Character Sheets

Post Reply
Message
Author
User avatar
corum
Tracker
Tracker
Posts: 148
Joined: Fri Feb 05, 2010 6:00 pm
Location: Sherwood Forest UK

Character Sheets

#1 Post by corum »

Character sheets will go in here!

Ogre Magi
Squire
Squire
Posts: 4
Joined: Fri Dec 09, 2011 10:11 pm

Re: Character Sheets

#2 Post by Ogre Magi »

Name Weylin Whiteheart
Race 1/2 elf
Class Druid 1/Fighter 1/Mage 1
Alignment N
Gender M
Age 31
Ht 5'7"
Wt 157lbs
Eyes Golden Brown
Hair Dark Brown
Birth Mark Large "k" shape partially covered by his hair. It rests upon his left cheek and spreads out across his face from there.

XP 0/0/0
Next 2000/2000/2500

HP 7
THAC0 20
AC 10
Move 12"

STR:10 40lb weight allowance 115lb max press Open doors: 6 BB/LG: 2%
DEX:10 No adjustments
CON:9 SS: 65% Rez: 70%
INT:14 Max spell Lv: 7th Learn Spell Chance: 60% Max spells/lv: 9
WIS:142 bonus 1st lv spells
CHR:16 Max Henchmen: 7 LB: +3 RA: +3


WP
Sickle
Staff
Dart Specialty

NWP
Language: Common
Language: Druidic
Reading/Writing
Tracking
Navigation


Saves
PPD: 10
RSW: 11
PP: 13
BW: 15
Sp: 12

Equipment:
Spellbook
clothing...one set
2 sickles
30 darts
quiver
backpack
sm. belt pouch
spell components
holy symbol
waterskin
2 vials of ink
quills
dry rations for a week

5pp 5gp 10sp 10cp

Spellbook:
read magic
detect magic
armor
phantasmal force
sleep
enlarge
comprehend languages

Class Abilities
+2 vs Fire and Lightining

Racial Abilities
Half-elven characters have a 30% resistance to sleep and all charm-related spells.
Half-elven infravision enables them to see up to 60 feet in darkness.
Secret or concealed doors are difficult to hide from half-elves, just as they are from elves. Merely passing within 10 feet of a concealed door (one hidden by obstructing curtains, etc.) gives the half-elven character a one-in-six chance (roll a 1 on 1d6) of spotting it. If the character is actively seeking to discover hidden doors, he has a one-in-three chance (roll a 1 or 2 on 1d6) of spotting a secret door (one constructed to be undetectable) and a one-in-two chance (roll a 1, 2, or 3 on 1d6) of locating a concealed door.

Background:
Weylin was born to an elven mother by way of a human father. As soon as he was born and his mother had recovered, she spirited away into the wilds with him. She did not want his childhood to be marred by the humanistic ways of the cities, but she knew that he would never be fully accepted by her kin. She took him to the grove of the Druid Ergola. There she left him in the care of the wood-walkers. It was a sorrowful goodbye that was only buffeted by the knowledge that she would always know him, if by chance they met again. The "K" shaped mark on his face was too rare to miss! He was brought up with out parents; without concern for civil ways, or even a regard for anything concerned moral. This upbringing shaped him into the perfect candidate to become an initiate in the druidic religion. He was trained, however, not only in druidism, but also as a fighter and an arcanist due to his immense potential in these arts. The ranger Hector and the wizard Baloff the green (both frequent visitors to the grove) did these services as a favor to Ergola for her hospitality. Soon he was fully trained in all of his arts, so after his final initiation, he was equipped and sent from the grove as a chick is tossed from a nest. He would either fall or fly, only the fates and his own cunning would tell...
Last edited by Ogre Magi on Thu Dec 22, 2011 3:13 pm, edited 3 times in total.

