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dmw71
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Character Sheets

#1 Post by dmw71 »

A character sheet template will be posted here shortly that you can use... or not. Feel free to create your character sheet however you see fit, but I will be a bit of a stickler when it comes to details.

"If it's not there, it's not there."

Please make sure you track all equipment, money, spells, etc. carefully.

***

Player Characters (Player)
Strom Darkbane (Computer +1) - Human | Male | Paladin
Gwillt ap Rhys (Alethan) - Human | Male | Ranger
Shannigans McLookout (Stonjuz) - Halfling | Male | Magic-User | Thief
Ewell D'Alton (onlyme) - Human | Male | Cavalier
Kaltar (saalaria) - Human | Male | Cleric
Epsilon Condizar (wolfpack) - Human | Male | Cleric
Grimnail Onslaught (tooleychris) - Human | Male | Barbarian
O'rek (ravenn4544) - Human | Male | Cleric
Fimmion (Rukellian) - Human | Magic-User
Kendrick Llewellyn (Zhym) - Human | Male | Paladin
Aric Inglorak (Grognardsw) - Human | Male | Barbarian
---


Deceased
Garth Malschionnay (Nuke66) - Elf | Male | Druid (1) & Magic-User (1) 536/2,001 | 590/2,501
Alordan (ravenn4544) - Human | Male | Ranger (1) 1,398/2,251
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Computer +1
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Re: Character Sheets

#2 Post by Computer +1 »

Retired
Character rolls:
[1d4] = 3 [1d4] = 1 [1d4] = 2 [1d4] = 3 [1d4] = 4
[1d4] = 1 [1d4] = 3 [1d4] = 3 [1d4] = 1 [1d4] = 1
[1d4] = 2
[1d10] = 10 HP

Name: Jareth Cutter
Class: Paladin
Level: 1

Alignment: Lawful Good
Race: Human
Gender: Male
Age: 20
Height: 6’2”
Weight: 180 lbs.
Hair: Black
Eyes: Green

XP : 173
Next: 2,751

AC: (4) Armor With shield (3)
Hit Points (Current/Max): 10/ 13
Base Movement: 12"
Modified Move: 9"

Thaco: 20 (+2 to hit = 18)

STR: 16(+2 to hit, +3 to damage, open doors:, bend bars: %)
DEX: 10(+0/+0/0)
CON: 16 (Hp +3, Res %, System Shock %, Alive until -8)
INT: 10 (lang 3)
WIS: 11 (0)
CHR: 15 (henchmen 4, loyalty +20, reaction +20)

Saving Throws: (+2 for rolls as Paladin)
Aimed Magic Items: 14
Breath Weapons: 15
Death, Paralysis, Poison: 12
Petrification, Polymorph: 13
Spells: 15

Weapons:
Long Sword 1d8
Hand Axe 1d6
Spear 1d6
Dagger 1d4

Equipment:
Splint Mail
Medium Shield (frontal/flank attack)
Backpack
Clothing
Holy Symbol on a chain (worn)
Book of Religious Worship (backpack)
Whetstone (Backpack)
Vial of oil and small cloth (Backpack)
Simple armor repair tools (Backpack)
Candles (3) (Backpack)
Water skin (2) (over shoulder)
Rations – Standard (2 days) (Backpack)
Bedroll (Strapped to Backpack)
Blanket (Backpack)
Gloves (Worn)
Coin Pouch (Backpack)

Clothing: 5
Adventuring Gear: 20
+
Armor & Shields: 50
Weapons & Ammunition: 15
Class-Related Items: 0
Provisions: 4
Wealth: 1
Misc. Items: 0
=
Total Encumbrance: 95

Special Abilities:
1. Detect Evil up to 60’ distance
2. All saving throws at +2
3. Immunity to all forms of disease
4. Ability to ‘lay on hands’, heals 2 points of damage per level. Once per day
5. Ability to cure any disease, once per week for every five levels.
6. Continuous emanation of Protection from evil in a 1’ radius around the paladin.
7. More abilities at 3rd level
8. More abilities at 4th level
9. More abilities at 9th level

Languages: Common

Money:
pp: 0
gp: 10
ep: 0
sp: 0
cp: 0
Other:

Background: Jareth was born as the 4th of 5 children to a poor woodcutter and his wife. His father, a religious man, wanted one of his children to become a priest and as the youngest male child Jareth was chosen. His father saved every penny to send Jareth to a religious school. With his more common accent and poor clothing, Jareth immediately was targeted as an outsider and picked on by the more wealthy children. After several fights, most of which Jareth won, the headmaster was convinced that the life of a priest was not in store for Jareth. The headmaster took Jareth away to the home of a retired paladin for a more suitable training. Jareth began his tutelage under the older paladin and was set firmly on his path of goodness.
As Jareth turned 20 he was encouraged to see the world and to find his place in it while remembering to protect the innocent, uphold the law and respect the Church.

Appearance: Jareth is a good-looking man with shoulder length dark black hair and a dark beard framing his green eyes. He stands tall with a proud bearing. He is well muscled and walks with a confident ease. Both his hands are calloused from long hours of hard work.
Jareth’s shield, sword and spear are all good quality and very well cared for. His armor is well looked after but lacks any type of ornamentation. Tucked into his belt is a simple hand axe with looks more like a woodsman’s tool than a warrior’s weapon.

Tendencies/Defaults:
Jareth believes in the greater good. He is honest and friendly. He will joke and kid but in the end he will sacrifice everything to uphold the virtues of good. Raised in devotion to the Church he respects the nobility and the royalty but his ultimate allegiance is with the Church. He has not forgotten his background of being poor and he seeks to alleviate the plight of the less fortunate around him. He is unconcerned with money for any type of personal gain. The only possessions he cares for are his hand axe, which was a gift from his father, his holy symbol necklace, which was a gift from the paladin that trained him, and the holy book, which was a gift from the headmaster. Jareth is aware that he does not fit in with upper class people but he is not ashamed of his background.

* If engaged (or threatened to become engaged) in melee combat, how would your character react? Jareth would not strike first as he would attempt to avoid violence. If forced to fight he would offer mercy to any opponent.

* What weapon(s) would they use? He is most comfortable with his sword and shield. If fighting a mounted foe he would use his spear, unless he was also mounted.

* What would cause them to withdraw from combat? Jareth would withdraw in any situation if it was for the greater good of the group so long as no innocent could be hurt. So long as any ally or innocent remained in danger Jareth would not withdraw even if it led to his demise.

* Same for any ranged combat situations. Jareth does not use ranged weapons. If faced against such he would try to close the distance under cover and engage.

---
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Last edited by Computer +1 on Thu Oct 11, 2012 1:26 pm, edited 11 times in total.

