News:

Game for the gaming god; co-op for the entertainment couch!

Main Menu

Character Sheet thread

Started by Dracos, January 17, 2008, 12:20:45 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Dracos

To each post, a character sheet~

I suggest keeping both sheet and background together in one.
------------------------------

Not done yet, but hey, those mechanics take a bloody long time for a rogue/wizard/merchant/rebel/assassin

Name: Mesina Ab'Sidir
Alignment: Chaotic Neutral
Age: 32
Gender: Female
Size: S
Religion: Faceless Lady
Height: 4'1''
Eyes: Green
Hair: Red
Race: Halfling
Class: Rogue 3/Wizard 1

Stat rolls: 16,16,14,14,14,12

Str: 10  +0
Dex: 19  +4
Con: 14  +2
Wis: 14  +2
Int: 16  +3
Cha: 14  +2

Hitpoints: 25 = 6+2d6+1d4+8

Speed: 20
AC: 20  = 10 (base) + 4(dex) + 1(size) + 5(armor)
Init: +4
BaB: +2  ( Remember +1 for small size in addition to this)

Attacks:
Bow: +9 : 1d4+1 x2
  60 arrows
Short Sword: +4 : 1d4 19-20:x2 ditch usage!

Fort:  4 = +1(base) + 2(con) + 1(racial)
Ref:  8 = +3(base) + 4(dex) + 1(racial) | +1 versus traps
Will: 5 = +3(base) + 1(wis) + 1(racial) | +2 versus fear

Special:
+2 morale bonus on saving throws against fear.
small size: +1 to attack, +1 to ac, +4 to hide, 3/4ths carrying limits
Languages: Common, Farsi, Tursian, Brevian, Gwylloch
Spells: 3 level 0, 2 level 1 (100 gp per level)
Detect Magic 1/day

Feats:
1 for existing: Point Blank Shot - +1 to hit and damage with bows at 30 feet
1 for level 3: Precise Shot (no penalties for firing into a melee)
Sneak attack: +2d6
Trap Finding: Rogues get to find traps with search and disarm traps. Magical or normal or shit.
Trap sense: +1 reflex and AC versus traps.
Evasion: No damage  on successful reflex save
Scribe Scroll: Can write and read scrolls and all that
Summon Familiar: I have a familiar.  It is cute.
Alertness: +2 to spot/Listen (When familiar is present)

Skills: 71
Appraise(int)            10 = 3 + 3 + 4
Use Rope(dex)             6 = 0 + 4 + 2
Tumble(dex)               5 = 1 + 4
Spot(wis)                 9 = 5 + 2 + 2
Sleight of Hand(Dex)      7 = 1 + 4 + 2
Bluff(Cha)             9 = 5 + 2 + 2
Sense Motive(wis)         7 = 5 + 2
Search(int)             8 = 4 + 3
Merchant Profession(wis)  3 = 1 + 2 + 0
Open Lock(Dex)            7 = 1 + 4 + 2
Move Silently(dex)       16 = 7 + 4 + 5
Listen(wis)              10 = 4 + 2 + 4
Hide(dex)                15 = 7 + 4 + 4
Gather Information(cha)   7 = 5 + 2 + 0
Forgery (int)             7 = 4 + 3 +
Escape Artist(dex)        5 = 1 + 4
Disguise(Cha)            12 = 6 + 2 + 4
Disable Device(Int)       9 = 4 + 3 + 2
Diplomacy(Cha)           12 = 6 + 2 + 4
Decipher Script(int)      4 = 1 + 3
Balance(dex)              4 = 0 + 4 + 0

Inventory:
634 gp
1 wand of cure light wounds (50 charges)
Mithril Chain shirt +1 (2250 gp) 5 ac, 6 dex max, 10% fail, 6 lbs
Masterwork Short sword (310 gp) 1d4, 19-20/x2, piercing, 1 lb
Masterwork Short bow (330 gp), 1d4, x2, 1 lb
60 arrows (3 gp) 5 lbs
masterwork thieves' Tools (100 gp)
Disguise kit 50 gp
Magnifying Glass 100 gp
Merchant's Scale 2 gp
Spellbook 15 gp
Pouch 5 gp
2x Smokestick 40 gp
Tindertwig 1 gp
Tanglefoot bag 50 gp
Silk rope (50 ft) 10 gp
Mirror  10 gp
'Adventurers stuff' = 30 gp. (just guessing to make it easy and not add up a bazillion coppers and silvers)
2 traveler's outfits
1 scholar's outfit
2 traditional Fars Ia outfits
Winter blanket
Bedroll
3 pints of oil
2 x Caltrop
5 pieces of colored chalk
10 sq yards of canvase
1 crowbar
Flint and steel
Grappling hook
Ink
10 sheets of paper
5 belt pouches
rations
Backpack
2x Sewing needle
Signal whistle
2 lbs of soap
4 torches
Whetstone
2 waterskins
Inkpen
List of Brokers that Klaus had done work with.

Spellbook:
all level 0 - 3 per day
Level 1: - 2 per day
Charm Person
Disguise Person
Identify
True Strike
Shield
Sleep
Color Spray
Ventriloquism
Expeditious Retreat
Feather Fall

Familar/Cat:
Name: Shiva
Size/Type:     Tiny Magical Animal
HP:       12
Initiative:    +2
Speed:    30 ft. (6 squares)
Armor Class:    16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 12
Base Attack:    +2
Attack:    Claw +6 melee (1d2-4)
Full Attack:    2 claws +6 melee (1d2-4) and bite +1 melee (1d3-4)
Space/Reach:    2½ ft./0 ft.
Special Attacks:    —
Special Qualities:    Low-light vision, scent
Saves:    Fort +1, Ref +5, Will +4
Abilities:    Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 7
Skills:  (They can use either Mine or theirs + their stats, calc as needed)
Balance +10
Climb +6
Hide +16*
Jump +10,
Listen +5
Move Silently +8
Spot +5
Special:
Alertness
Improved evasion
Empathetic link

Familiar desc:
Shiva has a slight blue tint to her fur and is a brave cat that has been with Mesina for many years. 

Character Desc:
Walking alongside the dwarf, Mesina ab'Sidir is a cheerful presence, bright and energetic in the morning and every bit a businesswoman herself.  This can't be seen so much under her silken white covering, but is clear in her manner and the slight tune she's carrying while she walks.  With a white silk wrapping protecting her red hair, she's eying up the roads as they walk with a sharp perceptive gaze.  Hidden within her voluminious white dress was dozens of pockets, straps holding various bags and satchels, all kept carefully within reach.  Even her dear pet Shiva came along, carefully riding along her shoulder with practiced ease.  Despite all of these knicknacks, her motion made hardly a sound, her brown boots both soft and thick, protective yet obviously soft soled from how little noise they seemed to make.

At a glance, she would seem as any normal merchant, perhaps accompanied by a crew of protectors.  A deeper look would notice a small bow carefully tied against her back.  A sword might even find her little secret, a treasure passed down from her parents made from trading deals long since forgotten: A carefully maintained mithril shirt that molded quietly to her form, allowing her the protection of fine armor without any obvious signs of wearing such.  Slipped into one of those many pockets was the list on Bergholm's contacts.  They'd likely need it later.  If she stayed in the business anyhow.  It did pay better than merchanting though, right now.


Background:
Mesina Ab'Sidir was the youngest and only daughter of Mesan and Kotz of the Sidir trading family, a family that could trace its lineage back dozens of generations of traders, and fairly wealthy ones even by the noble standards of Fars Ia.  Had things gone normally, she likely would've found herself wed to a young trader in another wealthy family to continue the family traditions.  But such traditions were hard kept in the time since the Empire Under Heaven entered Fars Ia.  Her eldest brother Izak she never knew, lost before she was even born in the war that left Fars Ia ruined beyond any recognition.  Her other two brothers died likewise during the retreat, one a proud trader who died along with the city he had been trading in, the other afflicted by a wasting illness that took him scant months after their safe arrival in Brendia, years before even reaching his prime.  Herself, as youngest, was half accident and half out of necessity of keeping the main family line from vanishing entirely.  Needless to say, hers was not the happiest of childhoods.
  Her parents tried, of course, but times were harder than they'd ever been, and she was raised much on tales of her once beautiful homeland and the greatness her people once held before they came.  She was taught the family trade, for as much good as it did her or them in the barren and angry land of Brendia, practically torn from the heart of trade.  She was good at it, though.  She took to such things like a fish to water, for it was one of the few things in which her family could share joy instead of sorrow.  It wasn't enough for her though, simply to survive in such a climate, knowing that what had once been country spanning empire of trade was now what little was carted around in a wagon.  She traveled generally by herself, only taking her pet cat Shiva along.
  When the Order came for her, she quickly joined with their cause, eager to attain the dream of a reborn halfling homeland, free of hobgoblins and their 'rules'.  Their laws and their ways meant little to her as a merchant, all too familiar with tales of friends savaged by bandits.  Keeping a bow was more than simply caution for a traveling merchant, particularly one traveling alone.  Shifting from simply thinking about how to make ends meet day to day to being part of a grand movement to restore a homeland to themselves was a purpose she took to strongly, her studies under the group combined with her natural merchant talents allowed her to travel largely unmolested and escape equally so when dealing death to those who stood for and aided the Empire.  Her traveling nature made her idea as well for passing messages in a manner safer than spell casting.
  With trade starting to falter worse though with the continually degrading economic climates, she's sought to enhance her income in other ways, which lead to her joining a group of faceless mercenaries.  Well, not technically or really socially faceless as she found out...

Thoughts on advancement:
shadowy/silent moves on my armor.  Get to being able to snipe with consistency.
Magical doohickeys
Bow of fire/frost/shock/sonic for some consistent damage dealing.
cloak of resistance
protective gear
Well, Goodbye.

Ebiris

#1
Name: Rudi
Class: Dread Necromancer 4
Deity: None
Alignment: Lawful Evil
Race: Kobold
Gender: Male
Age: 30
Height: 3'4
Weight: 54lbs
Eyes: Brown
Hair: None

Stats

HP: 21
AC: 19 (14 touch, 16 flat footed)

Melee Attack: +3, throwing axe (1d4-1) or +2, charnel touch (1d8+1)
Ranged Attack: +6, throwing axe (1d4-1)

STR 8
DEX 16
CON 12
INT 16
WIS 11
CHA 17 (+2 from cloak)

Bab: +2
Melee to hit: +2
Ranged to hit: +6
Grapple: -3
Initiative: +3
Speed: 30

Armour check penalty: -1

Fort: +2
Ref: +4
Will: +4


Feats

Spell Focus (Necromancy)
- +1 to DC of Necromancy spells.

Greater Spell Focus (Necromancy)
- +1 to DC of Necromancy spells (stacks with Spell Focus).


Class Abilities

Charnel Touch
- At will (but only once per round) can make a melee touch attack that does 1d8+1 damage to living targets, and heals undead by 2 hit points.

Rebuke Undead
- http://www.d20srd.org/srd/combat/specialAttacks.htm#turnOrRebukeUndead

Martial Weapon Proficiency
- Throwing Axe

Lich Body
- Damage Reduction 2/Bludgeoning & Magic.

Negative Energy Burst
- 4d4 negative energy damage in 5 feet burst surrounding self, usable once per day. DC 14 will save halves.

Advanced Learning
- Bonus 2nd level spell known. Kelgore's Grave Mist.

Mental Bastion
- +2 to all saving throws made to resist sleep, stunning, paralysis, poison, or disease.


Racial Features

+1 natural armour bonus
Light Sensitivity (dazzled by bright sunlight or within radius of a Daylight spell)
Darkvision 60ft
+2 Racial bonus to Craft (trapmaking, Profession (miner), and Search


Dread Necromancer Spells

Caster level: 4

Level 1: 7 per day. DC 14 (16 for Necromancy)
Level 2: 4 per day. DC 15 (17 for Necromancy)

Level 1: Bane, Bestow Wound, Cause Fear, Chill Touch, Detect Magic, Detect Undead, Doom, Hide from Undead, Inflict Light Wounds, Ray of Enfeeblement, Summon Undead I, Undetectable Alignment

Level 2: Blindness/Deafness, Command Undead, Darkness, Death Knell, False Life, Gentle Repose, Ghoul Touch, Inflict Moderate Wounds, Kelgore's Grave Mist, Scare, Spectral Hand, Summon Swarm, Summon Undead II


Skills - Ranks are in parenthesis, synergies are not counted but are noted

16 + 4 + 4 + 5 = 29

Bluff (cha): 10 (7), +2 to diplomacy, intimidate, sleight of hand
Concentration (con): 8 (7)
Disguise (cha): 10 (7)
Knowledge - Religion (int): 8 (5), +2 to turning checks
Use Magic Device (cha): 5 (3)


Inventory

4,760.4/5,400gp

Masterwork Throwing Axe (308gp)
Masterwork Chain Shirt (250gp)

Cloak of Charisma +2 (4,000gp)

Backpack (2gp)
Bedroll (0.1gp)
Waterskin (1gp)
Ink (8gp)
Inkpen (0.1gp)
Oil x2 (0.2gp)
Rations x6 (3gp)


Acid x2 (20gp)
Alchemist's Fire x2 (40gp)
Smokestick x2 (40gp)
Tanglefoot Bag (50gp)

Disguise Kit (8gp)
Spell Component Pouch (5gp)
Blank Spellbook (15gp)

Explorer's Outfit (10gp)


Background

Pending

Merc

#2
<Hatbot> Merc: 15, 15, 15, 14, 11, 8
* Hatbot --> "Merc rolls 10+3d10 and gets 36." [3d10=7, 9, 10]

Name: Marcelo
Gender: Male
Race: Human
Age: 26

Class: Hexblade 4
Alignment: Chaotic Neutral

Abilities
STR: 15 (+2)
DEX: 15 (+2)
CON: 11 (+0)
INT: 14 (+2)
WIS: 8 (-1)
CHA: 15+1 (+3)

HP: 40/40
AC: = 18 (base) + 2 (dex) + 5 (armor) + 1 (ring)
Speed: 30
Init: +2
BAB: +4

Fort: +1 = +1+0
Ref: +3 = +1+2
Will: +3 = +4-1
* Add +3 to saves against spells/spell-like effects.

Combat
Dagger: +6 (1d4+3, P/S, 19-20/x2)
Greatsword: +7 (2d6+3, S, 19-20/x2)
Longbow: +7 (1d8+2, P, x3, range 110 ft)


Class Features
Hexblade's Curse: 1/day free action. Target must be visible and within 60 ft.
* Target takes -2 penalty on attacks, damage, saves, ability checks, and skill checks for 1 hr.
* Will save negates, DC 18 (12+Cha+0.5*Hex Lv). If negated, cannot be targeted again for 24 hr.

Arcane Resistance: Add Cha to saving throws against spells/spell-like effects.

Mettle: On a successful fort or will save with partial effect, instead negate effect.

Summon Familiar: (Raven, Kir) +3 Appraise

Spells
Cast one level 1 spell/day
Level 1: Augment Familiar, Disguise Self


Feats
H) Ability Focus (Hexblade's Curse): Add +2 to DC of Hexblade's Curse.
1) Power Attack: Can sacrifice attack bonus for damage bonus.
3) Toughness: +1 HP/Level.
*) Alertness: +2 to Spot/Listen (when familiar is present only).


Skills (35 points)
10 Bluff (Cha) [7]
7 Concentration (Con) [7]
10 Diplomacy (Cha) [5]
12 Intimidate (Cha) [7]
7 Knowledge (Arcana) (Int) [5]
5 Knowledge (Local - Brindia) (Int) [CC - 3]
5 Spellcraft (Int) [1]

Gear
Remaining: 1,119 GP


Dagger (2 gp)
Mst. Greatsword (350 gp)
Mst. Composite+2 Longbow (600 gp)
20x Arrows (1 gp)

Chain Shirt +1 (1,250 gp)
Explorer's Outfit (10 gp)
Ring of Protection +1 (2,000 gp)

Backpack (2 gp)
Bedroll (1 sp)
Blanket (5 sp)
Tent (10 gp)

2x Antitoxin (50 gp)
4x Torches (4 cp)
4x Rations (20 sp)
2x Chalk (2 cp)
Clay mug (2 cp)
Flint and steel (1 gp)
Fish hook (1 sp)
10-ft pole (2 sp)
Hempen rope, 50 ft (1 gp)
Waterskin (1 gp)
whetstone (2 cp)

Familiar
Name: Kir
Type: Tiny Magical Animal
Init: +2
Speed: 10ft, fly 40ft (average)
HP: 20/20
AC: 15
Attack: +8 (1d2-5)
Special: low-light vision, improved evasion, share spells, empathic link, speaks common
Saves: Fort +2, Reflex +4, Will +6
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Skills: Listen +3, Spot +5

Background
Pending. Need to find time to talk to Bjorn regarding hexblades' place in world before fully flesh out.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Brian

#3
Name: Gwythyr Vaughan of Trymfyrd
Description: Stocky, dark.  Black hair, dark, shadowed eyes.  Dresses in dark colors, ideally black.
Avoids wearing any colors when possible, but will settle for brown more easily than any other non-black color.
Race: Dwarf
Gender: Male
Alignment: Neutral Good
Religion: Maggydd
Age: 54


STR: 14 (+2)
DEX: 11
CON: 12 (+1)
INT: 15 (+2)
WIS: 11
CHA: 18 (+4)

HP: 25
AC: 16 (Chain Shirt)
BAB: +3 (+2 STR)

Saves:
Reflex: 4
Fort: 2
Will: 4


Feats:

Skill Focus: Perform (+3)
Negotiator: (+2 Sense Motive, +2 Diplomacy)

Skills
Name                Ranks          Mods                Total

Bluff:                5   +4 CHA                         9
Diplomacy:            7   +4 CHA, +2 Negotiator
                          +2 Sense Motive, +2 Bluff
                          +2 KNO:Nobility                19
Gather Information:   7   +4 CHA, +2 KNO: Local          13
Knowledge (history):  6   +2 INT                         8
Knowledge (local):    5   +2 INT                         7
Knowledge (nobility): 5   +2 INT                         7
Listen:               7                                  7
Perform:              7   +4 CHA +3 Skill Focus          14
Sense Motive:         7   +2 Negotiator                  9

Note: KNO:History also grants a +2 synergy bonus to Bardic Lore rolls.


Equipment:

Masterwork one-handed morningstar  1d8  x2  bludgeoning and piercing (+1 to hit)
Chain shirt (+4 AC)
Heavy Steel Shield (+2 AC)
Masterwork harp (+2 Perform skill)
non-masterwork lap-harp (no bonus, but doesn't look like it's worth stealing)
Traveler's outfit (x3)
Entertainer's outfit (x2)
Writing case with blank papers/ink



Spells per day: 3/3/1

Spells known:

Level-0: Save DC 14

Detect Magic
Light
Mending
Message
Read Magic
Summon Instrument

Level-1: Save DC 15

Cure Light Wounds
Detect Secret Doors
Identify

Level-2: Save DC 16

Silence
Suggestion
I handle other fanfic authors Nanoha-style.  Grit those teeth!  C&C incoming!
Prepare to be befriended!

~exploding tag~

Anastasia

#4
Enrico D'Amata

Size/Type: Medium Human
Hit Dice: 4d8+8 (31 HP)
Initiative: +5
Speed: 30 ft
Armor Class: 19 (+8 armor, +1 dex.)
BAB/Grapple: +3/+5
Attack: Greataxe+8(1d12+4)
Full Attack: Greataxe+8
Space/Reach 5ft/5ft
Special Attacks: Spells, Turn Undead
Special Qualities:
Saves: Fort+6, Ref+2, Will+8
Abilities: Str 14, Dex 12, Con 15, Int 12, Wis 17, Cha 13
Skills: Concentration+9, Knowledge: Religion+8, Knowledge: Arcana+5, Diplomacy+8, Spot+6, Listen+6, Knowledge: Nobility and Royalty+4, Knowledge: Local+4, Swim+5, Spellcraft+5
Feats: Martial Weapon Proficiency(Greataxe), Weapon Focus: Greataxe, Extra Turning, Power Attack, Improved Initiative
Gear: Greataxe+1 'Rottura', Masterwork Full Plate, 830 GP (From 4500 starting GP.)
Alignment: Neutral.
Description: Broad but with smooth features. A noble's face. He wears armor with a symbol of a greataxe over the chest. His black hair is curly and kept short, his eyes are blue.

Spells:

Spells per day are 6/4+1/3+1. The DC is 13 plus the spell level.

Turning:

8 turning attempts per day. The charisma check is 1d20+3 (+2 synergy bonus due to knowledge: religion.)

Story:

Born to a failing noble family, Enrico had a rather schizophrenic upbringing. The trappings of the old nobility gave him a good education, as well as a hereditary interest in the Church of St. Turin. However, as his parents slid into inescapable debt and failings, he began to see another side to the world. A side where money passed hands motivated only by greed and violence. One man in particular'inspired' him. A grizzled old enforcer, nameless to Enrico, but who carried a scarred old axe and knew how to use it. That...that...now THAT was a weapon!

Like any youth, he began to look to ways to tie his interests to his schooling. When he heard about St. Gregor his path was set. Being able to fulfill his obligation(And get out of his rapidly disintegrating family life) and being able to swing a really fucking big axe? Yes.

Personality:

Enrico is well spoken and cheerful. He sees himself as a well rounded noble man, even amid the worst circumstances. Interestingly, his odd upbringing has him considering that knowing how to function in lower classes a part of being well rounded. Oh, that and axing people in the face! In combat, his good cheer increases to a jovial grin, often bantering as he tries to apply his axe to the problem's face. If all the world's problems can't be solved with a prayer to St. Gregor, a grin and an axe to the face, he's doing something wrong.

Battle:

Enrico is often on the front lines. He uses magic to augument his battle skills or protect allies. Despite his passion for front line fighting, he understands the practical need of healing. He'll convert spells to healing if needed or cast a ward when needed. Divine Favor is a favorite right now. Spiritual weapon is also good for when he needs a little more support.

One day Enrico would love to axe a dragon's face. Of course, he knows this is eaiser said than done, but...

Misc:

1. His alignment is currently neutral. I wanna talk to Bjorn about this a bit. This one should vanish in a day.
2. I grabbed a greataxe+1 and masterwork full plate for gear. I didn't think a greataxe+1 would be a problem nor would the armor be, but I left the flavor on them empty pending checking with you. I did see the bit on the three types of magical items, anyway. There's a fair bit of money left over, I'd rather get a head start on an upgrade than fritter it on potions/scrolls.
3. I wanna talk to you about Spiritual Weapon. This isn't major, though.
4. His backstory is a bit devoid of world-grist. Again, wanna chat with you over a few of the finer details. I don't think anything particularly clashes with anything I read. I'd like to add some more that ties into how the country is oppressed(Tying family's back story into it, say.).

Magic item priorities:

If we get a chance to buy things, here's my cheat sheet. Obviously, feel free to take ideas from this, Bjorn! <_< >_>

1. Axe upgrades. It's his passion!
2. STR and CON boosters. Being a frontliner makes them useful. Especially con, for HP and a boost to Enrico's concentration checks.
3. AC boosts/wands/scrolls. Nice but not essential right now. It's better to wait until you have a feel for the world anyway.

Not much past that right now, things don't really open up for a few more levels.

Levelling up:

If this game is going on awhile, grabbing a level of fighter or some other full BAB class is preferable. That would put him at the magical +16 BAB at level 20 as well as giving a bit of added fighting oomph. Otherwise, the idea is to go pure cleric. I don't really want to PrC it up unless it feels needed or appropriate. Regular cleric provides enough firepower as it stands.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?