SonOfSubmariner
Squire
Squire
Posts: 6
Joined: Fri Dec 09, 2011 10:56 pm

Re: Character Sheets

#3 Post by SonOfSubmariner »

Name Caerwyn Peredur
Race Human
Class Paladin
Alignment LG
Gender M
Age 19
Ht 6'
Wt 167
Eyes Grey
Hair Blonde
Patron Deity Yar

XP 0
Next 2250
+10% Xp bonus

HP 12
THAC0 20 (19)
AC 1 (-2 Dex, -1 medium shield, -6 splint mail)
Move 12

STR 17
HIT +1 DAM +1 WA 85 MP 220 OD 10 BB/LG 13%
DEX 16
RA +1 MA +1 DA -2
CON 16
HP +2 SS 95% RS 96%
INT 13
#LANG 3
WIS 15
MDA +1
CHR 17
M#H 10 LB +6 RA +6


WP
Long Sword
Long Bow
Battle Axe
Morning Star

NWP
Language: Common
Language: ?
Etiquette (CHA)
Reading/Writing (INT +1)
Religion (WIS)


Saving Throws (factoring in +2 from class ability)
PPD 12
RSW 14
PP 13
BW 15
SP 15

Class Abilities
Detect Evil
+2 to all saving throws
Disease Immunity
Lay on Hands (2 points)
Cure Disease 1/week
Aura of protection 10' (all summoned and evil creatures take -1 to all attacks)

Equipment (170 gp starting gold)
Longsword
Morning star
Medium shield
Tunic
Surcoat (emblazoned with holy symbol)
Belt
Cloth cloak
Scabbard
Soft boots
Breeches
Trail rations (1 week)
Backpack
Flint and steel
Small tent
Splint mail
Holy symbol
3 torches

Total weight: 78

Background
On a cold winter's night, the nuns of Brecon Abbey awakened to a pounding on the door. Slumped over on the doorstep was a half-elf woman, bundled up in a ragged cloak and clutching a human child wrapped in a fine, embroidered silk blanket. She thrust the child to one of the nuns insistently. When they attempted to help her up, she shooed them away with a wave of her hand, gesturing as though writing. The abbess presented her with a scrap of parchment and a charcoal stick. She hastily scrawled a name "Caerwyn Peredur" on the parchment and collapsed, dead. Upon examination, her neck and throat had been badly cut, likely explaining her inability to speak. Removing her cloak, they found the woman dressed in bloodsoaked night clothes. She had received several grievous injuries, all of them many days old. It was a miracle, they thought, that she was able to make it even a fraction as far as she had. The child, a young boy, had faired a bit better and was alive and unharmed. The only thing out of the ordinary was a birthmark, resembling the letter "K", on the inside of his left forearm. And so Caerwyn Peredur was orphaned, left with but a name and a birthmark.

The nuns of the abbey cared for the child, difficult though it was for a group of women who had never borne children themselves, through the long winter. They had planned to take the child to an orphanage in the nearest city when spring came, but they found themselves having grown exceedingly fond of the child over the winter and decided to raise him. Even to childless nuns, Caerwyn seemed overly quiet and reserved for a baby. Over the years, Caerwyn grew into a strong, healthy, bright child. The abbess schooled him in the ways of Yar and Sister Anwen, the abbey archivist, taught him to read and write and speak proper common. Sister Rhiannon, having been originally born a noble's daughter, taught Caerwyn etiquette.

As Caerwyn grew into a young adult, he began to experience frequent, vivid dreams. A figure called out to him, beckoning Caerwyn to his side. Upon describing the figure in his dreams, the abbess brought forth a book from her chambers. It was the abbey's treasure, a rare religious text with beautiful colored pictures illustrated throughout. Flipping to a specific page, the abbess showed Caerwyn a picture out of the book. He immediately recognized it as the figure from his dreams. It was an illustration of Gudred, Martyr of Justice and patron of paladins. Caerwyn had been Called.

