NJWilliam's Character(s)
NJWilliam's Character(s)
Character sheets for NJWilliam character's in this thread.
Sebastian, A Candle in the Darkness
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
Re: NJWilliam's Character(s)
Aengus
Occupation: ditch digger
Race: Human
Alignment: Law
Languages: Common, (+1 more)
LuckY Roll: Raised by wolves: Unarmed attack rolls (+1)
Level: 0
XP: 0
Crit Die: 1d4
AC: 15 (chain hauberk)
HP: 2
Str: 14 (+1)
Agi: 9
Sta: 7 (-1)
Per: 10
Int: 15 (+1)
Luck: 14 (+1) (including 1 pt increase on 4/9/13)
Reflex: 0
Fortitude: -1
Will: 0
Speed: 30 - 5 due to hauberk
Init: 0
Aengus and Bronn are brothers.
Weapons:
spear (1d8+1)
mace (1d6+1)
shovel (staff) (1d4+1)
Wealth: 1 copper
Starting coin: [5d12] = 39
Equipment:
Chain Hauberk (-5 check penalty)
grappling hook tied to 50' rope
fine dirt, 1 lb.
flask (3 copper)
chalk (1 copper)
candle (1 copper)
small sack (3 copper)
rations, 1 day (5 copper)
2 silver rings set with emeralds
1 silk tabard stitched with a sigil of chaos
1 steel vial containing two doses of a purple and black liquid
Occupation: ditch digger
Race: Human
Alignment: Law
Languages: Common, (+1 more)
LuckY Roll: Raised by wolves: Unarmed attack rolls (+1)
Level: 0
XP: 0
Crit Die: 1d4
AC: 15 (chain hauberk)
HP: 2
Str: 14 (+1)
Agi: 9
Sta: 7 (-1)
Per: 10
Int: 15 (+1)
Luck: 14 (+1) (including 1 pt increase on 4/9/13)
Reflex: 0
Fortitude: -1
Will: 0
Speed: 30 - 5 due to hauberk
Init: 0
Aengus and Bronn are brothers.
Weapons:
spear (1d8+1)
mace (1d6+1)
shovel (staff) (1d4+1)
Wealth: 1 copper
Starting coin: [5d12] = 39
Equipment:
Chain Hauberk (-5 check penalty)
grappling hook tied to 50' rope
fine dirt, 1 lb.
flask (3 copper)
chalk (1 copper)
candle (1 copper)
small sack (3 copper)
rations, 1 day (5 copper)
2 silver rings set with emeralds
1 silk tabard stitched with a sigil of chaos
1 steel vial containing two doses of a purple and black liquid
Last edited by NJWilliam on Thu Jun 27, 2013 8:12 pm, edited 18 times in total.
Sebastian, A Candle in the Darkness
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
Re: NJWilliam's Character(s)
Bronn the Acolyte
Occupation: Cleric of Klazath (former trapper)
Race: Human
Alignment: Lawful
Languages: Common
Luck Mod: bountiful harvest, hit points, apply each level (+1)
Level: 1
XP: 10
Crit Die: 1d8, Table III
AC: 15 (chain hauberk)
HP: 2+3 = 5
Str: 8 (-1)
Agi: 12
Sta: 12
Per: 17 (+2)
Int: 11
Luck: 3[Originally was 13] (-3)
Reflex: 0
Fortitude: +1
Will: +3
Speed: 30 - 5 due to hauberk
Init: 0
Disapproval: 1-2(8/16/2013)
Spells Known: first level - 4 (Detect Evil, Detect Magic, Holy Sanctuary, Second Sight)
Caster Level: 1
Spell Check: [1d20] + 2 + 1
Turn Unholy: [1d20] + 2 + 1
Lay on Hands: [1d20] + 2 + 1
Bronn's brother Aengus was killed by their companion Heltel who was in a mind-altered rage. Bronn successfully cast a command spell against Heltel, but the force compelling Heltel allowed him to resist the compulsion. Bronn's companion Darvin slew Heltel, but too late for Aengus.
