

Treasure
8 gp, 9 sp, 3 cp

Notes
Reading the book, he learns that Nergal, Lord of the Dead, stood keeper over the gateway between life and death. Although dreaded by the living - for who wishes to face the Grim Lord in His own domain? - he stood as a balance point between the living and the dead. While the dead might be sent into the world on rare occasions to do His bidding, it was blasphemous to His cult to raise the un-dead for mortal gain. Not so for the cults of Orcus and Set, His sons.

So says the earlier portions of the book. The later portions speak of what Jed can only believe to be a degenerate Cult of Nergal influenced more and more by the beliefs of Set and Orcus, and of something called the Tablet of Chaos that can cause the dead to rise. It seems that this tablet was hidden somewhere in the Barrowmaze eons ago.
Last edited by Dumnbunny on Fri May 24, 2013 9:17 am, edited 12 times in total.
Jed [AC: 14, HP: 9/10, Deity Disapproval: 1-2], Murq [AC: 13, 8/8]

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Re: Dumnbunny's Character Sheets

#2 Post by Dumnbunny »

Murq
Class: Dwarf (Rebel)
Occupation: Dwarven blacksmith
Alignment: Chaos
Level: 1
XP: 14

Languages: Common, Dwarven, Elvish
Lucky Roll: Birdsong (Number of languages) (0)

Abilities
Str: 14 (+1)
Agi: 7 (-1)
Sta: 6 (-1)
Per: 8 (-1)
Int: 10 (0)
Luk: 8 (-1)

Vitals
HP: 8/8
AC: 13
Ref: 0
Fort: 0
Will: 0

Combat
Speed: 20
Initiative: -1
Attack bonus: 0
Action dice: d20
Deed Die: d3
Shield Bash: d14
Crit die: 1d10
Crit table: III
Fumble die: d4

Weapons
Spear +1 (1d8+1)
Short-sword +1 (1d6+1)
Hammer +1 (1d4+1)

Armor
Studded Leather (AC +3, Check -2)
Shield (AC +1, Check -1)

Equipment
backpack 2gp
flint & steel 15 cp
5x iron spikes 5 sp
5x oil flask 10 sp
50' rope 25 cp
waterskin
10' pole 15 cp
3 days of rations 15 cp
5 torches 5 cp
large sack 12 cp
mithril (1 oz.)

Treasure
27 gp, 26 cp

Abilities
Infravision (60')
+1 to detect traps, slanting passages, shifting walls, new construction when underground.
Smell large concentrations of gold, gems within 100'.
Smell small amounts of gold, gem (as little as one coin) within 40'.

Notes
Jed [AC: 14, HP: 9/10, Deity Disapproval: 1-2], Murq [AC: 13, 8/8]

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