He was sent to Gwynedd Priory, an obedientary house of the abbey, to receive further schooling and military training to become a paladin. Caerwyn was very enthusiastic upon his arrival. He excelled at the rudimentary training and exercise routine and was already schooled in Yar's teachings. Caerwyn's happiness was not to last, however. Though the Priory required religious studies of all the students, its primary function was the provide military training to the children of nobles (whose tuition provided much money to the Priory and Abbey) in preparation for knighthood. Few of the students stayed on to be fully ordained as Eyes of Yar. Of the students who began training the same time as Caerwyn, in fact, he was the only one. The other boys in his class bullied him and mocked him for being an orphan and not of noble blood. The worst was Clive Baldwin, son of a local Viscount who was the highest ranking noble in the region. Clive bullied Caerwyn mercilessly during the early years at school, lording his position of nobility over him and causing him to become quiet and withdrawn. Caerwyn sought solace with the brothers at the priory, being more comfortable with older adults than children his own age anyhow.

After several years went by, Clive relented almost entirely. He grew out of being a bully, and even grew to kind of like Caerwyn. The bullying turned into a rivalry. Caerwyn, however, never let it go. He remained quiet, but he continued to seethe inside. He hated Clive, and longed to see him expelled from the schoo, disgraced, and disowned by the Viscount. All this would have been meaningless but for one thing. Clive was the only student at the Priory who could best Caerwyn at swordplay. The week before graduation, Clive and Caerwyn were asked to give a demonstration of sword technique for the younger students. Nervous to perform for an audience, Caerwyn was unable to keep a level head. He made mistakes and Clive was able to gain an upper hand, throwing Caerwyn off balance. He taunted Caerwyn, pointing out the holes in his defense. Embarrassed, flustered, and angry, Caerwyn was unable to hold back. He struck out in anger and seriously wounded Clive.

Caerwyn was horrified. For a petty grudge he had thrown away everything he had learned. He risked his future, his destiny he thought, to get the last laugh. He nearly became a fallen paladin before becoming a proper paladin. He was wracked with guilt leading up to graduation and sought council from the Prior daily. Seeing he was truly guilty and desired to atone, the Prior elected to not expel Caerwyn. He was not allowed to graduate with his fellows, receiving a private graduation ceremony in the Prior's office. He continued his studies to become a paladin, alone again. After a few more years Caerwyn, now in his nineteenth year, had finished all his studies. He received all his religious training, mastered his military training, and had learned to perform the basic miracles of a fledgling paladin. The time of his ordination drew nigh, as did the time of his atonement. He was ordained a paladin, but conditionally. The Prior dubbed him a crusader, not yet deserving a true title, and he was sent out, rather unceremoniously, with some equipment. For a period of no less than one year, Caerwyn would embark on a pilgrimage. He would walk the roads of the countryside, striking down evil and assisting those in need. He would visit the wayshrines of the various good and neutral gods, assisting if needed and learning more about their ways in an effort to develop a broader world view. Once he thinks himself ready, he will return to the Priory and the Prior will petition Yar to pass judgment on him and decide if he has atoned and deserves forgiveness and a title as a true paladin.
Last edited by SonOfSubmariner on Wed Dec 21, 2011 8:29 pm, edited 5 times in total.

User avatar
Alethan
POWAH!
POWAH!
Posts: 14356
Joined: Thu Oct 21, 2010 6:50 pm
Location: Midwest
Contact:

Re: Character Sheets

#4 Post by Alethan »

Name: Harland Smythe
Race: Human
Class: Ranger
Alignment: Chaotic Good
Gender: Male
Age: 23
Height: 6'1"
Weight: 184 lbs
Eyes: green
Hair: brown

Level: 01
XP: 0
Next: 2250

HP: 12
THAC0: 20(melee)/18(missile)
AC: 4
Move: 10"

STR: 13 (+45# weight allowance)
INT: 13 (3 possible additional languages/non-weapon proficiencies)
WIS: 15 (+1 magical adjustment)
DEX: 17 (+2 reaction adj., +2 To Hit w/Missile Weapons, -3 AC adj.)
CON: 16 (+2 HP adj., System Shock Survival 95%, Res Survival 96%)
CHR: 10 (normal)


Weapon Proficiencies:
Bow, long
Sword, long
Axe, hand

Non Weapon Proficiencies:
Language: Common
Language: Elven
Survival - mountain
Hunting

Class Abilities:
Tracking proficiency
Animal Empathy
Hide in Shadows: 15% (includes +5% DEX bonus)
Move Silently:(20% (includes +5% DEX bonus)
Two-Handed Fighting w/No Penalty (long sword and hand axe)
Species Enemy: Orc (+4 To Hit vs. Orcs)

Saves:
14 - Paralyzation/Poison/Death Magic
16 - Rod/Staff/Wand
15 - Petrification/Polymorph
17 - Breath Weapon
17 - Spell

Starting Equipment: (total weight approx #60)
Bow, long (range: 50/100/170)
Arrows, sheaf (24) (1-8/1-8 dmg)
Quiver, 1 score cap.
Sword, long (and scabbard) (1-8/1-12 dmg)
Axe, hand (1-6/1-4)
Dagger (and scabbard) (1-4/1-3 dmg)
Studded Leather armour (AC 7)
Backpack, leather
- iron rations, 1 week
- sack, large (2)
Boots, breeches, tunic, belt, cloak
Pouch, Belt, Large
- flint and steel
- signal whistle
- chalk
Skin, w/watered-wine
Skin, water
Torches (6)

Current Equipment:
Hand Axe
10 arrows
Studded Leather Armour
Light Crossbow
17 (+ Weylin's roll) bolts

Background:
Harland is a quiet young man. He fears "establishment" in most forms, whether it be religion, laws and courts, governments, or even businesses. After all, it was a mining business that sent him, his parents, and his sister, along with six other families, up into the mountains to homestead an area suspected to have a wealth of minerals in pockets just below the surface.

It seemed a good proposition, and, by nature of relying on every person in the community so closely, strong bonds were soon formed between the families. Even Harland, with his unusual appearance, was accepted in the community as readily as the rest. As a child, his birthmark - a bold red line down his right temple with two smaller lines branching above and below his right eye for a short distance - made him an easy target of ridicule and harassment with the other kids.

But out in the wilderness, appearances mattered not. What mattered was ensuring you did your part for the community. Hunting for game in the forest, fishing for trout in the streams, gathering wood for the fires, foraging for supplies, tending the gardens - everyone played a part and had to do their job well in order for all to prosper. Harland was a hard worker, and everyone knew this, so it was easy for them to look past the marks on his face. It was even easy, he noted, for Llainy, the baker's dark-haired daughter.

He spent most of his time working for his father, Elias, forging the various tools and implements needed to work a mine - cold steel chisels and pick-axes and the like. It wasn't exactly taxing, pumping the bellows, chopping wood, and hauling water. His father tried to teach him all he knew about the craft, but it didn't always stick. Harland was more interested in other things; he felt his calling out in the hillsides, with the clear, cold mountain streams and quiet wooded slopes.

When he'd finished his chores, and wasn’t running errands for his mom that involved stopping by the baker, he spent most of his free time with Jarboe, the woodsman, who taught him how to track and hunt. He learned mountain survival skills and developed an understanding of nature's animals that impressed even the seasoned hunter. His skill with the bow eventually surpassed most others in the small village, a feat not easily achieved, considering the talented men the mining company had assembled for the venture. Jarboe often joked that his birthmark gave him extra-keen eyesight - an uncanny ability to spot tracks nobody else saw, hit a target nobody else could hit, and bring down a buck with one shot.

For five years, the community prospered. It did not grow, however, for to get to the nearest city took several weeks of travel over rough terrain, and the greedy miners went to great efforts to keep their location as much a secret as possible. They wanted to avoid paying any of the local taxes applied to such mining efforts, successful or not.

Eventually, word did get out; only, it didn't reach the ears of any tax collectors or government officials. Instead, news of the successful mine found its way to a tribe of orcs that had migrated into the area. Fortunately for the miners, one of them stumbled upon an orc scout one morning on his way to the mine. The orc was dispatched quickly and quietly, but the miners knew more would soon follow and that there was no way to easily repel them. Their closely guarded secret was lost. But with the productivity of the mine having drastically slowed down over the previous months, it didn't take the miners long to decide to pack up what valuables and supplies they needed and make a hasty exit with their lives.

They were going to tell the seven families of the small village, they really were. But one miner, named Hawkins, generally thought by the others to be much smarter than the rest, suggested the orcs might not pursue them if they found a village full of people to pillage and loot. So their hasty exit became a secret one.

The next afternoon, returning from a successful hunt with the choice cuts of a hind in tow, Harland saw several pillars of smoke coming from the village. He dropped his deer and slipped into the shadows, slowly making his way towards the community. From a distant vantage point, he could see there was no use in returning to his home for his home was no more. Indeed, his village was no more! The incredible number of swarming orcs he spotted in the village and surrounding the nearby mine entrance was all the evidence he needed. Scouting out the few trails leading out of the village, he found them all to be closely watched by orcs for both coming and going traffic. It had been a near-perfect ambush, with no chance of survivors. His parents, his sister, Jarboe, Llainy - they were all dead. After two more days of very careful scouting and watching, it did not escape his attention that none of the dead he spotted were miners.

Realizing there was nothing left for him, and no way for him to extract his vengeance upon the orcs, he eventually picked up the miners' trail and started following it. Unfortunately, his delay had given them plenty of head start. The trail ended at a river, where he found evidence that the miners had long ago planned an escape route using rafts.

He spent many months alone in the woods after that, trying to work through his anger and grief and the feelings of loss. But the only thing he sorted out with his smoldering anger was his absolute hatred of orcs and of the establishments that would leave seven families to perish at the hands of such vile creatures.
Last edited by Alethan on Wed Feb 08, 2012 8:32 pm, edited 25 times in total.
Dragon foot. Bamboo pole. Little mouse. Tiny boy.

SonOfSubmariner
Squire
Squire
Posts: 6
Joined: Fri Dec 09, 2011 10:56 pm

Re: Character Sheets

#5 Post by SonOfSubmariner »

Alethan, not to step on your toes, but the 2e ranger is a bit different than 1e. Of the 1e class features, the only one remaining is tracking. The others are replaced by the ability to calm wild animals. You also have some limited stealth capability and the ability to fight with two weapons, but you can only use those abilities while using studded leather or lighter armor, so you may want to change armor before the game starts. Also, some items increased in price in 2e (longbow goes from 60 to 75gp for example) and you're over your starting gold with your current equipment.

User avatar
corum
Tracker
Tracker
Posts: 148
Joined: Fri Feb 05, 2010 6:00 pm
Location: Sherwood Forest UK

Re: Character Sheets

#6 Post by corum »

ok, not a problem....

Alethan, go ahead and update your character sheet when you've read the 2e PBH - but before we kick off the adventure Im going to check em all over just to make sure were good and proper!

User avatar
Argennian
Rider of Rohan
Rider of Rohan
Posts: 4885
Joined: Mon Jun 14, 2010 7:12 am
Location: Bay Area, NorCal

Re: Character Sheets

#7 Post by Argennian »

Last Updated: 03-11-2012

Name: Purvan Vanician
Class: Thief
Level: 1
XP (10% bonus): 0 xp
Alignment: Chaotic Good
Race: Half elf
Gender: Male
Age: 21
Height: 70” Weight: 150 lbs Hair: dark Eyes: greyish green

STR: 15 (wgt allow: 55, max press: 170, open doors: 8, bb/lg: 7%)
DEX: 17 (reaction adj: +2, missile attack: +2, defensive adj: -3)
CON: 16 (hp adj: +2, sys shock: 95%, resurrection survival: 96%)
INT: 16 (# of languages: 5)
WIS: 13 (normal)
CHA: 17 (max henchmen: 10, loyalty base: +6, reaction adj: +6)

Hit Points (current/max): 8 / 8
AC: 5* (* could be lower when using Tumbling skill)
THAC0: 20
Weapon Proficiencies: 2 – short sword, dagger
(To hit penalty when fighting 2-handed: 0 primary (short sword) / -2 off hand (dagger) )
Weapon Proficiency Penalty: -3 to hit penalty w/ non-proficient melee weapons (-1 on ranged weapons due to Dex bonus)
Encumbrance: 33.6 lbs + Malek's backpack!!
Move: 12 / 9 (when encumbered over 55 lbs.)