Weapons:
Proficiencies: club, mace, sling, staff, warhammer
mace (1d6-1)
sling (1d4-1) range: 40/80/160
sling stones: 14
short sword (1d6-1) (really used just as a tool)
Wealth: 5 copper
Equipment:
Chain Hauberk (-5 check penalty)
2 silver rings set with emeralds (wearing one and one on his crude holy symbol)
backpack
badger pelt
rations, 2 days (10 copper)
candle (1 copper)
chalk (1 copper)
2 torches (2 copper)
Effects:
Bronn can think of little else but the request to steal the Blacksmith's hammer given to him by the War God Klazath. Until this has been completed he will suffer a -4 to all checks.
Klazath - The Crimson Banner, Lawful God of War and Subjugation
Supports tyranny, glory through war, and the elimination or subjugation of the weak (lest they consume resources the strong deserve). Peace is considered a force of stagnation and weakness to be despised. He is depicted as a warrior clad in blood-splattered black plate, with a horned helm and mighty great axe. His symbol is a black, double-bitted axe stained with blood, and his priests smear their armour with their own blood prior to battle. He is a dire enemy of Gorhan and Justicia.
Occupation: Cleric of Klazath (former trapper)
Race: Human
Alignment: Lawful
Languages: Common
Luck Mod: bountiful harvest, hit points, apply each level (+1)
Level: 1
XP: 10
Crit Die: 1d8, Table III
AC: 15 (chain hauberk)
HP: 2+3 = 5
Str: 8 (-1)
Agi: 12
Sta: 12
Per: 17 (+2)
Int: 11
Luck: 3[Originally was 13] (-3)
Reflex: 0
Fortitude: +1
Will: +3
Speed: 30 - 5 due to hauberk
Init: 0
Disapproval: 1-2(8/16/2013)
Spells Known: first level - 4 (Detect Evil, Detect Magic, Holy Sanctuary, Second Sight)
Caster Level: 1
Spell Check: [1d20] + 2 + 1
Turn Unholy: [1d20] + 2 + 1
Lay on Hands: [1d20] + 2 + 1
Bronn's brother Aengus was killed by their companion Heltel who was in a mind-altered rage. Bronn successfully cast a command spell against Heltel, but the force compelling Heltel allowed him to resist the compulsion. Bronn's companion Darvin slew Heltel, but too late for Aengus.
Weapons:
Proficiencies: club, mace, sling, staff, warhammer
mace (1d6-1)
sling (1d4-1) range: 40/80/160
sling stones: 14
short sword (1d6-1) (really used just as a tool)
Wealth: 5 copper
Equipment:
Chain Hauberk (-5 check penalty)
2 silver rings set with emeralds (wearing one and one on his crude holy symbol)
backpack
badger pelt
rations, 2 days (10 copper)
candle (1 copper)
chalk (1 copper)
2 torches (2 copper)
Effects:
Bronn can think of little else but the request to steal the Blacksmith's hammer given to him by the War God Klazath. Until this has been completed he will suffer a -4 to all checks.
Klazath - The Crimson Banner, Lawful God of War and Subjugation
Supports tyranny, glory through war, and the elimination or subjugation of the weak (lest they consume resources the strong deserve). Peace is considered a force of stagnation and weakness to be despised. He is depicted as a warrior clad in blood-splattered black plate, with a horned helm and mighty great axe. His symbol is a black, double-bitted axe stained with blood, and his priests smear their armour with their own blood prior to battle. He is a dire enemy of Gorhan and Justicia.
Last edited by NJWilliam on Fri Jul 19, 2013 10:05 pm, edited 26 times in total.