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Alethan
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Gwillt ap Rhys

#3 Post by Alethan »

Image

Name: Gwillt ap Rhys
Race: Human (+50% XP Bonus)
Sex: Male
Class: Ranger
Alignment: Chaotic Good
Age: 25 Height: 6'2" Weight: 190lbs

Level: 3
Base XP: 3,975
XP With Bonus: 5,963
XP To Next Level: 9,001

Current HP: 29
Maximum HP: 29
AC: 2 (front)/7 (rear)/7 (surprised)
THAC0: 18

Abilities
STR: 16 (Melee: +2 To Hit, +3 Damage)
INT: 11 (n/a)
WIS: 12 (+1 vs. Magical Attack)
DEX: 18 (+4 Reaction/Missile To Hit, -4 AC)
CON: 12 (+1 Hit Point Bonus/Level)
CHR: 10 (+5% Reaction Adjustment)

Weapons (* indicates proficiency, ^ indicates finesse weapon)
Scimitar*^ (1d8 DMG)
Bow, Short*
- Arrow, Flight (1d6 DMG)
- Arrow, Sheaf (1d8 DMG)
Spear* (1d6 DMG)
Dagger^ (1d4 DMG)

Movement Base Rate: 12"
Encumbrance: 92 lbs
Modified Movement Rate: 10"

Special Abilities
Damage Bonus vs. Humanoid/Giant Class - Receives a damage bonus of +1 per ranger level vs. certain humanoid/giant-class creatures.
Featured Enemy (Orc/Orog): +4 To Hit, -4 Reaction Adj.
Surprises Opponents 50% of the time (3 in 6)
Surprised Only 16.5% of the time (1 in 6)
Weapon Proficiencies: Scimitar, Short Bow, Spear
Weapon Specialization: Scimitar (intended at 4th level)
Tracking Skill: 40%
Move Silently: 30% (includes 10% DEX bonus)
Hide In Shadows: 37% (includes 10% DEX bonus)

Inventory
Studded Leather (25lbs)
Shield, Medium (10lbs)
Bow, Short (2lbs)
Sword, Scimitar (4lbs)
Sword, Scimitar 4lbs (spare, strapped to pack for now)
Spear (5lbs)
Dagger (1lb)

Clothing (5lbs)
Boots, Soft
Belt
Trousers
Linen Shirt

Backpack (2lbs)
--50' silk rope (8lbs)
--Sack, Large (2) (1lb)
--Map case (2) (1lb)
--Whetstone (1lb)
--Wineskin ((2) (2lb)
--Iron Rations, 1 week (10lbs)
--Torch (6 5)
Belt Pouch, Small (.5lbs)
--bell
--fishhook and line (6)
--chalk (6)
--Flint and steel
--Signal Whistle
Quiver, Two Dozen Cap. (3lb)
--12 flight arrows
--08 sheaf arrows
--Arrowhead, Sheaf (3) (In a small side pocket on the quiver)
Spare Quiver, Two Dozen Cap. (3lb)
--24 sheaf arrows (3lbs)
Sack, Large (secured to outside of pack)
--19 flight arrows (for restocking main quiver)

Encumbrance
Clothing: 5lbs
Adventuring Gear: 20lbs
+
Armor & Shield: 39lbs
Weapons & Ammunition: 18lbs
Class-Related Items: --
Provisions: 10lbs
Wealth: 1lb
Misc. Items: --
=
Total Carried: 96lbs
Gold/Treasure
PP: 0
GP: 31
EP: 0
SP: 10
CP: 5

Gems/Jewelry
Bronze ring

Magic Items
none

Default Actions
In wilderness environment: will act as scout for party
In underground/enclosed environment: will fall back to second ranks and use ranged attacks for as long as possible (will NEVER range into combat where there is a chance of hitting a friendly target).
Standard combat actions: range attack when possible; engage with scimitar and shield when ranged attacks are no longer possible.
Retreat: if a fight looks like it won't turn out well, will call for retreat and then retreat, without waiting to see if anyone else listens or takes a similar action. But he rarely feels like he's going to lose a fight.
Watch: will reluctantly take middle watches at night so casters can get required sleep for spell casting.
Character rolls:
Dragon foot. Bamboo pole. Little mouse. Tiny boy.

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Nuke66
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Joined: Tue May 31, 2011 1:40 am

Garth Malschionnay (Deceased)

#4 Post by Nuke66 »

Deceased: link


Languages: Common, Elven, Druidic, Halfling, Orcish, Goblin, Gnomish.

Sword, Scimitar (4lbs) - 1d8, +1 to hit.
Sling (0lbs) - 1d4+1 - Bullet (25, 24) (2.4lbs)
Dagger (1lb) - nonprof.

Clothing (5lbs) - Tunic, breeches, soft boots and cloak

Backpack (2lbs)
--Spellbook (6lbs)
--Sack, Small (2) (1lb)
--Scroll case (2) (1lb)
-- Papyrus (5)
-- Quill
--Torch (2) (2lb)
--Tunic and Breeches spare (2lbs)
--Week - Dry Rations (5lbs)
TOTAL=19 lbs

Belt pouch (S) #1 (.5lbs)
-- candle (3)
-- chalk
-- tinderbox
-- writing ink
TOTAL=1.5lbs

Belt pouch (S) #2 (.5lbs)
--Greater Mistletoe (31)
--Lesser Mistletoe (9)
--Holy Leaves (9)
--Oak Leaves (9)
TOTAL=1lbs

Belt pouch (S) #3 (.5lbs)
--PP = 10 roughly 2lbs
--GP = 17
--SP = 53
--CP = 24

Belt pouch (S)#4 (.5lbs)
--Common Material Components - (46) -
--Rare or Expensive Material Components (10)
TOTAL=1lbs

Belt Pouch, Small (.5lbs)
--Belt Pouch, Large (1lb) rolled up.
TOTAL=1.5lbs

----Wineskin ((2) (2lb)

Encumbrance:
Clothing: 5
Adventuring Gear: 20
Armor & Shields: 0
Weapons & Ammunition: 7.4
Class-Related Items: 6
Provisions: 5
Wealth: 2
Misc. Items: 0
=
Total Carried: ~~45lbs

Movement:
Base - 12
Current - 11


Spells Known: common/rare component
Armor: 1/0
Hold Portal: 0/0
Identify: 1/2
Magic Missile: 0/0
Sleep: 1/0

Spells Memorized:
MU:
Sleep
DRUID:
Detect Magic
Entangle
Faerie Fire
Animal Friendship

* Armor is in effect almost all the time. The day it is dispelled, he studies it the next day.
* If engaged (or threatened to become engaged) in melee combat, Garth would defend himself with a Scimitar. He would withdraw from melee combat and cast.
* Range, cast or sling. Outside Entangle then sling.
* Entangle, Sleep and Magic Missile



Non-Human: [1d4] = 3 [1d4] = 4 [1d4] = 1 [1d4] = 2 [1d4] = 4
Non-Human: [1d4] = 4 [1d4] = 3 [1d4] = 3 [1d4] = 4 [1d4] = 2
Human: [1d4] = 3
[1d8] = 1 druid HP [1d4] = 2 MU HP
Greater Mistletoe: [2d4+24] = 7+24 = 31 Lesser Mistletoe: [2d6] = 9 Holy Leaves: [2d6] = 9 Oak Leaves: [2d6] = 9
Common Material Components: [3d4+35] = 11+35 = 46 Rare or Expensive Material Components: [5d4] = 10
[1d100] = 56 75% change to learn Sleep
[1d100] = 25 75% chance to learn Armor
[5d6+100] = 17+100 = 117 Starting Age
[1d10+55] = 7+55 = 62 Height
[3d10+90] = 12+90 = 102 Weight

Sling Bullets/Stones
1 Bullet

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Last edited by Nuke66 on Sat Apr 20, 2013 3:53 pm, edited 21 times in total.