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


Non-weapon Proficiencies: 3 (starting)
Swimming (Strength / 0)
Disguise (Charisma / -1)
Tumbling (Dexterity / 0)

Special Abilities: Thief Class:
Skill / Base / Race / Dex / Add pts / Overall
Pick Pockets: 15% +10% +5% - = 30%
Open Locks: 10% - +10% +20% = 40%
Find/Remove Traps: 5% - - +30% = 35%
Move Silently: 10% - +5% +5% = 20%
Hide in Shadows: 5% +5% +5% - = 15%
Detect Noise: 15% - - - = 15%
Climb Walls: 60% - - +5% = 65%
Read Languages: 0% - - - = 0%

Backstab: x2 Damage Multiplier

Special Abilities: Half elf
- 60’ Infravision
- 30% resistance to Sleep & Charm spells
- 1 in 6 chance of discovering a concealed door by merely passing
- 2 in 6 chance of finding a secret door if actively searching
- 3 in 6 chance of finding a concealed door if actively searching

Languages:
Fully learned: common, elvish
Partially learned: halfling, gnome, ??
Class language: “Thieves' Cant”

Equipment:
Item cost/encumbrance (lbs)
- Adventurer’s clothes * / -
- Padded Leather Armor * / 15
- Harland's Light Crossbow * / 7
- 16 (+ Weylin's roll) bolts * / 1.6
- Dagger * / 1
- Harland's Hand Axe * / 5
- Copperyar Thieves' Tools, 2 sets * / 2
- Tinderbox, flint/steel * / 1
- 10 arrows * / 1
- Malek's backback (carrying for him) * / ??
* ~ (indicates found or given weapon/item)

Total Cost: 0*
Total Encumbrance: 33.6 lbs + backpack


Money: (Starting Gold: 70gp)
pp: gp: ep: sp: cp:
Gems:
Jewelry:


Background: Purvan Vanician hails from parts unknown. He admits to being raised by his human father. His elven mother was killed when he was very young, effectively severing his connection to his elven ancestry. It was rumored that his father had ties to a secretive society of rogues named the "Hands of Balance", whom were reputed to steal from the rich and give to the poor, but this allegation was never confirmed. Purvan has learned to safely exist in the background of daily life, observing people and events discreetly, but is also easily capable of engaging others in conversation and wit. He is a determined and solemn individual yet never seems to stay in one place for long.

Description: At first glance, Purvan appears to be a normal, unassuming-looking human male. The only real hint of his elven ancestry is his pointed ears, which he makes an effort to keep well hidden under hat and hood at all times. He is pretty much non-descript in every other respect but does bare a strange and large "K"-shaped birthmark or scar on the left side of his chest, which he never likes to speak of. It's easily obscured from casual view, as it is under his clothes, but that does not go far in reassuring the apparent embarrassment and sensitivity he feels towards it. Purvan is usually quiet and reserved, preferring others to do the talking whilst he does the listening and observing, but he is easily capable of matching wit and engaging others in conversation and has spent years refining these skills, which he learned from his father. Although he is said to associate or travel in what some would call 'questionable circles', the half-elf is almost always courteous and polite to all that come across him. Around some of the lower class establishments in Weimerin most frequented by poor, hard-working folk, he is sometimes known as "Purvan the Quick" or "Purvan the Just".


Other Items Found/Recovered:
- Dagger (body from ship wreckage)
- Padded Leather Armor (from crate #1)
- Copperyar Thieves' Tools, 2 sets
- Tinderbox, flint/steel
Last edited by Argennian on Sun Mar 11, 2012 10:37 pm, edited 3 times in total.
Yosef Travathas: High Elf Fighter4/Magic-User3 (rredmond's Pacesetter Games "Legacy of the Unknown" OSRIC Playtest)
Brok Sterling: Human Assassin3 (ToniXX's Incursion into Newiron OSRIC Playtest)
Tanik Tremwoodak: Dwarf Cleric3 (Dave's 1e Skype Game)

DM: home-brew OSRIC "A New Hope to the West" campaign

Fireball... good!!