Sebastian, A Candle in the Darkness
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
Re: NJWilliam's Character(s)
Crow the Wanderer
Occupation: Halfling (former Halfling Vagrant)
Race: Halfling
Halfling abilities: infravision
Alignment: Lawful
Languages: Common, Halfling
Luck Mod: Survived a spider bite, saving throws against poison (+1)
Level: 1
XP: 10
Crit Die: 1d8, Table III
AC: 9
HP: 6 (3, 3)Current: 0
Str: 10
Agi: 8 (-1)
Sta: 12
Per: 8 (-1)
Int: 9
Luck: 14 (+1)
Reflex: 0
Fortitude: +1
Will: 0
Speed: 20'
Init: -1
Sneak and Hide: +3
Lucky: +2 for each point of luck, recovers 1 point of luck each day
Crow has known the very unlucky Darvin for some time - ever since he was sent for a new barrel from the aspiring cooper Darvin. He feels sorry for Darvin's ill luck, and hopes some of his halfling luck might rub off on him.
Attack: +1
Weapons:
Proficiencies: club, crossbow, dagger, handaxe, javelin, shortbow, short sword, sling, staff
Two Weapon Fighting: 1d16 for first attack, 1d16 for second attack - crit and automatic hit on natural 16 - fumble only on two natural 1s
short sword (1d6) x 2
club (1d4)
Wealth: 5 copper
Starting coin: [5d12] = 46
Equipment:
iron spikes, 2
begging bowl
rations, 1 days
4 torches + one in left hand, lit
flint & steel
10' pole
flask
chalk
Map from beastman stash
Occupation: Halfling (former Halfling Vagrant)
Race: Halfling
Halfling abilities: infravision
Alignment: Lawful
Languages: Common, Halfling
Luck Mod: Survived a spider bite, saving throws against poison (+1)
Level: 1
XP: 10
Crit Die: 1d8, Table III
AC: 9
HP: 6 (3, 3)Current: 0
Str: 10
Agi: 8 (-1)
Sta: 12
Per: 8 (-1)
Int: 9
Luck: 14 (+1)
Reflex: 0
Fortitude: +1
Will: 0
Speed: 20'
Init: -1
Sneak and Hide: +3
Lucky: +2 for each point of luck, recovers 1 point of luck each day
Crow has known the very unlucky Darvin for some time - ever since he was sent for a new barrel from the aspiring cooper Darvin. He feels sorry for Darvin's ill luck, and hopes some of his halfling luck might rub off on him.
Attack: +1
Weapons:
Proficiencies: club, crossbow, dagger, handaxe, javelin, shortbow, short sword, sling, staff
Two Weapon Fighting: 1d16 for first attack, 1d16 for second attack - crit and automatic hit on natural 16 - fumble only on two natural 1s
short sword (1d6) x 2
club (1d4)
Wealth: 5 copper
Starting coin: [5d12] = 46
Equipment:
iron spikes, 2
begging bowl
rations, 1 days
4 torches + one in left hand, lit
flint & steel
10' pole
flask
chalk
Map from beastman stash
Last edited by NJWilliam on Fri Jul 19, 2013 10:15 pm, edited 20 times in total.
Sebastian, A Candle in the Darkness
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
Re: NJWilliam's Character(s)
Darvin the Evoker
Occupation: Wizard (former Cooper)
Race: Human
Alignment: Lawful
Languages: Common
Luck Mod: Warrior's arm. Critical hit table.
Level: 1
XP: 10
Crit Die: 1d6, Table I
AC: 9
HP: 6 (3, 3)
Str: 8 (-1)
Agi: 6 (-1)
Sta: 6 (-1)
Per: 11
Int: 7 (-1)
Luck: 6 (-1)
Reflex: 0
Fortitude: -1
Will: +1
Speed: 30
Init: -1
Action Die: 1d20
Attack: +0
Darvin has had little luck at whatever he has tried. He did have a little luck as a cooper, mainly in meeting a halfling who for some reason is willing to hang out with him. Darvin, otherwise, is quite despondent.
Luck or Fate did, however, have Darvin grab the chain above the well, where he was corrupted from the souls in the well, gaining a higher than normal body temperature, and tremorsense to 100 yards.