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Stonjuz
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Shannigans McLookout

#5 Post by Stonjuz »

Shannigans McLookout - Halfling Thief/Magic-User 2/1
halflings.jpg
halflings.jpg (31.21 KiB) Viewed 7512 times
Last Edit: hitpoints and spells
Ability Scores
Non-human2: [1d4] = 1 [1d4] = 2 [1d4] = 4 [1d4] = 2 [1d4] = 2 Non-human: [1d4] = 4 [1d4] = 2 [1d4] = 2 [1d4] = 1 [1d4] = 2
STR: 12 +1 damage
INT: 15 65% know spell 7min/11 max spell/lvl
WIS: 11 (probably not wise enough to keep his mouth shut) ;)
DEX: 16 +3 reaction/attack -3 AC +15 skill +5% open locks
CON: 12 +1 hp
CHR: 10 +5% reaction +5% barter
Hitpoints : current/full 6/8 hitpoints: t[1d6] = 6 m[1d4] = 3
AC : 5 (front) 8 (rear) 8 (surprised)
Alignment : CG
Languages : hobgoblin,gnoll, elf, gnome, goblin, halfling, orc, common, thief cant & alignment
Age: 25 age [3d4+20] = 5+20 = 25
Height: 43 height [2d8+32] = 11+32 = 43
Weight: 62 weight [5d4+52] = 10+52 = 62
Hair: Red, long Eyes: Green
Saving Throws:
Aimed Rod,Staff, Wand : 11 +3 wis bonus
Breath Weapons: 15
Death/Paralysis/Poison: 13 +3 poison save racial bonus
Petrification/Polymorph: 12
Spells: 12 +3 wis bonus
Special Abilities
Pick Pockets: 15%
Open Locks: 45%
Find Traps: 35%
Remove: 35%
Hear Noise: 30%
Hide in Shadows: 45%
Move Quietly: 45%
Climb Walls: 60%
Appraise: 10% / 15% household
Haggle: 15% / 20% halflings
Possible surprise monster 66%
Infravision
Detect Direction 50%
Detect Grade 75%
Read Magic
+2 initiative penalty for armor use while casting
Spellbook option #2. Low-level (1-3) spells: 4/5 Cantrips: 5
Spells in book Unknown
FeatherFall - (feathers)
(from Garths) Identify, Armor, Sleep
Spells Known
Cantrip: Bluelight, Tie, Untie, Color, Firefinger
1st Level:
-Detect Magic (00/00) - no material Detect Magic chance to learn 65 [1d100] = 43
-Enlarge (01/00) (powdered Iron)
-Magic Missile (00/00) - no material
Spells Memorized
Cantrip: Bluelight, Tie Untie, Color
1st Level: Magic Missile
Spells Cast / Remaining
Cantrip: 0/4
1st Level: 0/1

Inventory :
Clothing 5
-Belt (3sp)
-Buckle (5sp)
-Boots, Soft (1gp)
-Cloak, Good (8sp)
-Brooch (10g)
-Breeches (2gp)
-Shirt, linen (3sp)
-Gloves (1g)
-Scarf (2cp)
Adventuring Gear: 19
-Backpack (2gp) (2 lbs)
-Sack, small (2) (4sp) (1 lb)
-scroll case (2) (16sp) (1 lb)
-Lock, poor (20g) (1 lb)
-whetstone (2cp) (1 lb)
-Merchant's Scale (2g) (1 lb)
-candles (10) (1sp) (1 lb)
-soap (5sp) (1 lb)
-Blanket (5sp) (3 lbs)
-hooks & line (10) (10sp) (0.5)
-paper (10) (20g) (0.5)
-Mirror, small metal (10g) (0.5 lbs)
-Wineskin (2) (16sp) (2 lbs)
-chalk (5) (5cp) (0.5 lbs)
-Belt Pouches, Small (4) (28sp) (2 lbs)
-Thieves' Tools (30g) (1 lb) (pouch)
Class-Related Items: 6
Components : (pouch) : components : simple [3d4+35] = 9+35 = 44 rare [5d4] = 16
simple : (44) (powdered Iron, feathers)
rare : (16) (silver wire)
Spellbook (6 lbs) (in backpack)
Armor (15 lbs)
Leather w/cap (AC8) (5gp)
Weapons (6)
Bow, Short (30gp) (2 lbs) ranged thac0 21 (non proficient)
Flight Arrow (12) (3sp) (1 lb) (13)
Quiver (8sp) (1 lb)
Dagger (2) (4gp) (2 lbs) melee thac0 20 ranged thac0 17
Provisions 10
Rations , Iron 7 days (5g) (10ls)
Wealth
Monies 4gp, 5 sp, 1 cp (1)

Clothing: 5
Adventuring Gear: 20
Armor & Shields: 15
Weapons & Ammunition: 6
Class-Related Items: 6
Provisions: 10
Wealth 0
Total Encumbrance : 62
Movement : 5
Background : Beaten and ridiculed for his wizardry studies and his smaller stature, he has left his tribe with an 'I'll show them' attitude. They were always saying things like "Why cant you be more like your older brother Shenannigans" and "Shenannigans brought us this" or "Shenannigans brought us that". One day he gathered his book of spells and drawings, pouches of components and stole...er...borrowed Shenannigans' adventuring gear 'leftovers' along with some rations and took off.Creation % [1d100] = 48
* If engaged (or threatened to become engaged) in melee combat, how would your character react?
Cease with bow, draw daggers, throwing one, and then dodging manuever trying to keep melee combat out of range, or swing with the other dagger in hand
* What weapon(s) would they use?
thrown dagger, dagger
* What would cause them to withdraw from combat?
close to half of our party dead or also withdrawing
* Same for any ranged combat situations (if applicable).
Magic Missile , then continue with shortbow
* If a spell caster, what are their go-to spells?
Enlarge (on allies) and Magic Missile

XP : 2,062/2,501 | 2,269/2,501

---
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Last edited by Stonjuz on Sun Nov 24, 2013 11:44 pm, edited 138 times in total.

