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wolfpack
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Character sheets

#1 Post by wolfpack »

post your character sheets here, please post in this format becuase I can't access the die roller sheets from work.

Name:
Class:
Level:
Race:
XP:

ST:
INT:
WIS:
DEX:
CON:
CHM:

HP:
AC:

Proficiencies:

GP:
SP:
CP:
PP:

Gems:
Jewelry:

Items

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Rukellian
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Re: Character sheets

#2 Post by Rukellian »

Ruken Honeybeard (warrior/illusionist)
Level: 2/2
Gnome
Alignment: Chaotic Good
Experience: 2051/4000; 2301/4500

Ability Score Stats:
Str: 12 (+100 weight allowance, 1-2 open doors, bend bars 4%)
Dex: 17 (+2 reaction/attacking adjustment, -3 AC)
Con: 13 (system shock 85%, resurrection survival 90%)
Int: 17 (6 languages possible)
Wis: 8
Cha: 11 (4 henchman allowed)

Stats: INT:17, CON:13, DEX:17, WIS:8, CHR:11, STR:12

Age: 108
Height: a little under 3 ft’
Weight: 65 lbs give or take
Hair: white, usually stained with honey
Eyes: amber yellow
Skin: brown

Hit points
Total: 10, missing two toes, slight limp, permanent -1 Movement Speed
Current: 6

Hitpoints roll [1d10] = 3 divided by two plus [1d4] = 3 divided by two

Armor Class
Front: 7
Rear: 7
Surprised: 10

Weapon Proficiencies:
Pick (military horseman’s)

Spells:
light
gaze reflection
detect invisibility
Hypnotism

Memorized Spells:
Hypnotism
Light

Possessions:
Pick (military horseman’s) used for mining 1d4+1 for S/M 1d4 for L
Robes
Low Soft Boots
Belt
Large Belt Pouches 2x
Leather Backpack
Week of Standard Rations (two days supply left)
Spellbook
Spell ingredients (will specify once DM chooses spells )
Stone of Good Luck
Wand of Wonder (1 out of 3 charges remaining)
Walking Stick
Silver Dagger/Knife
Chest loot for village
Demon Leader's Crown
Book of Illusionary Spells

Wealth
PP:
GP: 27
EP:
SP:
CP: 1

Gems: a small piece of polished amber (his special item)
Jewlery:

Stone of Good Luck (any):
Also known as the luckstone, this item grants +1 to all saving throws and “to hit” rolls.

Wand of Wonder:
A wand of wonder is a strange and unpredictable
device that randomly generates any number of weird effects each time it is used. Each use costs 1 charge. In some cases a saving throw is appropriate. The effects should be considered typical of those possible, but the GM may adjust these or create new effects depending on the situation.
Typical powers of the wand include the following:
d%
Wondrous Effect
01–05
Slow creature pointed at for 1 turn.
06–10
Faerie fire surrounds the target.
11–15
Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
16–20
Gust of wind, but at twice the power.
21–25
Wielder learns target’s surface thoughts (as with ESP) for 1d4 rounds.
26–30
Stinking cloud at 30 ft range.
31–33
Heavy rain falls for 1 round in 60 ft radius centred on wand wielder.
34–36
Summon an animal—a rhino (01–25 on d%), elephant (26–50), or mouse (51–100).
37–46
Lightning bolt (70 ft long, 5 ft wide), 6d6 damage.
47–49
Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder).
50–53
Enlarge victim if within 60 ft of wand.
54-58
Darkness, 30 ft diameter hemisphere, centred 30 ft away from wand.
59–62
Grass grows in 160 ft square area before the wand, or grass existing there grows to ten times normal size.
63–65
Vanish any nonliving object of up to 1,000 lb mass and up to 30 ft cubed in size.
66–69
Reduce wielder to 1/12 height.
70–79
Fireball, 6d6 damage, as wand.
80–84
Invisibility covers wand wielder.
85–87
Leaves grow from target if within 60 ft of wand.
88–90
10–40 gems, value 1 gp each, shoot forth in a 30 ft long stream. Each gem deals 1 point of damage to any creature in its path: roll 5d4 for the number of hits.
91–95
Shimmering colours dance and play over a 40 × 30 ft area in front of wand. Creatures therein are blinded for 1d6 rounds.
96–97
Wielder (50% chance) or target (50% chance) turns permanently
blue, green, or purple.
98–00
Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft.
Starting Gold [5d4] = 11 end result plus 30