Caster Level: 1
Spells Known:
- Cantrip
- - Manifestation: varies
- - Mercurial Magic: Vermin Attractor - The spell attracts a swarm of bothersome insects to the caster’s location that arrive 1d4
rounds after the spell is completed. These insects mill about the caster, biting for 1 point of damage and causing
the caster to suffer a -1 penalty to all saving throws, initiative rolls, and spell checks for 1d10 rounds or
until he takes adequate measures to disperse or escape the swarm.
- Chill Touch
- - Manifestation: Darvin's hands turn black.
- - Mercurial Magic: Phase Out - After casting this spell, the wizard shifts out of phase with the world, making him invisible and
invulnerable to attack but preventing him from interacting with his environment. This state lasts for 1d6
rounds +1 round per level of the spell.
- Color Spray
- - Manifestation: Spray of colored arrows.
- - Mercurial Magic: No mercurial magic change.
- Sleep
- - Manifestation: Waves of blue light.
- - Mercurial Magic: No mercurial magic change.
Weapons:
Proficiencies: dagger, longbow, longsword, short bow, short sword, staff
crowbar (club) (1d4); elven short sword set with emeralds (1d6?); spear (1d8)
Wealth: 1 copper
Starting coin: [5d12] = 19
Equipment:
Candle
barrel
small sack (8 copper)
rations, 1 day (5 copper)
flask (3 copper)
chalk (1 copper)
torch (1 copper)
Mutations:
Tremorsense up to 100 yards.
Darvin Now has a much Higher Body Temperature and faces health risks in hot environments, or on hot days.
Occupation: Wizard (former Cooper)
Race: Human
Alignment: Lawful
Languages: Common
Luck Mod: Warrior's arm. Critical hit table.
Level: 1
XP: 10
Crit Die: 1d6, Table I
AC: 9
HP: 6 (3, 3)
Str: 8 (-1)
Agi: 6 (-1)
Sta: 6 (-1)
Per: 11
Int: 7 (-1)
Luck: 6 (-1)
Reflex: 0
Fortitude: -1
Will: +1
Speed: 30
Init: -1
Action Die: 1d20
Attack: +0
Darvin has had little luck at whatever he has tried. He did have a little luck as a cooper, mainly in meeting a halfling who for some reason is willing to hang out with him. Darvin, otherwise, is quite despondent.
Luck or Fate did, however, have Darvin grab the chain above the well, where he was corrupted from the souls in the well, gaining a higher than normal body temperature, and tremorsense to 100 yards.
Caster Level: 1
Spells Known:
- Cantrip
- - Manifestation: varies
- - Mercurial Magic: Vermin Attractor - The spell attracts a swarm of bothersome insects to the caster’s location that arrive 1d4
rounds after the spell is completed. These insects mill about the caster, biting for 1 point of damage and causing
the caster to suffer a -1 penalty to all saving throws, initiative rolls, and spell checks for 1d10 rounds or
until he takes adequate measures to disperse or escape the swarm.
- Chill Touch
- - Manifestation: Darvin's hands turn black.
- - Mercurial Magic: Phase Out - After casting this spell, the wizard shifts out of phase with the world, making him invisible and
invulnerable to attack but preventing him from interacting with his environment. This state lasts for 1d6
rounds +1 round per level of the spell.
- Color Spray
- - Manifestation: Spray of colored arrows.
- - Mercurial Magic: No mercurial magic change.
- Sleep
- - Manifestation: Waves of blue light.
- - Mercurial Magic: No mercurial magic change.
Weapons:
Proficiencies: dagger, longbow, longsword, short bow, short sword, staff
crowbar (club) (1d4); elven short sword set with emeralds (1d6?); spear (1d8)
Wealth: 1 copper
Starting coin: [5d12] = 19
Equipment:
Candle
barrel
small sack (8 copper)
rations, 1 day (5 copper)
flask (3 copper)
chalk (1 copper)
torch (1 copper)
Mutations:
Tremorsense up to 100 yards.
Darvin Now has a much Higher Body Temperature and faces health risks in hot environments, or on hot days.
Sebastian, A Candle in the Darkness
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos