[Game #1] Character Sheets

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Landifarne
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[Game #1] Character Sheets

#1 Post by Landifarne »

Players, please use this template to flesh out your characters. After filling everything out, please post your character here. I'll PM you if anything needs changing. Choose your class and method of creating stats...but stats should reflect reality (example of realistic stats: 9; 16; 10; 15; 8; 11 for a magic user). Once you decide upon a class and stats, roll for HP and then add CON bonus. If too low, then re-roll and add until the HP is as follows: C or D = 6-8; F or R = 7-10; MU or I = 4-5; T = 5-6. [Note: I consider MUs to have similar HP as a typical healthy adult.] Including CON bonuses, no character's HP should go over the max value that I've indicated (I nerf rangers for first level).

Name:
Race:
Class:
Level: 1st
Gender:
Alignment:
Experience: 0
Deity/Faith:

Appearance/Description:

Abilities:
Str: (Hit Adj: ; Dam Adj: ; Max Lbs: ;Open Doors: ; Bend Bars:)
Int: (Languages: )
Wis: (Magical Save Adj: ; Spell Bonus: )
Dex: (Defense Adj: ; Missile Adj: )
Con: (HP Adj: ; System Shock: %; Resurrect: %)
Cha: (Max Henchmen: ; Reaction Adj: ; Loyalty: )

Saving Throws:
Paralyze/Poison:
Petrify/Polymorph:
Rod/Staff/Wand:
Breath Weapon:
Spells:

Combat:
Hit Points:
AC: AC Base: Rear AC:
Weapons:
-weapon type here- Damage: Range: Speed:
-weapon type here- Damage: Range: Speed:

Nonweapon Proficiencies (including class abilities/proficiencies):
1) 2) 3) 4) 5) 6) 7)

Spells (if any, MUs also get cantrips, clerics and druids also get orisons):
0-Level (four/sleep cycle):
1st-level (one/sleep cycle):

Background (fits generic campaign):

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Landifarne
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Re: Character Sheets

#2 Post by Landifarne »

Players' names with approved characters:

Pulpatoon: Hempel the Tailor (T1); Soubirous (F1)
PyroArrow: Stanilus Perri (F1-prospective Bard)
Ythgar: Arkthren (MU1)
NJWilliam: Osan Taan (D1)
FreebirdFootbagging: Aurora Dru-Edriss (Witch1)
imswayze: Vonnn Onsen (Dwarven C1)
Sulara: Sulara Erndis (Suevi F1)

Characters Removed from Play:
Aldivan Helix (F1)

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Pulpatoon
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Re: Character Sheets

#3 Post by Pulpatoon »

Here they are:

Hempel the Tailor (primary character)
Hempel The Tailor
Race: Human
Class: Thief
Level: 1st
Gender: Male
Alignment: Neutral (Good)
Experience: 49
Deity: Bellash (God of Prosperity, Fecundity, and Agriculture)

Description
A slight, nondescript man with curly, sand-colored hair and a humble smile. His clothes are simple, but well-constructed.

Abilities
Str: 10 (Hit Adj: 0; Dam Adj: 0 ; Max Lbs: 115; Open Doors: 1-2/d6; Bend Bars: 2%)
Int: 11 (Languages: 2 )
Wis: 13 (Magical Save Adj: 0 )
Dex: 13 (Defense Adj: 0 ; Missile Adj: 0 )
Con: 9 (HP Adj: 0; System Shock: 65%; Resurrect: 70%)
Cha: 10 (Max Henchmen: 4; Reaction Adj: Nrm; Loyalty: Nrm)

Saving Throws

Paralyze/Poison: 13
Petrify/Polymorph: 12
Rod/Staff/Wand: 14
Breath Weapon: 16
Spells: 15

Thief Skills
Pick Pockets: 30%
Open Locks: 25%
Find/Remove Traps: 20%
Move Silently: 15%
Hide in Shadows: 10%
Detect Noise: 10%
Climb Walls: 85%
Read Languages: 0%

Backstab Dmg Multiplier x2

Combat
Hit Points: 6
AC: 8 (leather); AC Base: 8; Rear AC: 10

Weapons
Dagger Damage: 1-4/1-3
Short Sword Damage: 1-6/1-8 (does not currently posses)

Nonweapon Proficiencies (including class abilities/proficiencies):

1) Tailor 2) Swimming 3) Rope-Use 4) Leatherworking 5) Appraising 6) Jumping 7) Tumbling

Languages:
1) Common (Galli) 2) Brugundi

[b]Background[/b]
When still a tailor’s apprentice, Hempel felt compelled to begin stealing to try to offset his family’s usurious debts. When his master became aware of Hempel’s extracurricular activities, Hempel was dismissed. Unable to join the Guild or set up shop, Hempel took to the road as an itinerant tailor. He’s quite good, and has a reputation for making solid, hard-wearing clothes. He is less well known as a reliable second-story man.