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onlyme
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Ewell D'Alton

#6 Post by onlyme »

Image


My rolls:
Non-Human: [1d4] = 2 [1d4] = 3 [1d4] = 4 [1d4] = 4 [1d4] = 2
Non-Human: [1d4] = 2 [1d4] = 2 [1d4] = 2 [1d4] = 3 [1d4] = 4
Human extra roll: [1d4] = 1

Location Items Qty ext wt ext cost
on Belt 1 5 0.15
on Ridingboots 1 -
on Gloves 1 1
on Sword scabbard 1 4
on Tunic 1 -
on Cape 1 -

Tied to belt Bullseye lamp 1 3 12
Tied to belt Wineskin 2 2 0.8
Tied to belt Winter blanket 1 3 0.25
Tied to belt Silk 50ftrope 1 8 10
Tied to rope Grappling hook 1 4 0.4

On Backpack 1 2 2
in backpack Oil (Lamp) 5 5 0.3
in backpack Large sack 2 1 0.2
in backpack Crowbar 1 5 2
in backpack Spikes Iron (doz) 1 5 1
in backpack Iron pot 1 2 0.25
in backpack Iron rations (per week) 1 10 5
in backpack rice (lb) 5 5 0.5
in backpack Tin Cup 1 0.5 0.25

Over belt Large beltpouch 1 1 1
in pouch Whetstone 1 1 0.02
in pouch Sewing needle 5 0.5 1.25
in pouch Soap (per lb.) 1 1 0.25
in pouch Fishhook 5 0 0.25
in pouch Flint and steel 1 0 0.25
in pouch Twine linen (100ft) 1 0.5 0.1

Around shoulder Map or scroll case 1 0.5 0.4
in case Parchment (per sheet) 10 0 10
in case Quill 1 0 0.1
in case Writing ink (per vial) 1 0 8

in Hand Light Horse lance 1 5 0
around hip Pick, Footman's 1 6 8
around hip Long sword 1 4 0
on Chain Mail 1 40 0
in Hand Medium shield 1 10 7
Wt 130 GP 76.72


Clothing: 5
Adventuring Gear: 20
+
Armor & Shields: 50
Weapons & Ammunition: 15
Class-Related Items: 0
Provisions: 15
Wealth: 1
Misc. Items: 0
=
Total Encumbrance: 106 (160 is max before encumbrance penalty)



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Last edited by onlyme on Tue Dec 10, 2013 8:12 pm, edited 11 times in total.
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL


saalaria
Ranger Lord
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Joined: Tue Apr 17, 2012 6:07 am
Location: London

Kaltar

#7 Post by saalaria »

My rolls:

character create [1d4] = 4 [1d4] = 3 [1d4] = 1 [1d4] = 2

character create [1d4] = 1 [1d4] = 2 [1d4] = 4 [1d4] = 1

creation 2 [1d4] = 3

creation 3 [1d4] = 2 [1d4] = 2

would help if I could count! Definitely going human



Movement 12"
Modified Mvt 4"

Encumbrance
Clothing: 5lbs
Adventuring Gear: 10lbs
+
Armor & Shield: 50lbs
Weapons & Ammunition: 10lbs
Class-Related Items: --
Food & Drink: 10lbs
Wealth: --
Misc. Items: --
=
Total Carried: 85lbs


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

Gwillt Tracking Post

#8 Post by Alethan »

Health
Maximum HP = 29
Damage:
+5 (Kaltar heal)
Current HP = 17

Expenses
- one found rock, the size of a small pumpkin (since used to brain a goblin)
- 1 cp for rolls @ the inn
- 10 sp (Gwillt's money) and 8 sp 20 cp (party treasure) spent on 5 dozen arrows at the Reap & Seed general store

Experience
180 = Rock to goblin head (15), Creativity (50), 1st Encounter (100), Arrow to second goblin (15)
100 = Bonus for reaching 1000 posts!
20 = Critical Hit vs. orc
36 = Defeating party of orcs
46 = Defeating wargs and goblins
47 = More goblins and another warg
160 = DM Bonus
200 = Bonus for reaching 2000 posts!
143 = trog fight
80 = trog fight
389 = more bloody trog fighting
252 = Stanley cup
1 = Cubs
300 = 3,000 posts
20 = crit hit
105 = muckdwellers (mudkins)
100 = tracking troglodytes
365 = one year anniversary bonus
20 = crit hit
320 = Troglodytes
400 = 4,000 posts
216 = huge spiders
50 = chalk it up to a good idea!
325 = large constrictor snake

Miscellaneous
Arrow Count:
Flight Arrows - 12 10 08 06 12 13 12 7 31
Sheaf Arrows - 36 35 33 32 30

Arrow Heads Recovered:
Flight Arrow Heads: 4
Sheaf Arrow Heads: 1 3

Lootz/Plunder
- (from first goblin encounter) SP: 8, CP: 25 5, Small scroll case containing a key
Dragon foot. Bamboo pole. Little mouse. Tiny boy.

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onlyme
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Posts: 6838
Joined: Wed May 11, 2011 12:42 pm
Location: Middle of Carolinas

Ewell Tracking Post for HP and XP

#9 Post by onlyme »

Health
30 HP max


Expenses


Experience
Orig -500, current 2250 Level Req 2500
All are multiplied by 1.5(human bonus)

30 (2 charming humanoids)
100 (Brown-nosing the dm with strategic amazement.)
60 (disembowelling a goblin and half a wolf)
100 (posting too much instead of working)
36 (de-orcing the band)
20 (great die rolling)
46 (worg kabobs)
47 (lance-chewing worg and some random gobs)
160 (more post padding)
50 (rare good suggestion)
100 (foiled the foiler)
200 (2k too many posts)
20 (incredible dice roll)
143 (almost single handedly destroyed the geico lizard)
80 (gloriously decapitating more geicos.)
389 (practically scared the trogs to death, certainly didnt touch em.)
252 (saw a black hawk poke a bear's heart out, late in the third)


Miscellaneous

Working on a collapsible lance. Currently have the tip and handle.
Last edited by onlyme on Mon Oct 14, 2013 4:36 pm, edited 26 times in total.
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL


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Nuke66
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Re: Character Sheets

#10 Post by Nuke66 »

Health: 4/4 starting HP

Experience
:
100XP (1.0 D/1.1 MU) - 1st encounter
60XP (1.0D/1.1MU) - gaining surprise - not that surprise helps us much.
Expenses::

Ammo:
Bullets - 25
Last edited by Nuke66 on Fri Oct 12, 2012 3:33 am, edited 1 time in total.

saalaria
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Location: London

Re: Character Sheets

#11 Post by saalaria »