Total encumbrance: will list if needed

Language Spoken: Gnomish, Common

Background:
Growing up in the Ambertoe family, Ruken was a fine little Gnome. He had an appreciation for amber that his family shared and he would regularly participate in the festivities that his town held. During one of those festivities, he came across someone who brought with him some honey. Being the young Gnome that he was, this caught his curiosity. He tried some and absolutely loved it? “By golly! What is this sweet stickiness Mr. Picklesworth?” On that day, he learned of where honey came from, and everything there was to know about bee keeping. From then on, he would start raising bees of his own, always taking such good care of the little critters. He would share the honey, naturally, amongst the village, and soon enough, he gained the title of Honeybeard! His love for honey and bees was second only to amber.

Setting out on an adventure, still at the tender age of 68, Ruken Honeybeard will explore the world with but one simple goal in mind. “Find some amber and honey, and then lots more of it!”

Race Abilities/perks:
Gnomes are highly magic resistant. A gnome player character gains a bonus of +1 for every 3 and 1 half points of their constitution ability score. Ruken Honeybeard receives a +3 bonus to all of his saving throws because of this.

Gnomes have infravision, the ability to see into the infra-red spectrum, so
a gnome character is able to see up io 60' in the dark, noting varying heat
radiation.

Being miners of exceptional merit, gnomes are able to detect the following facts when within 10' of the area to be examined, or at any time with respect to determination of their approximate depth underground:

Detect grade or slope in passage 80% probability upwards or downwards (d10, score 1-8)

Detect unsafe walls, 70% probability ceilings, or floors (d10, score 1-7)

Determine approximate 60% probability depth underground (d 10, score 1-6)

Determine direction of 50% probability travel underground (dANY, score any half)

It is important to note that the gnome must be actively seeking to determine the matter in question. The phenomenon does not otherwise become apparent to the character, for he or she must concentrate on the subiect to get some form of answer.

In melee combat, gnome characters add 1 to their dice rolls to hit opponents who are kobolds or goblins. When being attacked by gnolls, bugbears, ogres, trolls, ogre magi, giants, and/or titans, gnome characters subtract 4 from their opponents' "to hit" dice rolls because of the gnomes' small size and their combat skill against these much bigger creatures.
ruken honeybeard.jpg
ruken honeybeard.jpg (33.05 KiB) Viewed 1198 times
Last edited by Rukellian on Wed Sep 10, 2014 12:39 pm, edited 21 times in total.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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MonkeyWrench
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Re: Character sheets

#3 Post by MonkeyWrench »

Name: Gregorius Wilhelm Vandemere
Class: Cleric
Level: 3
Race: Human
XP: 4000 / 6001
Alignment: Chaotic Good
Deity: Hermes (God of travelers & luck)
Holy Symbol: Winged Shoe

ST: 12 [+100 weight allowance / 1-2 open doors / bend bars 4%]
INT: 11 [Lang: 2]
WIS: 15 [Spell Bonus: (1) 2nd / Chance Failure: 0%]
DEX: 13
CON: 17 [HP Adj: +2 / Sys Shock Sur: 97% / Res Sur: 98%]
CHM: 7 [Max Hen: 3 / Loyalty: -10% / React Adj: -5%]

Age: 27
Height: 5’ 10”
Weight: 145
Hair: Black
Eyes: Brown
Skin: Caucasian

HP: 22 [d8]
AC: Front 7 / Rear 7 / No Shield 6 / 5 with boots / 4 with boots & shield