Money
8cp, 1ip

Equipment
Leather Armor
Dagger

Clothing:
Belt
Boots
Flannel Cloak
Tunic
Breeches
Floppy Hat

Backpack
Small Belt Pouch

Thieves Picks
Sewing Needles (3)
Tailor’s Shears
Spools of Thread

Iron rations
Waterskin
Flint & steel
Pitons (12)
Signal whistle


Winter Blanket

Image
Soubirous the Forlorn (secondary character) and Sweetheart, his lame dog.
Soubirous
Race: Human
Class: Fighter
Level: 1st
Gender: Male
Alignment: Chaotic Neutral
Experience: 0
Deity: Tammara, Goddess of Security, Family, and Hearth (lapsed)

Description
A grizzled, weather-beaten man with dark, matted hair and an unkempt beard. Soubirous wears a mix of old soldiering gear and cast-offs. He appears to care very little for his own appearance, but his equipment shows signs of diligent maintenance.

He is accompanied by a large, heavily scarred dog.

Abilities
Str: 14 (Hit Adj: 0; Dam Adj: 0; Max Lbs: 170; Open Doors: 1-2/d6; Bend Bars: 7%)
Int: 13 (Languages: 3)
Wis: 13 (Magical Save Adj: 0; Spell Bonus: )
Dex: 10 (Defense Adj: 0; Missile Adj: 0)
Con: 15 (HP Adj: +1/level; System Shock: 90%; Resurrect: 94%)
Cha: 10 (Max Henchmen: 4; Reaction Adj: 0; Loyalty: 0)

Saving Throws
Paralyze/Poison: 14
Petrify/Polymorph: 15
Rod/Staff/Wand: 16
Breath Weapon: 17
Spells: 17

Combat
Hit Points: 8
AC: 7; AC Base: 7 (studded leather); Rear AC: 10

Weapons
Halberd Damage: 1-10/1-12
Short Sword Damage: 1-6/1-8
Dagger Damage: 1-4/1-3

Nonweapon Proficiencies (including class abilities/proficiencies):
1) Woodland Survival 2) Animal Handling 3) Weather Sense 4) Horse Riding 5) Hunting 6) Animal Lore

Background
Soubirous was raised in a poor family of herders.

He left home as a young man to spend a harrowing year as a soldier and be left for dead on a battlefield. He recovered, but has a nasty scar across his abdomen, which gives him terrible pains, sometimes. He now takes jobs as he can get them, usually as a guard or thug.

Soubirous was deeply disillusioned by his time as a soldier, but would desperately love to find a larger purpose or cause to serve.

Money
1 sp; 6 cp

Equipment
Halberd
Short Sword
Dagger
Studded Leather Armor

Clothes:
Sandals
Tunic
Belt
Scabbard
Regimental Surcoat (filthy, patched, and faded)
Cloak (made from an old horse blanket)

Backpack
Flint & Steel
Whetstone
Iron Pot
Small Tent
Winter Blanket

Sweetheart, War Dog (to be statted out later)
Abandoned in the same battle as Soubirous, who found and nursed her back to health. Sweetheart is a big, barrel-chested dog of indeterminate breed. Her fur is sliver-grey and crossed with many bright pink scars. She is lame in her left front leg.

Sweatheart is extremely skittish, and will bark alarm, but cower when threatened.

Image
Last edited by Pulpatoon on Sat Dec 21, 2013 1:22 am, edited 4 times in total.

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PyroArrow
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Re: Character Sheets

#4 Post by PyroArrow »

Stanilus Perri the Fighter (Bard wanna-be):
Name: Stanilus Perri
Race: Human
Class: Fighter (Bard)
Level: 1st
Gender: Male
Alignment: Neutral Good
Experience: 49?
Deity/Faith: Oghma (patron of all Bards)

Appearance/Description:
Brown Hair & Eyes; Height: 5’8”; Weight:175

Abilities:
Str: 15 (Hit Adj: 0; Dam Adj: 0; Max Lbs: +20lbs; Open Doors: 1-2/d6 ; Bend Bars: 07%)
Int: 11 (Languages: 2 )
Wis: 15 (Magical Save Adj: +1; Spell Bonus: )
Dex: 17 (Defense Adj: -3; Missile/react/attack Adj:+2 )
Con: 11 (HP Adj: 0; System Shock: 75%; Resurrect: 8o%)
Cha: 15 (Max Henchmen: 7; Reaction Adj: 15%; Loyalty: 15% )

Saving Throws (gains -3 DEX bonus on agility rolls, -1 WIS bonus on mental rolls):
Paralyze/Poison: 14
Petrify/Polymorph: 15
Rod/Staff/Wand: 16
Breath Weapon: 17
Spells: 17

Combat:
Hit Points: 7 Current: 6
AC: 5; AC Base: 8; Rear AC: 10
Leather Armor

Weapons:
Long Sword Damage: 1-8/1-12; Speed: 5
Dagger Damage: 1-4/1-3; Range: S-10' M-20' L-30' (thrown) Speed: 2

Nonweapon Proficiencies (including class abilities/proficiencies):
1) Japery
2) Whistling/Humming
3) Chanting

Copper: 8 Silver: 6

Languages: Common (Galli), Ceorli, Wilder Patois

Equipment: Ecumbrance
Leather Backpack 10
In Backpack:
Flask of Oil (2) 1
Tinderbox w/ Flint & Steel
Map Case, Bone .5
Vellum Journal .5
Quill & Ink
Writing Charcoal
Chalk
Soap (1) .5
Candle, Beeswax (2)
Torch (5) 5 (40ft radius, lasts 1 hour (6 Turns))
Dice, Bone
Mirror, Small Silver .5
Flute .5
Garlic
Bottle of Spirits (Bourbon) 1
Whetstone .5
Hammer 2
rope with grapple
Dry Rations (7 Days)

Clothing:
Blue/grey Tunic
Breeches
Belt
Boots 3
Grey Wool Cloak 2
Large Belt Pouch 1 (Front)
Small Belt Pouch 1 (Back)

Weapons:
Long Sword 7
Dagger 1

Waterskin, Full 3 (1 when empty)

Tent w/ Iron Spikes (12)
Tent: 20
Spikes: 5

Wool Bedroll & Pillow
Wool Blanket 2

Background:
Stanilus was aspiring to be a professional bard/poet/composer before he had a falling out with his patron (a retainer of King Lornall) back in Ostgall. He headed east a season ago, along the River Lorkyng, to see if Eorl Hroxim had a position for him. He's been cooling his heels in the region for a while now, and starting to run low on funds.
Last edited by PyroArrow on Wed Jan 15, 2014 12:40 am, edited 5 times in total.
Dungeon Master : Guido's Keep on the Borderlands & the Hills of Horror & Chaos (1st Ed D&D) :
1A: The Inheritance (1st Ed D&D)

Player:
Erico Caravellino - Thief : Elphand Adventures (ACKS Wilderlands - On Hold)
Stanilus Peri -Fighter (Bard) : Wardens in the North (D&D 1st Ed - On Hold)

Maximillian Arikas [Aether] & Steve Sanderson [Flicker] : Rebirth of Power: 4C System
Rician Lockwindberg - Paladin Knight : A Village With No Name (1st Ed D&D)
Theodore Mumfordian - Half-Elf Ranger : Terrible Trouble at Tragidore (1st Ed AD&D) [Completed]
Vicentio Senereno : Human Wizard : Veranar (5th Ed. D&D)
Tonkioso 'Gizzy' Gizmoebius : Clockwork Child : At the Forest Edge (Beyond the Wall & Other Adv)
Rician Lockwindberg : Human Paladin : A Village With No Name (2nd Edition AD&D)
Norbold Ernessaeia : Sylvian Elf Cleric : Minn's Mound (1st Edition AD&D)

wolfpack
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Re: Character Sheets

#5 Post by wolfpack »

Aldivan Helix, Half-Elf Fighter
Name: Aldivan Helix
Race: Half-Elf
Class: Fighter
Level: 1st
Gender: M
Alignment: Chaotic Good
Experience: 0
Deity/Faith: Solonor Thelandira

Appearance/Description:
Long curly brown hair covering his ears, close cropped beard and green eyes.

Abilities:
Str: 13
Int: 12 (Languages: Common-Galli; Elven; Ceorli)
Wis: 10
Dex: 17 (Defense Adj: -3; Missile/React/Attack Adj:+2)
Con: 13
Cha: 12

Saving Throws:
Paralyze/Poison: 14
Petrify/Polymorph: 15
Rod/Staff/Wand: 16
Breath Weapon: 17
Spells: 17

Combat:
Hit Points: 8
AC: 4; AC Base: 8; Rear AC: 10

Weapons:
Long Sword Damage: 1-8/1-12; Speed: 5
Hand Axe Damage: 1-6/1-4; Range: ; Speed: 3
War Hammer Damage: ; Range: ; Speed:
Bow Damage: 1-6; Range: ROF: 2

Equipment:
Leather Armor (12 gp)
Shield (10 gp)
Long Sword (15 gp)
Hand axe (1 gp)
Hammer (1 gp)
Short bow (15 gp)
12 arrows (1 gp)
Backpack (2 gp)
Flask of oil (1 gp)
Flint and steel (1 gp)
Wineskin (15 sp)
Large belt pouch (1 gp)
Leather map case (15 gp)
50’ rope (4 sp)
Large sack (6 cp)

Money/Valuables:
5 sp; 13 cp; various pieces of silver/electrum/gold jewelry worth 5gp

Background:
Born in the Aeling forests of the Western Reaches, Aldivan is a product of his elven father who fell in love with his human mother. Even though his mother died long ago (from old age), his family still faces the stigma of the union. In an effort to restore his family's honor, Aldivan’s father has sent him on a quest to the Norwold- to find traces of an elven homeland that was abandoned long ago. There, Aldivan is expected to unearth lost cultural artifacts and return them to their rightful owners.

Nearing the end of an arduous, six-month journey from the west, Aldivan is tired and weary- but hopeful that he can accomplish his assigned task.

Ythgar
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Re: Character Sheets

#6 Post by Ythgar »

Arkthren, Human Magic-User
Name: Arkthren
Race: Human
Class: Magic-User
Level: 1st
Gender: Male
Alignment: Lawful Neutral
Experience: 0
Deity/Faith:

Appearance/Description:
Age: 32
Height: 5’ 10”
Weight: 165

Abilities:
Str: 8 (Hit Adj: 0 ; Dam Adj: 0; Max Lbs: Normal; Open Doors: 1-2; Bend Bars: 1%)
Int: 13 (Languages: 3)
Wis: 11 (Magical Save Adj: 0; Spell Bonus: N/A)
Dex: 15 (Defense Adj: -1; Missile Adj: 0)
Con: 10 (HP Adj: 0; System Shock: 70%; Resurrect:75 %)
Cha: 13 (Max Henchmen: 5; Reaction Adj: +5%; Loyalty: 0)

Saving Throws:
Paralyze/Poison: 14
Petrify/Polymorph: 13
Rod/Staff/Wand: 11
Breath Weapon: 15
Spells: 12

Combat:
Hit Points: 4
AC: 9 AC Base: 9 Rear AC: 10

Weapons:
Staff Damage: 1-6 / 1-6 Range: Melee Speed: 4
Knife (non-proficient) Damage: 1-3 / 1-2 Range: 1/2/3 Speed: 2

Nonweapon Proficiencies (including class abilities/proficiencies):
1) Plant Lore (int)
2) Healing (wis)

Spells (if any, MUs also get cantrips, clerics and druids also get orisons):
0-Level (four/sleep cycle): Detect Magic, Mage Hand, Firefinger, Affect Normal Fires
1st-level (one/sleep cycle): Comprehend Languages

Background (fits generic campaign):

Spellbook
Cantrips:
General: Arcane Mark, Detect Magic, Erase, Mage Hand, Mending, Read Magic, Affect Normal Fires
Useful: Stitch, Wrap, Dry, Dampen
Reversed: Spill, Dusty, Dirty, Ravel
Personal: Firefinger, Spider, Unlock, Smokepuff
1st Level: Write, Comprehend Languages, Grease, Burning Hands

Coin:
gold: 0
silver: 12
copper pennies: 0
iron rings: 0

Magic Items:
2 healing tonics
1 does of poison neutralizer

Equipment (60 silver – 34 – ink, quill, parchment) (prices listed are on gold standard)
Quarterstaff
Knife, 2
Backpack
Week, standard rations
- Oil flask,
- Bullseye lantern
- Waterskin
- Torch, 2
- Spellbook (cantrips & 1st)
- Bone scroll case
- Parchment, 5 sheets
- Large sack
- Small sack

Belt pouch, large
- Wax candle, 5
- Tinderbox w/ Flint & steel
- Ink & quill
- Charcoal (writing)
- Chalk (writing)

Belt pouch, small
- Butter (for grease spell)
- Soot (for comprehend languages)
- Salt (for comprehend languages)
- Ink (for write spell)
- Mineral prism (for read magic)
- 2 small magnets (for mending)
Last edited by Ythgar on Sat Nov 30, 2013 3:59 pm, edited 2 times in total.

NJWilliam
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Re: Character Sheets

#7 Post by NJWilliam »

Osan Taan, Human Druid
Name: Osan Taan
Race: Human
Class: Druid
Level: 1st
Gender: Male
Alignment: Chaotic Neutral
Experience: 106
Deity/Faith: Animist

Appearance/Description:
Osan's full beard and haphazardly braided locks don't quite match the deep brown of his cloak. A white scar starts on the left of his nose and underscores his blue eyes before disappearing into his hairline. The druid somehow commands a presence greater than that of his short and stocky physical stature alone. The leather of his belt, pouches, and backpack is well worn and in various shades from beige to dark chocolate. A short club and a sling hang from his belt and he carries a staff in his hand covered with dents and dings.

Height: 5’ 3”
Weight: 160 lbs.
Age: 21

Abilities:
Str: 12 (Hit Adj: 0; Dam Adj: 0; Max Lbs: +100 lbs. ;Open Doors: 1-2; Bend Bars: 4%)
Int: 10 (Languages: 2)
Wis: 16 (Magical Save Adj: +2; Spell Bonus: N/A)
Dex: 15 (Defense Adj: -1; Missile Adj: 0)
Con: 12 (HP Adj: 0; System Shock: 80%; Resurrect: 85%)
Cha: 16 (Max Henchmen: 8; Reaction Adj: +25%; Loyalty: +20% )

Saving Throws: (+2 v. Fire & Electricity, +4 mental)
Paralyze/Poison: 10
Petrify/Polymorph: 13
Rod/Staff/Wand: 14
Breath Weapon: 16
Spells: 15

Combat:
Hit Points: 8
AC: 7 - - - AC Base: 8 - - - Rear AC: 8

Weapons:
Aklys - - - Damage: 1-4/1-4 ___ Range: 10 ft. _____ Speed: 4
Sling - - - Damage: 2-5 / 2-7 __ Range: 40 / 80/ 120 _ Speed: n/a
Knife (non-proficient)

Nonweapon Proficiencies (including class abilities/proficiencies):
1) animal noise
2) healing
3) druid's cant

Spells:
0-Level (four/sleep cycle): Cure Minor Wounds, Cure Minor Wounds, Cure Minor Wounds, Light
1st-level (one/sleep cycle): Animal Friendship, Invisibility to Animals

Available Spells:
Orisons: Create Water: Same as 1E 1st level cleric spell; Cure Minor Wounds: Cures 1 point of damage; Detect Poison: Detects poison in one creature or object; Guidance: Subject gains +1 on one attack roll; Inflict Minor Wounds: Touch attack, 1 point of damage; Light: Object shines like a torch; Mending: Same as 1e 1st level spell; Purify Food and Drink: Same as 1E 1st level cleric spell, but at 1 cu. ft./level; Resistance: Subject gains +1 on one saving throw; Virtue: Subject gains 1 temporary hp.
First Level: Animal Friendship; Ceremony; Detect Balance; Detect Magic; Detect Poison; Detect Snares & Pits; Entangle; Fairie Fire; Invisibility To Animals; Locate Animals; Pass Without Trace; Precipitation; Predict Weather; Purify Water; Shillelagh; Speak with Animals.


Background (fits generic campaign):
Osan is a member of a forest tribe of slight nomadic people who stay in different villages depending on the weather and time of year. He is the third son of one of the tribe’s war leaders, and tribal priests were suspicious of him due to his innate magical talent. He could not serve as a priest due to the tribe’s requirement of lineal succession, but his father told him he would be wrong to not follow his talents, and made it easy for Osan to meet with a druid his father knew to inhabit a quiet glen unknown to most of the tribe. When tribal priests believed they had discovered Osan studying pagan magic, he left with what he was carrying, a pouch of mistletoe handed to him by the druid and a string of coins his father had given him a month before. Osan has since gradually made his way far from his homeland, honing his connection with nature as he travelled.

Magic Items
Clay Token of Warmth?

Coin
Gems: 3 semi-precious (from fire beetle ledge)
Gold: 2
Silver:
Copper: 20
Iron:

Equipment
Fine Arrow with one fire beetle gland skewered onto it
Aklys
Sling
Bullets, 11
Knife
Mistletoe
Silver sickle
large sack
- - 1 mosquito bird corpse and cocoon remnants
Waterskin, filled with air

Small belt pouch:
- red clay pebble
- 34 river pebbles
- 3 semi-precious gems
- 2 gold
- 20 copper
- mistletoe
- beetle gland
- tinderbox w/ flint & steel
- holly
- shamrock leaves
- pine sprig
- pine cone
Large belt pouch:
- rations, some few?
- Idol of Bellash
- 2 candles
- oil lamp
- oil flask
- charcoal
- 2 pine cones
- 2 arrowheads
- beetle gland

Belt
Boots, shirt, trousers

(starting gold 110)
Fine Arrow (found on plateau)

cloak
Fine Shield (found on plateau)
Staff
Leather armor
Backpack
- hammer
- Drinking gourd
- Leather map case
- Wooden bowl
- Rope, 50’
Last edited by NJWilliam on Fri Dec 27, 2013 3:37 am, edited 27 times in total.
Sebastian, A Candle in the Darkness
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos

FreebirdFootbagging
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Re: Character Sheets

#8 Post by FreebirdFootbagging »

Aurora Dru-Edriss
Human
Witch
Level: 1st
Female
True Neutral
Experience: 0
Deity/faith: undecided

A short young girl, her hair a brown with the slightest tint of red, and eyes as dark as the dirt she grew to love. She was certainly not blessed in the form of natural beauty, adding to the effect is her pervasive acne, probably due to her young age. Dirt lathers her skin and clothes, revealing a strange sense of wanderlust and adventuring spirit about her.

Stats:
Str: 8(Hit Adj:None; Dam Adj:None; Max Lbs:45; Open Doors: 7; Bend Bars:4%)
Int: 13(Languages: Common, {To bo continued as I'm not sure what sort of languages exist in your world yet}
Wis: 14(Magic Save adj:0; Spell Bonus:1st)
Dex: 7(Defense Adj:0; Missle Adj:0)
Con: 11(HP Adj:o; System Shock:75%; Ressurection Survival:8o%)
Chr: 13(Max Henchmen:3; Reaction Adj:0; Loyalty Base:-1)

Saving Throws:
Paralyze/poison: 10
Petrify/polymorph: 13
Rod/Staff/Wand: 14
Breath Weapon: 16
Spells: 15

Combat
Hitpoints: 5
AC:7 No shield: 8

Weapons
Spear-Damage: 1d6 (sml/medium) 1d8 (large)
Knife-Damage: 1-3 (sml/medium) 1-2 (large)

Non-weapon proficiencies:
1)Fire Building
2)Weather Sense
3)Herbalism
4)Animal Lore

Abilities:
Second Sight: The witched innate ability to see invisible things and detect magical auras. The Witch must spend 1 round concentrating and then use the percentage chance listed by the table to determine if something invisible or a magical aura has been perceived.
Contact Spirit: The witched innate ability to contact the local spirits, if any. Also determined by a table of values.

Spells:

First Level:(!=memorized)
Allure(!)
Call Familiar(!)
Regeneration
Grimalkin(!)
Spirit Servant
Wierd Whetstone

Background:

This young aspiring Witch hails from a segment of the woods surrounding the Kingdom of Norlund. She leaves her comfortable abode now, though, to sate the internal hungers she's faced for adventure, knowledge, wisdom, spiritual center, and most specifically a suitable Coven to call her own.

Her mother and father, devout practitioners of witchcraft raised her in the woods, teaching her all they knew of Herbalism, the sense of weather, the lore of animals, and the basics to survival. At this point in her maturation they view her as ready mentally for her journey ahead, and supported her choice to leave in self appointed pilgrimage.
Last edited by FreebirdFootbagging on Mon Nov 18, 2013 1:45 pm, edited 1 time in total.

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Landifarne
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Location: Los Angeles (Miracle Mile)

Re: Character Sheets

#9 Post by Landifarne »

Very good, Freebird! There is no problem with timing, you're all good there.

I would caution two things only:

1) I'll let you play the character, as is, but she doesn't meet the CHR requirement. I've no problem with that, but I will assess a penalty. Extending the chart, she would be at -8% on her call spirit ability. If you wish to switch any ability scores (keeping the numbers you currently have), please feel free to do so prior to play!

2) I'll allow you to switch out one or two spells you currently have for regenerate and/or heal ailment, if you so wish. I'm sure your party members will be obliged!

Other players: I added a link to the pdf that has the witch class to the Houserules thread.

I think this will be fun!

-Steve

FreebirdFootbagging
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Re: Character Sheets

#10 Post by FreebirdFootbagging »

Thanks, I've edited my sheet accordingly and switched out the fertility spell with regeneration. I also changed out my chr stat with my str stat but haven't changed the underlying stats that come with them yet, as I'm doing this from 3G and can't afford to download the PDF that has the table.

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imswayze
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Re: Character Sheets

#11 Post by imswayze »

Vonnn Onsen (Cleric of Branna)
Name: Vonnn Onsen
Race: Hill Dwarf
Class: Cleric
Level: 1st
Gender: M
Alignment: NG
Experience: 0
Deity/Faith: Branna

Appearance/Description: The warm fragrances of various herbs paired with the funk of a laborous mini man who opts out of bathing, often until it hurts...that is Vonnn. Bushy, strawberry blonde beard with slightly more grey double braids running down his back. He is often covered in herbs almost like an attempt at camouflage.
H: 46" W: 143 Age: 50/177

Abilities:
Str: 11 (Hit Adj: 0 Dam Adj: 0 Max Lbs: 115 Open Doors: 6 Bend Bars: 2%)
Int: 10 (Languages: 2)
Wis: 16 (Magical Save Adj: +2 Spell Bonus: n/a)
Dex: 11 (Defense Adj: 0 Missile Adj: 0)
Con: 15+1 (HP Adj: +2 System Shock: 95% Resurrect: 96%)
Cha: 13-1 (Max Henchmen: 5 Reaction Adj: 0 Loyalty: 0)

Saving Throws:
Paralyze/Poison: 10pa/6po
Petrify/Polymorph: 13
Rod/Staff/Wand: (14-4)=10
Breath Weapon: 16
Spells: (15-4)=11

Combat:
Hit Points: 8/8
AC: 7 Rear AC: 10 (Padded, Small Shield)
Attack: +1 to hit: orcs, half-orcs, goblins, hobgoblins
-4 to attack rolls of: ogres, trolls, ogre magi, giants, titans
20% chance of magical item malfunction

Weapons:
Warhammer(x2(1wielded) Damage: 1d4+1/1d4 Speed: 4 Range: 1-2-3
Sling Speed: 6
Sling Bullet(x10) Damage: 1d4+1/1d6+1 Range: 5-10-20
Sling Stone(x0) Damage: 1d4/1d4 Range: 4-8-16

Nonweapon Proficiencies:
1) Herbalism 2) Healing 3) Turning Undead 4) infravision to 60'

5) Mining abilities(d6): Detect grade or slope in passage(1-5), Detect new tunnel/passage construction(1-5), Detect sliding/shifting walls or rooms(1-4), Detect stonework trap pits and deadfalls(1-3), Determine approx depth underground(1-3)

Languages: Common, Durghal

Spells:
0-Level:
Create Water: Same as 1E 1st level cleric spell.
Cure Minor Wounds: <<Cures 1 point of damage.>>
Detect Poison: Detects poison in one creature or object.
Guidance: Subject gains +1 on one attack roll.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: <<Object shines like a torch.>>
Mending: Same as 1e 1st level spell.
Purify Food and Drink: Same as 1E 1st level cleric spell, but at 1 cu. ft./level.
Resistance: <<Subject gains +1 on one saving throw.>>
Virtue: Subject gains 1 temporary hp.

1st-level: <<Cure Light Wounds>>, Protection From Evil, Sanctuary, Command, Bless, Detect Evil, Remove Fear, Resist Cold,

<<>> = Memorized

Background: Vonnn Onsen hails from the foothills of the Immrik Mountains, near Highwold. There, he has been raised as an herbalist/healer by his uncle. His father farms the south-facing terraces to provide moderately rare herbs for the dwarves in the near region. His Mother is a retired union leader for the dwarven mining industry. Though once wealthy, the Onsens were forced out of prominence by a rather sinister mining minister in the dwarven high council. It is suspected that the large mining companies bribed the minister into going dirty to crush the unions; but that will never be officially investigated. The Onsens took refuge on the small piece of terrace land they now farm. Vonnn has recently taken to adventure to protect his clan and hopefully crush a few corrupt noblemen along the way. Vonnn has a fierce disdain for the banking industry, and other entities involved in forcing farmers from their land.

Money(from 100gp): 37sp 23cp

Equipment: Lightly Encumbered at the moment
Backpack
Breeches, Belt, Shirt, Soft Boots
Gloves
Knife (non-combat)
Herbs (2lbs)
Spice (1lb exotic)
Map Case
Lrg Belt Pouch
Flint and steel
Chalk
Holy Symbol
Lrg Sack (2)
Whetstone
Wineskin
Dry Rations (1wk)
Last edited by imswayze on Wed Jan 15, 2014 7:37 pm, edited 8 times in total.

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Landifarne
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Re: Character Sheets

#12 Post by Landifarne »

Hi Gabe. It looks pretty good overall, but I'd want you to change the following (some nit-picky things):

I don't give wisdom bonus spells, so you'll only be able to have one 1st level spell (keeping the orisons). Sorry about that. [That's the main issue. All the others are minor things that don't really affect the game.]

His deity should be Branna, the Mother, as Bellash is humanocentric. If you want him to have a fringe patron/demi-god of dwarven agriculture, that would be OK- just come up with an appropriate name. A sickle as a weapon...? Nah. But if you could find something agricultural in theme that doesn't shed blood that is appropriate, I'd go with that.

Give him a small number of silver, copper and iron pieces. I use a silver scale, but award EXP based on sp values.

Make his max age somewhere between 150-200 years. In my world elves live to be 500-600 years and dwarves not more than 200.

Oh, the word for the dwarven language is Durghal. Again, that doesn't really matter.

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Re: Character Sheets

#13 Post by Sulara »

Sulara Erndis, Fighter
Name: Sulara Erndis
Race: Fighter
Class: Human
Level: 1st
Gender: Female
Alignment: Chaotic Good
Experience: 0
Deity/Faith: Gontlerym, the Sky Lord

Appearance/Description
Height: 6'
Weight: 170
Age: 20
Hair: fiery red
Eyes: green
Skin: pale, two inch scar on right cheek from ear towards chin

Abilities:
Str: 17 (Hit Adj: +1; Dam Adj: +1; Max Lbs: +500; Open Doors: 1-3; Bend Bars: 13%)
Int: 7 (Languages: Suevi, Traders' Common)
Wis: 11 (Magical Save Adj: --; Spell Bonus: --)
Dex: 16 (Defense Adj: -2; Missile Adj: +1)
Con: 17 (HP Adj: +3; System Shock: 97%; Resurrect: 98%)
Cha: 13 (Max Henchmen: 5; Reaction Adj: --; Loyalty: +5%)

Saving Throws
Paralyze/Poison: 14
Petrify/Polymorph: 15
Rod/Staff/Wand: 16
Breath Weapon: 17
Spells: 17

Combat
Hit Points: 10
AC: 5 (with shield and axe/sword) 6 (with bardiche) AC Base: 8 Rear AC: 10

Weapons
Bardiche (sparth) Damage: 2-8 / 3-12 - - - Range: melee - - - Speed: 9
Hand Axe (Bryntroll) Damage: Range: Speed:
Short Sword (Saex) Damage: Range: Speed:
Two Handed Sword (proficient, but not possessed)

Secondary Skills
1) Blacksmithing / weapon and armor repair
2) Hunting

Background:
Against the tradition of her barbarian tribe, Sulara always wanted to take up arms as a warrior, and could not be stopped from her incessant practice. Not allowed to hunt with the men, she would nonetheless trail them and boys in the hunting parties. At 15, the Chieftain's teenage son found her trailing the men, and told her she needed to "know her place." Sulara knocked him down with the flat of her sword, humiliating him. When her father learned of this, he was bound to tell her the same, and in his anger struck her, his ring leaving a cut across her face. Sulara left that evening, and refused to tend the wound, now evidenced by the scar on her face. She took any guard or similar job she could find, while she continued to train her skills.

Silver: 6
Copper/Iron: 5
Bardiche
Leather
Small Wooden Shield
Bryntroll (2)
Seax
Knife
Helmet, small
backpack
- waterskin (full)
- rope, 50'
- iron rations, 1 week
- oil flask (2)
- 2 large sacks (empty)
belt pouch
- tinderbox w/ flint & steel
- torches (3)
belt pouch, large
wide leather belt
bandolier
cloak
vest
leggings
boots, high, hard
DM's Edit: I reduced the studded down to leather because of her DEX adjustment. That still gives her a good AC. Also, I killed the NWP as I don't use them. Choose several secondary skills (fishing, etc) that would be useful to someone growing up in the cold north

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Re: [Game #1] Character Sheets

#14 Post by Sulara »

Sulara Swings her axe at the nearest rat..

To hit : 15

Damage : 5 +1 = 6

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