Experience

184 wolf and goblin fight pt 1
96 wolf and gob fight pt 2
Total 280

Health

7 from 11

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Computer +1
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Strom Darkbane

#12 Post by Computer +1 »

Character rolls:
[1d4] = 3 [1d4] = 1 [1d4] = 2 [1d4] = 3 [1d4] = 4
[1d4] = 1 [1d4] = 3 [1d4] = 3 [1d4] = 1 [1d4] = 1
[1d4] = 2
[1d10] = 10 HP

Name: Strom Darkbane (Strom Gothel)
Class: Paladin
Level: 3

Alignment: Lawful Good
Race: Human
Gender: Male
Age: 19
Height: 6’0”
Weight: 180 lbs.
Hair: Black
Eyes: Grey

XP : 4,701
Next: 9,0001

AC: (4) Armor With shield (3)
Hit Points (Current/Max): 32/ 32
Base Movement: 12"
Modified Move: 9"

Thaco: 18 (+2 to hit = 16)

STR: 16(+2 to hit, +3 to damage, open doors:, bend bars: %)
DEX: 10(+0/+0/0)
CON: 16 (Hp +3, Res %, System Shock %, Alive until -8)
INT: 10 (lang 3)
WIS: 11 (0)
CHR: 15 (henchmen 4, loyalty +20, reaction +20)

Saving Throws: (+2 for rolls as Paladin)
Aimed Magic Items: 14
Breath Weapons: 15
Death, Paralysis, Poison: 12
Petrification, Polymorph: 13
Spells: 15

Weapons:
Bastard Sword 1d8+1 (2-8)
Mace 1d6
Spear 1d6
Dagger 1d4

Equipment:
Splint Mail
Medium Shield (frontal/flank attack)
Backpack
Clothing
Cloak (Black with Holy Symbol Sewn in)
Book of Religious Worship (backpack)
Whetstone (Backpack)
Vial of oil and small cloth (Backpack)
Simple armor repair tools (Backpack)
Candles (3) (Backpack)
Water skin (2) (over shoulder)
Rations – Standard (2 days) (Backpack)
Bedroll (Strapped to Backpack)
Blanket (Backpack)
Gloves (Worn)
Coin Pouch (Backpack)
Prayer Beads (Backpack)
Holy Symbol (Iron) (Backpack)

Clothing: 5
Adventuring Gear: 20
+
Armor & Shields: 50
Weapons & Ammunition: 15
Class-Related Items: 0
Provisions: 4
Wealth: 1
Misc. Items: 0
=
Total Encumbrance: 95

Special Abilities:
1. Detect Evil up to 60’ distance
2. All saving throws at +2
3. Immunity to all forms of disease
4. Ability to ‘lay on hands’, heals 2 points of damage per level. Once per day
5. Ability to cure any disease, once per week for every five levels.
6. Continuous emanation of Protection from evil in a 1’ radius around the paladin.
7. Ability to turn undead (As 1st level cleric)
8. More abilities at 4th level
9. More abilities at 9th level

Languages: Common

Money:
pp: 0
gp: 10
ep: 0
sp: 0
cp: 0
Other:

Background: Strom is the second born son of a noble family. The Gothel name has be linked with power, wealth and cruelty for generations. Strom should have grown up to be as wicked and cruel as his family but this fate was avoided when his grandmother spirited him away from the clutches of his parents into the care of the Church. It was in the care of a holy order of paladins that Strom was raised. Like a piece of iron being beaten and reformed stronger and stronger, Strom was forged into a soldier of good.

Appearance: Strom is pale with his dark hair cut short on top and shaved close on the sides. His piercing grey eyes and well defined physique show years of hard training preparing him to battle evil in all forms. His clothing and equipment are all well cared for. His armor and weapons are all high quality but show signs of being well used.

Tendencies/Defaults:

* If engaged (or threatened to become engaged) in melee combat, how would your character react? Strom fights with a total single mindedness. When engaged he will fight until he wins or is unable to physically continue. He will spare those who yield but those who do not will be destroyed.

* What weapon(s) would they use? Strom primarily wields a large bastard sword. Depending on his opponents style Strom will fight one-handed with a shield or two handed. He is just as confident in using a mace and shield or even a spear and shield.

* What would cause them to withdraw from combat? Strom will only withdraw if faced with overwhelming odds. If he believes he can prevail, even if it costs him his life, he will stay and fight to the end.

* Same for any ranged combat situations: Strom is capable of using his spear as a ranged weapon although he would prefer to use it set to receive a charge. Although he knows how to use a crossbow he has a aversion to fighting in a way that does not directly use his physical skill and ability.
Last edited by Computer +1 on Thu Oct 17, 2013 12:12 am, edited 4 times in total.

ravenn4544
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Location: Pennsylvania

Alordan (Deceased)

#13 Post by ravenn4544 »

Deceased: link


Converting to this format... will update w/ additional equipment details.

wolfpack
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Re: Character Sheets

#14 Post by wolfpack »

Image

Name: Epsilon Condizar
Race: Human (+60% XP Bonus)
Sex: Male
Class: Cleric
Alignment: Neutral
Age: 19 Height: 5'11" Weight: 175lbs

Level: 3
With Bonus: 5,101
XP To Next Level: 6,001
Current HP: 22
Maximum HP: 22
AC: 4 (front)/5 (rear)/7 (surprised)

Abilities
STR: 11 (NA)
INT: 16 (+4 lang, 65% know spell, Min:7 Max:11)
WIS: 16 (+3 vs. Magical Attack)
DEX: 14 (+2 Reaction/Missile To Hit, -2 AC)
CON: 12 (+1 Hit Point Bonus/Level)
CHR: 10 (+5% Reaction Adjustment)

Weapon Proficiences
Footman's mace, Staff Sling, Club

Weapons
Staff Sling (Melee: 1d6, range:1d4+1 SF:4/11)
Footmans Mace (Melee:1d6+1 SF:7)

Movement Base Rate: 12"
Encumbrance: 72 lbs
Modified Movement Rate: 5"

Special Abilities
Spell casting (+2 1st level spells, +2 2nd level spells)

Turn Undead
Skeleton - 10
Zombie - 13
Ghoul - 16
Shadow -19
Wight - 20


Inventory
Studded Leather (25 lbs)
Shield, Buckler (3 lbs)
Staff Sling (4 lbs) <-- only 2 pounds
bullets (16) (2 lbs)
Knife Hunting
Footman's mace (10 lbs)
Light Helm (1 lbs)
Large Belt Pouch (1 lbs)
Small belt Pouch (.5 lbs)
Holy Symbol - Ankh


Clothing (5lbs)
Boots, Soft
Belt
Tunic
Breeches
Good Cloak
Gloves


Backpack (2lbs)
Sack, Large (1) (.5 lb)
Scroll case (1) (.5 lb)
Wineskin (1) (2 lb)
Iron Rations, 1 week (10 lbs)
candle (2)
Hooded Lantern (2 LBS)
Flint & steel
Parchment Sheet (2)
Vial Ink (2)
Iron Pot (2 lbs)
Personal seal
Winter Blanket (3 lbs)
dager from inn
garth Spell Book (6)
papyrus (5)

Encumbrance
Total: 82.5
Clothing: 5
Adventuring Gear: 20
Armor & Shields: 28 (25+3)
Weapons & Ammunition: 14 (2+2+10)
Class-Related Items: 0
Provisions: 10
Wealth: 0.5 (50 coins = 1 pound)
Misc. Items: 0



Gold/Treasure
PP: 0
GP: 11
EP: 0
SP: 9
CP: 6

Gems/Jewelry
none

Magic Items
none

Spells Memorized
1st Level (4): command , bless, Sactuary, detect magic
2nd Level (3): Hold Person, Dust Devil, Hold Person


Spells Cast / Remaining
1st Level: , , Sactuary,
2nd Level: , ,




Default Actions
In wilderness environment:Stays with Primary group, but enjoys hunting and fire making.

In underground/enclosed environment: Stays in middle of group using sling staff when possible, but will not fire into melee and drops staff and switches to mace when forced to melee.

Standard combat actions: range attack when possible; engage with mace and shield when ranged attacks are no longer possible. Does not charge, waits for fight to come to him. targets enemy spell casters first with preferenc for enemy priests. Will use command spell of "flee" on casters if memorized.

Retreat: If the situation is dire he will retreat, if a retreat is called for will not hesitate to retreat. If in personal mortal danger will use command spell "Flee" on attacker if memorized then cast sanctuary if memorized and retreat.

Watch: will take any watch assigned.
Last edited by wolfpack on Wed Dec 11, 2013 2:06 pm, edited 30 times in total.

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tooleychris
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Location: Just west of the future site of Defiance.

Re: Character Sheets

#15 Post by tooleychris »

HP 17/20 (CHARGE!)
+6 javelin



Name: Grimnail Onslaught
Class: Barbarian
Race: (Gender)Half-Orc Male
Alignment: Chaotic Good
Age: 15
Height: 67”
Weight: 201 lbs
Move: 12”(less then 85 lbs carried)
Trait: Half Orc Damage Dealing: When you attack with a Martial or Heavy weapon with which you are proficient, the damage die for that weapon increases by one step: from d4 to d6, d6 to d8, d8 to d10, d10 to d12, and d12 to 2d6

HIT POINTS: 16/20
Current XP: 792/6000(it stings us precious!)
ARMOR CLASS: -1
THACO: 20

ABILITY SCORES
ABILITY TOTAL MODIFIERS
Str 17 to hit+2 Dmg Adj:+3
Int 11 Additional languages:3
Wis 10
Dex 18 Ranged Attack Adj:+4 Armor Adj:-8 react:+2
Con 18 HP Adj:+8 System Shock:94% Stay alive-9HP
Cha 09 Max# Henchmen: Loyalty:-5% Reaction Adj:0%

SAVING THROWS

Rods, Staffs, and Wands: 14 Breath Weapons: 17
Death, Paralysis, Poison: 11 Petrification, Polymorph: 12
Spells: 17

Weapon Proficiency
Sword, scimitar, Hand ax, spear, knife, club

EQUIPMENT
Backpack 2 gp 2 lbs Belt pouch Small 7 sp 0.5 lbs.
Flint and steel 5 sp
Rope (50 ft.)Hemp 1 gp 20 lbs
Wineskin 8 sp 1 lbs.

Coin: 73 GP 5 SP CP

Expenses:

Armor
Studded Leather 7AC 20 gp 25 lbs. Light

Weapons
Sword, scimitar 3lbs 15 gp
Knife 1 lb 5 sp
2 Throwing axes 2lbs each.

Weapon Damage
Sword, scimitar 1d8 (1d10 with special class feature)
Throwing Ax 1d6(1d8 with special class feature)
Thac0:20

Equipment: Weight (lbs):33.5lbs
Clothing: 25 (leather) 5 (shield)
Boots Soft 2 gp
Cloak, Good cloth 2gp 2 lbs
Food: Rations Iron (1 week) 5 gp 10 lbs.
Dried meat 2 days 6 gp. 2 lb
Fresh Bandages

Encumbrance Weight Total:73
Clothing: 5 lbs
Adventuring Gear: 23.5 lbs
Armor & Shields: 25 lbs
Weapons & Ammunition: 8 lbs
Class-Related Items:
Provisions: 12 lbs
Wealth:
Misc. Items:
Total Carried: 73 lbs

Image
Last edited by tooleychris on Fri Nov 01, 2013 5:38 pm, edited 3 times in total.

ravenn4544
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Re: Character Sheets

#16 Post by ravenn4544 »

GENERAL

Name: O’rek
Class: Cleric
Level: 2
XP:
Race: Human (Male)
Alignment: Chaotic Good
Age: 18
Height: 6”
Weight: 180lbs
Move: 8”

HIT POINTS: ¬ 17 (+3hps / level)
ARMOR CLASS: 5 (chain)
THACO: 18 (+2 STR to hit / Base = 20)

ABILITY SCORES

ABILITY TOTAL MODIFIERS
Str 9 4,3 16 +2 to hit; +3 Damage
Int 9 2 11
Wis 9 2,4,3 18 +4 magical attack
Dex 9 3, 3 15 -1 Range Attack;
Con 9 4,3 16 +3 hp/ level
Cha 9 2 11 -5% loyalty


Non-Human: [1d4] = 2 [1d4] = 4 [1d4] = 3 [1d4] = 3 [1d4] = 3

Non-Human: [1d4] = 4 [1d4] = 2 [1d4] = 2 [1d4] = 4 [1d4] = 3

Human: [1d4] = 3


SAVING THROWS (+4 vs. magical attacks per wisdom)

Rods, Staffs, and Wands: 14
Breath Weapons: 16
Death, Paralysis, Poison: 10
Petrification, Polymorph: 13
Spells: 15


TURN UNDEAD

Skeleton 7
Zombie 10
Ghoul 13
Shadow 16
Wight 19
Ghast 20



SPELLS Known (+2 1st,+2 2nd, +1 3rd, +1 4th level spell due to wisdom)

1st: Cure Light Wounds, Sanctuary, Bless, Protection from Evil

Spells Memorized:
CLW,Bless, PfE, Bless


EQUIPMENT

Money:

Expenses: none

Armor:
Chain (40lb)

Weapons:
Weapon Damage
Mace (Footmans) 1-6+1
Sling, bullet (20) 1-4+1
Warhammer 1-4+1

Equipment:

Holy symbol
Belt pouch - 3
Backpack
Flint and Steel
Winter Blanket
Iron Pot
Wineskin (empty)
Canvas (5sqyds)
Rope 20ft


Clothing:
Cloth cloak
Belt
Boots



Food:
Rations, Std (1 weeks)


Encumbrance Weight Total:

Clothing: 5
Adventure gear: 20
Armor: 40
Mace(footmans): 10
Warhammer: 6
Sling: 2
20bullets: 2
Food: 10
Holy Symbol: *
Money: 1 gp, 3 sp

Total: 106 (<110 to maintain 8”)
Last edited by ravenn4544 on Mon Nov 18, 2013 2:47 pm, edited 9 times in total.

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Rukellian
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Fimmion (Rukellian)

#17 Post by Rukellian »

Fimmion (Human Magic User)
Level:2
Alignment: Good

Ability Score Stats:
Str: 10
Int: 18 (possible languages: 7)
Wis: 15 (+2 magical attack adjustment)
Dex: 15 (-1 AC)
Con: 10
Cha: 12 (+10 reaction adjustment)

Hit points
Total: 7
Damage: 3 (javelin attack)
Current: 4

Armor Class
Front: 9
Rear: 10
Surprised: 10

Proficiencies
Knife (SM/L 1d3/1d2)

Possessions
Fimmion’s Personal Cookbook (spellbook)
Clothing (Soft Boots, Breeches, Tunic, Gloves)
Backpack
Dry Rations (a weeks’ amount)
Knife
Common spell components (42)
Rare spell components (12)
Writing Quill
Vial full of writing ink
Flint and Steel
Iron cooking pot
Set of bowls and eating utensils
ladle and stirring spoon
Large Sack
A handful of useful ingredients for cooking
Torches (9x) one currently being used

Spellbook spell wish list (Alteration specialist edition)
Burning Hands
Color Spray
Enlarge
Light
Burning Hands

Memorized Spells
1st lvl: Burning Hands
1st lvl: Burning Hands
1st lvl: Color Spray

Spell component list
Common: a pinch of powdered Iron (6 doses), fireflies (6), a pinch of red/yellow/blue powder (10 each)
Rare: to be decided later

Wealth
PP:
GP: 63
EP:
SP: 4
CP:

Encumbrance
Clothing: 5
Adventuring Gear: 20
+
Armor and Shields: 0
Weapons & Ammunition: 1 (Knife: 1 rounded)
Class-Related Items: ? (Fimmion’s Cookbook: ?, Spell Components:?)
Provisions: 5
Wealth: ?
Miscellaneous Items: 5 (iron cooking pot)
=
Total Carried: at least 36 lbs

Age: 23
Height: 5’8”
Weight: 140 lbs.
Hair: Dirty Blonde
Eyes: Green

Language Spoken
Common

Default Actions:
If engaged in melee combat or threatened to do so, Fimmion will call for melee support from his group. If no one is around him to assist, he will try to flee far enough to safely cast a spell.
His weapon of choice is his Cookbook.

Fimmion will retreat from combat if the enemy gets too close, without ally support nearby, or if he is outnumbered greatly in a ranged battle, without any cover. If he is by himself, he will be more prone to fleeing, not a man of conflict really.

His favorite spell is Burning Hands (currently).
Will update his memorized spell list and follow group suggestions when needed.

Background
A self-proclaimed expert in culinary magic, Fimmion travels across many lands, compiling recipes of common and rare origins, creating his own even. Many people tend to overlook his magical tendencies because his food is much more of a compelling topic. Many have asked him to settle down in one or two cities, wanting him to open a tavern to serve his delicious foods. Every time though, he respectfully declines, claiming that the life of an adventurer is more suited to his ‘tastes’. He also claims that he is directly inspired by the magical arts of alteration and can only practice them thoroughly out on the field. Only when he completes his personal cookbook, will he consider settling down to the quiet life.

Fimmion, being the unique wizard that he is, has a tendency to read off recipes from his cookbooks when casting certain spells. That’s how he remembers them, through food, not components.

Experience (5001 to level):
2645
Last edited by Rukellian on Fri Dec 06, 2013 6:50 pm, edited 5 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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Zhym
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Kendrick Llewellyn

#18 Post by Zhym »


Text character sheet:
Kendrick Llewellyn
Level 1 Human Male Paladin

Stats
S: 18/77 (+3 To Hit, +4 Dam., Open: 1-4, BB/LG: 30%, 185 lbs at 12')
I: 11
W: 13 (+1 Mag. Att. Adj.)
D: 10
C: 15 (+2 HP)
Ch: 15 (Loyalty: +20%, React: +20%)

HP: 12/12
AC (reg/rear/no shield): 4/5/5
XP: 0/2250 (+50%)
THAC0: 20 (unadjusted)

Saving throws: DPP: 14, PP: 15, RSW: 16, BW: 17, SP: 17
(Values do not include +2 paladin bonus to all saving throws)

Abilities and Proficiencies
Paladin abilties:
  • Detect evil 60'
  • +2 to all saving throws
  • Immune to disease
  • Lay hands 1/day (2hp/level)
  • Cure disease 1/week
  • Aura of protection: evil or summoned creatures attack at -1
Weapon Proficiencies: Broad sword, long sword, bastard sword, two-handed sword

Equipment
Broadsword
Chain mail
Buckler

Backpack
Std. rations (1 week)
Wineskin

Treasury
1 GP

Background & Description
Kendrick is a broad-shouldered, upright man with wavy brown hair, piercing blue eyes, and a jaw that could slice paper.

In Kendrick's opinion, too many holy warriors focus on valor and piety over all else. Kendrick follows a different creed. His church, the Congregation of Avatars, strives to embody the virtues of honesty, compassion, valor, justice, sacrifice, honor, spirituality, and humility. As a holy warrior of that church, he tries at all times to be trustworthy, loyal, helpful, friendly, courteous, kind, obedient, cheerful, thrifty, brave, clean, and reverent.

Kendrick was born to poor dirt farmers, who may have been poor but at least knew that if you're going to farm, you should do it in dirt. He pledged service to the local church, which had little more money than its parishioners. The church quickly found that the ox-strong Kendrick could best serve the church with his blade. For Kendrick, poverty is not just a vow, it's a tradition.

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Grognardsw
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Aric Inglorak

#19 Post by Grognardsw »

Name: Aric Inglorak of the Iron Tribes, known at Aric Swiftsword
Race: Human (+50% XP Bonus)
Sex: Male
Class: Barbarian, by Crom!
Alignment: Neutral Good
Age: 18 Height: 6'5" Weight: 225lbs

Level: 1
Base XP: 0
XP With Bonus (=50%):
XP To Next Level: 4,501

Current HP: 18
Maximum HP: 18
AC: 0 (front) / 7 (rear) / 1 (no shield)
THAC0: 20

Abilities
STR: 18.96 (Melee: +3 To Hit, +4 Damage, 2,000 weight; 1-4(1) open doors; 35% bend bars)
INT: 11 (+2 languages)
WIS: 10 (no modifiers)
DEX: 17 (+3 Reaction/Missile To Hit, -6/-3/-1 AC)
CON: 17 (+6 Hit Point Bonus/Level; alive until -8; 97%/98%)
CHR: 10 (+5% Reaction Adjustment)

Saves
Death/Paralysis/Poison: 14 (+3,+4)
Petrification/Polymorph: 16 (+3)
Rod/Staff/Wand: 15 (+2)
Breath: 17 (+2)
Spell: 17 (dodge spells +6)

Weapons (* indicates proficiency. Weapon Speed. Damage.) THACO: 20
Bastard Sword* 8 2d8
Hand Axe* 4 1d6
Spear* 10-20-30 6 1d6
Knife* 10-20-30 2 1d3

Movement Base Rate: 15"
Encumbrance: 77.5 lbs
Modified Movement Rate: 15"

Inventory - Location
Backpack (2 gp, 2 lb), containing:
- rope, 50' (1 gp, 20 lb) Backpack
- torches (1 cp, 1 lb x2) Backpack
- iron rations (1 gp, 2 lb x2) Backpack
- flint/steel (5 sp) Backpack
- oil (6 cp, 1 lb) Backpack
- large sack (2 sp. .5 lb) Backpack
Belt pouch, large (1 gp, 1 lb), containing:
- packet of flour (1 cp) Belt pouch
- herbs: garlic, belladonna, medicinal (2 gp, or gathered)) Belt pouch
- chalk (1 cp) Belt pouch
Studded leather armor (AC 7, 20 gp, 25 lb) Worn
Buckler shield (defend 1 attack a round, 1 gp, 3 lb) Left forearm
Weapons - see Weapons. Back, left, right waist

Encumbrance
Clothing: 5
Adventuring Gear: 20
Armor & Shields: 28
Weapons & Ammunition: 20.5
Provisions: 2
Wealth: 2
=
Total Carried: 77.5
(Note: Str. 18.96 = unencumbered = 15" barbarian movement)

Barbarian Abilities
- Save pluses: +4 poison; +3 paralysis, death magic, petri, poly; +2 rod, staff, wand, breath; +1 magic every four levels attained.
- Detect illusion 5% per level
- Detect magic 25% +5% per level beyond 1st
- Climbed cliffs/trees: as same level thief (85%)
- Hide in natural surroundings: as thief 3 levels higher (25%)
- Hide in un-natural surroundings as thief same level (10%)
- Surprise on 3 in 6, or 4 in 6 in familiar terrain. Surprised themselves 10%, 5% in familiar terrain.
- Leadership: w/ other barbarians, add level to Cha. to get effective Cha.
- Survival: In familiar terrain - hunting, trapping, food gathering, shelter building, body covering, fire building
- First aid: UA p. 20, no poison
- Back protection: 5% per level detect
- Leaping/springing: Running start 15+d6', upward 4+d4'. Standing start 10' forward, 3' back, 3' up.
- Running: Full speed (30") for three days, rest a day at normal (15"). Endurance twice normal for movement situations.

Languages (Int. 11 = +2 lang.)
- Tribal language
- Common
- one TBD

Gold/Treasure
PP: 0
GP: 12
EP: 0
SP: 0
CP: 10

Gems/Jewelry
none

Magic Items
Bah, I spit on your magic! Die wizard!

Character Description and History: See Bottom of Page

Default Actions
Alignment: Neutral Good
Combat Response: Melee attack with bastard sword two handed usually. Missile attack if too far for melee. If the enemy includes a magic user, he will attack him first. Though a barbarian, he is a sound tactician in fighting.
Cause for Withdraw: Three-quarter HP damage will cause him to re-evaluate the situation.
In wilderness: can act as scout for party
Will use his detect magic innate ability in many situations.
Roll ID Character Campaign Roll result Date
14137 Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Adventures in Foxmoor Starting Human Age 15 + [1d4] = 3 8/2/2013 6:46:56 PM
14136 Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Adventures in Foxmoor Exceptional Str. Roll [1d100] = 96 8/2/2013 6:13:14 PM
14135 Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Adventures in Foxmoor Human: [1d4] = 2 8/2/2013 5:54:47 PM
14134 Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Adventures in Foxmoor Non-Human: [1d4] = 1 [1d4] = 4 [1d4] = 3 [1d4] = 1 [1d4] = 4 8/2/2013 5:54:07 PM
14133 Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Adventures in Foxmoor Non-Human: [1d4] = 2 [1d4] = 4 [1d4] = 2 [1d4] = 3 [1d4] = 3 8/2/2013 5:53:29 PM

Description and Background (INSERT PHOTO)
Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword

Aric, 18, stands 6'5”, 225 lbs, black hair, blue eyes, chiseled features, muscular but not overly so, and scarred. He is quick in movement, keen of eye, a clever tactician, shrewd strategist, good of heart but dark in vengeance. He gained the tribe nickname Swiftsword for his ability with the sword, the larger the better in his opinion. He is skilled in the traditional barbarian ways but also possesses an unusual curiosity about the world beyond his land, which has led to wanderlust and adventuring.

Aric’s mother passed away several years ago, though his father is alive. He has two brothers and one sister. They stayed with the tribe except his older brother Torac, known as Torac Axecleaver, who left adventuring two years before Aric. Torac would occasionally visit and regale him with stories of the decadent civilizations beyond the Great Woods. He was in part an inspiration for Aric to leave as well, teaching the younger brother barbarian tactics and wily ways to overcome the weak civilized folk, especially those cowardly wizards.

Aric is a member of the Iron Tribes, those Northern Woods barbarian tribes who have mastered the forging of metal. They are often in conflict with their border neighbors to the north, the Mountain Nadhagh, who are jealous of the Iron Tribes metallurgy skills. To the south of the Iron Tribes are the quasi-civilized Vadhagh clans, who have in the past decades slowly been rising out of the barbarian status in their greedy pursuit of commerce with the civilized kingdom south of them. The Vadhagh have little respect for the Iron Tribes (except a grudging acknowledgement of their weapon forging), and even less so for the Nadhagh.

Aric is not particularly religious, but he does pay respects to Crom, god of the northern barbarians. He is an unforgiving deity. Aric owns nothing more than what he carries, and he likes it like that. He has had some harrowing adventures after he left his tribe, including defending a caravan against a Norker attack; body-guarding a rich merchant’s daughter who he unknowingly impregnated; and recovering a religious artifact stolen by a competing temple. Aric seeks to further improve his fighting prowess, explore unknown lands, battle new and challenging enemies, enjoy pleasurable debaucheries as coin permits, and gather what treasure comfortably supports his lifestyle.

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