"What's it gonna take?"
"Everything."
tkrexx as Emm the Avenging Druid wrote:I shall burn you, and I shall sink your petty warship with fire and lightning, and the ocean shall swallow it and all aboard, and no one will remember any of you!

User avatar
Nuke66
Ranger Lord
Ranger Lord
Posts: 2801
Joined: Tue May 31, 2011 1:40 am

Re: Character Sheets

#8 Post by Nuke66 »

Name: Malek Understone
Class: Cleric
Level: 1
XP (10% bonus): 0 xp
Alignment: Lawful Neutral
Race: Dwarven
Gender: Male
Age: 57
Height: 50” Weight: 150 lbs Hair: black Eyes: brown

STR: 17 +1/+1 (wgt allow: 85, max press: 220, open doors: 10, bb/lg: 13%)
DEX: 16 (reaction adj: +1, missile attack: +1, defensive adj: -2)
CON: 16 (hp adj: +2, sys shock: 95%, resurrection survival: 96%, +4 dwarven save bonus)
INT: 8 (# of languages: 1)
WIS: 17 (+3 saves, bonus spells 2,2,1)
CHA: 7 (max henchmen: 3, loyalty base: -2, reaction adj: -1)

Hit Points (current/max): 10 / 10
AC: 5
THAC0: base 20, 19 with STR
Weapon Proficiencies: 2 – mace (1d6+1, 1d6), sling (1d4+1, 1d6+1)
Encumbrance: 60 lbs - nil

Saving Throws:
Paralyze/Poison/Death: 6
Petrify/Polymorph: 12
Rod/Staff/Wand: 10
Breath Weapon: 16
Spells: 11 (-3 for charm type spells)

Non-weapon Proficiencies: 4 (starting)
Blacksmith (Str / 0)
Stonemasonry (Str / -2)
Rope Use (Dex / 0)
Carpentry (Str / 0)

Special Abilities: Dwarven
60’ Infravision
+1 to hit orcs, goblinoids, and +4 AC against ogres, giants etc.
5 in 6 chance of detecting grade
5 in 6 chance of detecting new tunnel/construction
4 in 6 chance of detecting sliding/shifting walls
3 in 6 chance of detecting stonework traps
3 in 6 chance of determining depth underground

Languages:
Fully learned: common, dwarven

Equipment:
Item cost/encumbrance (lbs)
Leather Armor (5gp/15#)
Mace (8gp/10#)
Sling - 58 bullets (58cp/nil)
Shield - med (7gp/10#)
Backpack (2gp/2#)
Belt (3sp)
Large pouch (1gp)
Cloak (8sp)
Large sack x 2 (4sp)
Pintons x 5 (15cp)
Torch x 3 (3cp)
Rations - 7 days (3gp)
Flint and Steel (5sp)
Rope - 50' hemp (1gp/20#)
Chalk (1cp)
Flask of lamp oil x 3 (18cp/3#)


Money: (Starting Gold: 30gp)
pp: 0 gp: 0 ep: 0 sp: 0 cp: 0
Gems:
Jewelry:

Background: Malek was born in Copperyar to a blacksmith. He went to work early in life as his father needed an extra pair of hands for the work he had. This was a good thing, as they accumulated some wealth and standing in town. At the age or 54, he had an accident in the shop resulting in a severe burn to his left hand. As he was being treated for his injuries, he was exposed to the priesthood of Sobesh. His injury took an abnormally long time to heal giving him ample time to discover his true calling and skills. The most peculiar thing about the whole incident was the resulting scar. Even thought the entire palm of his hand was burnt, the scar remaining was a 'K'.

He 'had the talk' with his father who was not happy, but he did understand. It did help that his little brother was finally of age to go to work. So, with a nominal gift of 30gp, he entered the priesthood officially. After he was trained in the ways, he struck out into the world heading toward Goldammyar. He took a position on the The Iron Monkey promised a healthy sum upon the ship's and crew's safe arrival in Yollunyar. However, that was not to be........

User avatar
Computer +1
Ranger Lord
Ranger Lord
Posts: 2733
Joined: Wed Jan 25, 2012 1:12 pm

Re: Character Sheets

#9 Post by Computer +1 »

---
Last edited by Computer +1 on Thu Mar 15, 2012 5:35 pm, edited 1 time in total.

Yorrick
Squire
Squire
Posts: 1
Joined: Thu Feb 02, 2012 5:35 am

Re: Character Sheets

#10 Post by Yorrick »

Howdy, gents.

Found out about this game on Dragonsfoot, decided to join. I've rolled up a mage.

Isenheim

Human Mage (Illusionist)

http://www.unseenservant.com/Default.as ... ne&id=2908

Alignment: Chaotic Neutral (does not worship Yar or Wei, but has a wooden carved amulet for each one, depending on who he travels with!)

Male
Age 28
Height: 5'10
Hair: Full, black
Eyes: Hazel

Isenheim appears as a tall, well-build human, full of life and vigor. He has broad shoulders, full hair and a trimmed goatee. His eyes sparkle and seem to laugh on their own, and his voice is impressive, whether a boom baritone for talking over a crowd or a smooth, honey-sweet whisper for talking with friends or intimates. He has long, spidery fingers on hands that are almost never at ease, always wiggling, rubbing themselves waving about or gesturing somehow.

He also has a small birth-mark in the shape of a "K" on the back of his skull, hidden by his hair.
XP: 0
4 hp
Thac0: 20
Move: 12’’
AC: 8

Saving Throws:

Parlyzation/Poision: 14
Rod/Staff/Wand: 11
Petrify/Polymorph: 13
Breath Weapon: 15
Spell: 12

Equipment

[3d4] = 6
60 gps

Cheese (3 pieces)
Bread (2 pieces)
Wineskin (Bitter Wine)
Bacon (4 strips)
Dagger X3

Belt pouch X2
Chalk (2 pieces)
Candle
Cloth cloak
Tunic
Breeches
Wool Undergarments
Cap
Soft Boots
Belt
Gloves
Vest
Quarterstaff
Wooden holy symbol of Yar
Wooden Holy symbol of Wei


Proficiencies

Proficient in Daggers

4 non weapon proficiencies
Reading/Writing - 1
Spellcraft - 1
Singing -1
Animal Handling - 1

Languages
Common
Orc
Goblinid

[3d4] = 3

Spellbook
Read Magic
Detect Magic
Charm Person
Phantasmal Force
Change Self

Memorized spells: Charm Person, Change Self

Backstory: Isenheim was born to a struggling family of woodcutters out on the edge of civilization. His childhood days were spent gathering wood, handling the few chickens and pigs that they managed to keep after taxes, and wander around the woods and meadows of his home in search of imaginary monsters to slay. His parents always said that he was a bright and imaginative lad, if at times a bit fae-struck. His mother would hint darkly that the fae had left physical as well as other changes on the boy...

Isenheim's life changed at a carnival that was hosted in the village market one fall harvest. He saw more things that day than his entire lifetime so far. It left him wanting to see more of the world; the oceans, the mountains, vast fields of grain, and see armored knights riding out from turreted castles to rescue fair maidens.

One of the attractions that caught his eye was that of a magician. The magician dazzled the crowds with his smooth voice, bright lights and fearsome sounds. He made orcs battle a squad of heroic knights, and turned the village idiot into a blond, square-jawed paragon of intelligence and handsomeness.

Isenheim wanted more, and though it is said by the villagers that when he wandered up to the magician after his show was done, the magician and he conversed, that is all they agree on. Some say that after the two were done talking, the magician vanished. No smoke, no mirrors, just popped out of the air. Others say that Isenheim 'popped out' with him. A few others argue that they saw the boy wandering around the woods later that day, and so his later disappearance was due to feet, not magic.

For all the arguments, he has not been seen by friend or family in more than 20 years...
Last edited by Yorrick on Mon Feb 06, 2012 4:41 pm, edited 2 times in total.

Post Reply

Return to “Y'raelstra AD&D”