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Old Player Sheets

Started by Merc, January 09, 2011, 08:16:24 PM

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Merc

Making a new thread just to dump character sheets for retired or dead characters, so I can keep the stickied character sheet thread to active characters.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Merc

#1
Player: El Cideon


Name: Elise Taylor
Class: Weapon Master 6
Gender: Female
Age: 18
Height: 5'8"
Weight: 136 lbs
Eyes: Brown
Hair: Brown
Size: Medium

Stats

HP: 87
Reserve: 87

DR: 1d3/magic
Active Defense: 17
Base Defense Bonus: +5
Attacks: +14 with MW maul (+14/+9 on full attack), 2d6+9 damage
BAB: +6/+1 (Favored BAB: +7/+2)
Init: +2
Speed: 30 ft

STR 21 (+5) DEX 14 (+2) CON 16 (+3) INT 10 (-) WIS 6 (-2) CHA 10 (-)

Saves

Fort +9 Ref +8 Will +4

Traits

Child of Faith (+2 bonus against fear, +2 to a d20 roll 1/day; Fanatic: +4 to a damage roll 1/day)
Strong (+2 STR, -2 INT/WIS)

Feats (power mastery 4; armor mastery 3; other mastery 1)

Cleave 1
Improved Sunder 1 (no AoO when attempting to sunder)
Improved Sunder 2 (+4 on attack rolls to sunder)
Weapon Focus: Hammer 1 (+1 to attack rolls)
Weapon Focus: Hammer 2 (+2 to damage rolls)

Abilities

Favored Weapon: Hammer
Weapon Pool (gain one token for each successful hit with favored weapon; lose tokens when switching targets)
Weapon Style: Expert Strike (+1 to next attack or damage roll for each token spent, limit 1 token per class level)
Weapon Style: Critical Strike (+1 to next attack's critical chance for each token spent, limit 5 tokens; resolve any threats as normal)
Favored Defense (defense bonus while wielding favored weapon; presently +0 for two-handed weapons, though)

Skills (36 skill points):

Appraise +9 (9)
Craft: Metal trinkets/tools +11 (9)
Intimidate +9 (9)

Skill group: Athletics (9)

Climb +14, +13 while in armor
Jump +14, +13 while in armor
Swim +14, +13 while in armor

Inventory

406gp, 6sp, 5cp

Adventurer's Outfit (5gp)
Artisan's Outfit (1gp)
Backpack (2gp)
Bedroll (1sp)
Donkey (8gp)
Holy symbol, silver (onion) (25gp)
Masterwork artisan's tools (+2 on Craft checks, 55gp)
Masterwork-3 Attack Bonus Maul: (2d6, 3x critical damage, 440gp)
Saddle (5gp)
Studded leather armor (1d3/magic, check penalty -1, 25gp)
Tent (10gp)
Torch x5 (5cp)
Waterskin (1gp)

~

Elise had a sheltered upbringing devoted to the memorization of liturgical texts, regular combat training, and asceticism. Her mother died while Elise was still in infancy, and Elise grew up with only her father, a reclusive old sharecropper who lived on the edge of town and shunned the company of the other villagers except when they were needed to buy or sell something. That and the company of his god, Hapshulam, grand creator of the world, wielder of the seven holy swords, occasional bringer of delicious and sugary candy, enemy of all that is weak and unrighteous. Elise was taught his commandments and to take up arms, maintain them well, and know to use them fiercely the day Hapshulam returns to his children to fight with them in a glorious final battle against all that is wicked and unclean. Though her father died a year or so past, Elise has kept the faith ever since (making a living by fixing or forging various simple tools for the other villagers).

What no one's managed to communicate to her is that her father was, by any conventional standard, completely insane. A church of Hapshulam never existed anywhere outside of his fevered imagination, there's all of one copy of the Septinomicon, the "order's" holy text, which is handwritten in old Marvin Taylor's meandering and disturbingly spidery scrawl, and while the book's various commandments do reasonably condemn misdeeds such as theft, unprovoked murder, and lying or cheating for personal benefit, they also mandate dire punishments for things such as cutting in line, croutons ("Thou shalt not garnish the salad with bread products"), and eating cheese on a Tuesday.

Elise is fundamentally naive, has no sense of perspective, and still takes every word she learned very seriously. This can make her a quaint eccentric or profoundly scary, depending on the circumstances. She can function in society, but can't be taken for normal whenever the subject of theology comes up or something impinges on one of the various restrictions of her "religion." She is basically harmless to anyone who's not clearly evil, though (for a rather specific definition of the word), and can easily be persuaded to aid any seemingly moral cause.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Merc

Player: Ataru


Character: Jack
Sex: Male
Age: 24
Height: 5'5"
Weight: 120lbs
Hair: Black
Eyes: Brown
Class: Executioner 6

Bio: Abandoned to the streets of (insert large city name) at a young age, Jack relied on his quick wits, and quicker hands
to keep himself fed. He eventually fell in with a group of homeless orphans that had banded together for protection. Many
orphans came and went from the group, as new children joined, and others died, or were caught stealing and sent to prison;
eventually, Jack was both the oldest, and only "original" member left, and became defacto leader.

As leader, Jack handled his responsibilities admirably, passing on his knowledge of reading, theft, and survival tricks to
the new members, and tending to their injuries as necessary. Though not glamorous, or particularly comfortable, Jack
enjoyed his life with the others; sadly, it was a life that couldn't last. One fateful day, the city guard raided the
orphans hideout, capturing many, and forcing those that remained to flee.

Once separated from his "family," he decided to travel, and see the world. He spent several years traveling with various
merchant caravans, performing odd jobs, and the like, before eventually settling down in <starting city) at the age of 20.

For the last four years, Jack has made his living performing various menial tasks, and occasionally supplementing his
income with a bit of petty theft. Malnourishment in his youth has visibly taken its toll on him, leaving him with a short,
slight build.

Str  8 (-1)
Dex 19 (+4)
Con 10 (0)
Int 14 (+2)
Wis 16 (+3)
Cha 12 (+1)

Saves: For: +5 Ref: +9 Wil: +7

HP: 56
Init: +4
Def: 16, touch: 16, Flatfoot: 10, DR 1d2/magic

Base Attack/Grapple: +3/+0
Attack: +11, +6 (+9/+9) Short Sword (1d6+8 two handed, 1d6+6 one-handed 19-20/x2)
Full Attack: " "

Traits: City Rat: Bravo (+2 city survival checks, +1d6 sneak attack)
       Weapon Bond: Short Sword (Dex)

Feats: Weapon Focusx2 (+1 Attack, +2 damage), Two Weapon Fightingx2 (+1 shield bonus), Quick Strike (+1att/dam when

drawing),
Weapon Finesse (+1d6 sneak attack)
Class: Sneak Attack +3d6, Execution Pool, Executioner's Eye, Hindering Cut, Armor Piercing Strike, Create Distraction

Skills (64points)

[Athletics 9] Climb +8, Jump +8, Swim +8
[Perception 9] Listen +12, Search +11, Sense Motive +12, Spot +12
[Stealth 9] Hide +13, Move Silently +13
[Other] Tumble +13, Sleight of Hand +13, Bluff +10, Heal +12, Open Lock +13

Short Sword x2, Leather Armor, backpack, bedroll, Masterwork Thieves Tools (+2 open lock/disable device) 67GP 8SP 2CP


Sneak Attack: Can apply +5d6 damage on hit when flanking or opponent has lost his active bonus to defense.
Execution Pool: Start encounters with 3 execution tokens.
Executioner's Eye: Sense motive check (DC = base attack or bluff check) to gain 2 execution tokens.
Hindering Cut: 1+ tokens = Foe makes fort save on attack (DC 14+tokens spent). Target fails save = -1 penalty to atk/def
or -5 ft speed (1 min). Effect stacks.
Armor-Piercing Strike: Burn 2 tokens, -1DR)
Create Distraction: Burn 2 tokens, if hits opponent must make spot check (DC 10+2+3+additional tokens), if check fails
foe does not threaten until his next action, can move three squears and make a hide check to dissapear from opponent.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Merc

Player: Zephyrus


Name: Kheldar Harlsom
Class: Hunter 4
Gender: Male
Age: 24
Height: 6'1"
Weight: 166 lbs.
Eyes: Green   
Hair: Red
Size: Medium

Hit Points: 46/46
Reserve Points: 46/46
Def: 17 (BDB +3, Dex +4), Touch 16, Flat-Footed 10
DR: 1d3/magic
Init: +4

BDB: +4
BAB: +4
Melee: +8 Masterwork-3 Greatsword (2d6+6 dmg, 19-20/x2 crit, slashing)
Ranged: +7 Longbow (1d8 dmg, x3 crit, piercing, 100 ft range)

Scores: Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 8 (-1), Wis 16 (+3), Cha 10 (+0)
Saves: Fort +4, Ref +6, Will +5

Traits: Weapon Bond (Greatsword, Dex) & Intuitive Learning
Feats: [Tactics]Combat Instincts 1, [Tactics]Combat Instincts 2, [Tactics]Combat Reflexes 1
Class: Tactical Pool, Hunter's Eye, Terrain Advantage, Tactical Insight, Assess Opponent

Skills:
[Athletics] Climb +6, Jump +6, Swim +6
[Perception] Listen +9, Search +6, Sense Motive +9, Spot +9
[Stealth] Hide +9, Move Silently +9
[Wilderness Lore] Handle Animal +6, Ride +9, Survival +9, Use Rope +9
[Other] Balance +9, Diplomacy +7, Disable Device +6, Gather Information +7, Intimidate +7

Carrying Capacity: 43lb (Light), 86lb (Medium), 130lb (Heavy)
ACP: 0 (Masterwork-2 Studded Leather Armor)

Equipment: 45 gp, 5 sp
-Masterwork-2 Studded Leather Armor (25gp, 20lb)
-Masterwork-3 Greatsword (50gp, 8lb)
-Longbow (75gp, 3lb)
-Arrows x40 (2gp, 6lb)

-Backpack (2gp, 2lb)
-Blanket (5sp, 3lb)

Background:
   Kheldar was raised in a household that firmly believed that doing one's duty to one's lord and country was the greatest thing a man could do. Duty Before All, as the family saying went. His father, like his father's father before him, had been the Captain of the Guard and it was expected of him to join the ranks of the Guard when he came of age. Naturally, it being his duty, he was happy and proud to do so. He was trained in the arts of war by both his father and grandfather, and eventually came near to being their equal in a fight, but not quite. He pursued his duty with zeal and passion, and many supposed that this young man would rise far, perhaps even attaining the rank of Captain himself.

     But as he aged, he began to think that perhaps, doing his duty meant more than just keeping the peace in the marketplace or hauling young pickpockets before the magistrate. He yearned to see the world beyond the city walls, doing whatever he could for whomever he could. In short, he wanted to join the ranks of heroes past who had defended mankind from both outward and inward dangers. He'd listened to traveller's tales and read the few precious books that his grandfather owned. The world was a big place and the evils that pervaded it were relentless in their pursuit of mankind's destruction. Whether he fought off monsters, averted a war, or even did something as simple as rescue a maiden from maruding bandits, Kheldar felt that he could best do his duty away from the city and out in the world.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.