Weapons Proficiencies [S,M / L] [S/M/L]
Mace, Footman’s: [2d4-1 / 1d8]
Hammer: [1d4+1 / 1d4] [Range: 1/2/3]

Spells Known
(1st) Light / Darkness
(1st) Command
(1st) Bless / Curse
(1st) Detect Magic
(2nd) Find Traps
(2nd) Hold Person
*(1st) Cure Light Wounds / Cause Light Wounds*

Spells Memorized
(1st) Light
(1st) Command
(1st) Bless
(1st) Detect Magic
(2nd) Find Traps
(2nd) Hold Person

Languages
Common
Goblin

GP: 26
SP: 9 (11-2 for breakfast)
CP: 6
PP:

Gems:
Jewelry:

Treasure:
Boots of Speed (Mv: 24" / 1 hr cont movement / -2 AC)
Potion of Levitation (Dur: 2 turns / Max weight: 200 lbs / Move vert 20'/rnd)

Items
Studded Leather [Wear]
Shield, Small, Wood [Carry]
Backpack [Wear]
(2) Candle, Wax [Belt Pouch]
Scroll Case, Leather [Backpack]
Oil, Flask [Backpack]
Rope, 50' [Backpack]
Sack, Small [Backpack]
Sack, Large [Backpack]
Waterskin (filled) [Backpack]
(3) Iron Spike, Large [Backpack]
Hammer [Backpack]
Tinder Box w/ Flint & Steel [Backpack]
(2) Torch [Backpack]
Holy Symbol [Backpack]
Belt Pouch, Samll [Wear]
(2) Chalk, Stick (1 cp ea) [Belt Pouch]
Belt [Wear]
Boots, High, Soft [Wear]
Hat [Wear]
Cloak [Wear]
(2) Garlic Bud [Belt Pouch]
(2) Belladonna Sprig [Belt Pouch]
(2) Wolvesbane Sprig [Belt Pouch]

Background:
I grew up in a small village in the Forgotten Hills. Our village was attacked many times by Orcs and Goblins. My mother was killed by a Goblin pack. Lizard Men killed my brother while on his adventure of manhood. Recently my father died at the hands of Orcs protecting our village. He was a brave man of the cloth, and taught me everything I know. I will take vengeance for their lives and all who have died at the hands of evil.

I now wander the lands searching out and destroying evil, protecting the innocent when I can. My hatred for Goblins and Lizard Men often rules my emotions. Evil has no right to the air I breath. I am determined to kill them all or die trying.

Family Origin: The Forgotten Hill
Last edited by MonkeyWrench on Fri Mar 07, 2014 3:55 pm, edited 13 times in total.
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.

Todd Spengo
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Posts: 561
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Letholdus the Paladin

#4 Post by Todd Spengo »



Name: Letholdus
Class: Paladin
Level: 2
Race: Human
XP: 4,200

ST: 14
INT: 12
WIS: 15
DEX: 12
CON: 12
CHM: 17

Hit Points: 10 + [1d10] = 12

HP: 12
AC: 2 (banded mail + Cloak of Displacement) / 1 (with shield)

Weapon Proficiencies:

Glaive
Longbow
Longsword
Dagger

Background:

Letholdus was born the second son of a blacksmith in Draken Helm. After spending some years as apprentice in the smithy, he was sent to study with the priests of Marduk.

Due to his lack of noble parenthood, he could not enroll directly in the priestly ranks and, frankly, the cloistered temple life did not suit him. Instead, he swore an oath of righteousness through strength of arms and left the Iron Citadels to spread the rule of law and the glory of Marduk.


Starting Money: [3d6] = 9 + 2 * 10 + 25 = 135 GP

GP: 11
SP: 5
CP:
PP:

Items:

Glaive
Longsword
Dagger
Banded mail
Small shield
Linen doublet
Belt
Heavy boots
Cloak of Displacement
Holy symbol (pewter)
Backpack
Bedroll
50' rope
5 torches
Standard rations (1 week)
1 Potion of Healing

ravenn4544
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Location: Pennsylvania

Re: Character sheets

#5 Post by ravenn4544 »

Name: Oralorn
Class: Magic User
Level: 2
Race: Human
XP:

ST: 13
INT: 15
WIS: 14
DEX: 15 (-1 AC)
CON: 15 (+1hp/level)
CHM: 12 (-3% reaction adjustment due to facial wound)

HP: 7
AC: 6

Proficiencies: N/A

GP: 40
SP:
CP:
PP:

Gems:
Jewelry:

Items:

Weapons: Dagger / Staff
1 Clothes (Boots, Cloak, Shirt, Pants)
1 Backpack
1 Spell Book
3 Torches
2 flasks of oil
1 flint and steel / tinder
5 small pouches
20 candle (wax)
3 standard rations (3 weeks)
1 writing implements and ink
1 iron pot and utensils
1 bedroll and canvas
1 water skin

Bracers of Defense (AC7)
Potion of diminution
Potion of Levitation

Spells Known:

read magic
magic missile
jump
erase
enlarge
feather fall

Spells Memorized:

magic missile
magic missile

Magic Items

Potion of Levitation:
Dur: 2 turns
Max weight: 200 lbs
Move vert 20' / rnd
Last edited by ravenn4544 on Thu Jun 12, 2014 3:40 pm, edited 4 times in total.

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GreyWolfVT
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Re: Character sheets

#6 Post by GreyWolfVT »

Name:Joven
Class:Ranger
Level:2
Race:Human
XP:4,200/4,500
Image
ST:15
INT:14
WIS:15
DEX:16
CON:18
CHM:8
Stats: STR:15, DEX:14, CON:15, INT:16, WIS:18, CHR:8
HP:21
AC:2

Proficiencies:
Hand/Throwing Axe
Broad Sword
Crossbow, Light

GP:15
SP:1
CP:0
PP:0

Gems:0
Jewelry:0

Items:
Basic Clothing (Belt, Boots, Drawers(Boxers), Pants, Shirt, Cloak)
Quiver (2 Score Bolts/Quarrels)
Backpack
Rope 50'
Tinder Box, with flint & steel
Pouch, belt, large
Waterskin
Rations, standard, 1 week
Lantern, bullseye
3x Oil, flask of
Weapons:
Hand/Throwing Axe
Broad Sword
Crossbow, Light
Armor: Chainmail
Magical Items:
broad sword +1/+3 vs regenerating creatures that gives off light 10' radius on command and humms when trolls are within 50' on the sword written in an ancient language is the name Trollbane. Trolls cannot regenrate damage done by this sword.
Background:
Raised by a Hunter Joven learned a lot about the woods and was taught how to use both sword and crossbow. Joven was taught how to walk in the woods so as to not make a sound or as best as a Human can manage. Joven was also taught how to track game. Taking what he learned from growing up Joven now hunts more than standard hunter's game in the woods. Joven hunts vile creatures like kobolds, orcs, goblins, trolls and ogres. Having seen towns destroyed and houses sacked at night by these vile creatures Joven has sworn to stop them before they can cause more harm to the kindly folk. Growing up as a child Joven always was fascinated by the local "fair" he loved to watch, the as they called themselves "Ax Men", he would practice throwing hand axes at home and his parents would scold him for it. But after a while he started to get pretty good at it and his parents gave him praise. One day he actually entered the ax throwing competition in the fair and came in second place. Since then Joven has always kept his two hand axes near by as his backup weapons. Joven was trained by his father and a friend of the family a local town guard in the art of sword fighting with a broad sword. He would have set training's usually a couple times or more a week with his father and the guardsman. His dad also made him practice with the crossbow and shooting at hay targets they would fashion themselves, after a while Joven was a good shot with the crossbow, he actually shot his first deer with it as a young preteen (12) and was the pride of the family when he and his dad returned home that day. The day of the attack upon his home some say the fires were started by "blue goblins" or "blue kobolds" but nobody had ever heard of such a beast before. After this Joven gathered what he could afford or what was salvagable from home and set out trying to find and kill any goblins or kobolds near any villiages.

“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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