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Started by Anastasia, October 10, 2006, 01:11:24 PM

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Anastasia

Go ahead and post'em here. Most details can be changed until near gamestart, so feel free to post a sheet that you might change. I'll let you know if I need you to change anything on them.
<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?

Ebiris

Name: Natalya Kruschev
Race: Human
Class: Druid
Alignment: Neutral Good

Bio
Hailing from the frozen lands of the North, Natalya is a kind hearted and deeply loving woman... to her animal friends. To the rest of humanity she's brusque, overbearing, and downright rude. Still, her heart is in the right place, even if she'll never pass up an opportunity to remind someone of their failings in comparison to the simple ways of nature. Occassionally prone to wild fits of fancy which she desscribes as 'Vision Quests', and it is such a quest that has led her to the temple of Horj Sunborn.

Description
A short and somewhat unassuming woman, Natalya pays as little heed to her physical appearance as she does her manners when it comes to civilised company. Her dark brown hair is cropped fairly short to keep from accumulating too many twigs and leaves, at least, though some grey is already creeping in even at her relatively young age. In attire she usually favours greens and browns, the colours of the forest and plains she calls home.

STATS

HP: 47
AC: 18 (17 flat footed, 12 touch)

STR: 10 +0
DEX: 12 +1
CON: 18 +4
INT: 15 +2
WIS: 20 +5
CHA: 10 +0

BAB: +4
Melee to hit: +4
Ranged to hit: +5
Initiative: +5

Fort: +10
Ref: +4
Will: +11

Feats
Spell Focus (Conjuration)
- +1 Save DC on conjuration spells.
Augment Summoning
- +4 Strength and Con for all summoned creatures.
Natural Spell
- Can cast spells while wild shaped.
Improved Initiative
- +4 to initiative.

Class Abilities
Animal Companion
- Akela the Wolf.
Nature Sense
- +2 to Knowledge (Nature) and Survival Checks.
Wild Empathy
- Diplomacy that works on animals (1d20+level+cha+2 due to handle animal synergy).
Woodland Stride
- Can move through natural undergrowth at normal speed with no damage or slowing.
Trackless Step
- Leaves no trail in natural surroundings.
Resist Nature's Lure
- +4 saving through bonus vs spell like abilities of Fey.
Wild Shape 2/day
- Can turn into small or medium animal of up to 6hd for up to 6 hours. Regains hp as if rested for a night.

Spells per day
Level 0: 5 - DC 14 (DC 15 for conjuration)
Level 1: 4 - DC 15 (DC 16 for conjuration)
Level 2: 4 - DC 16 (DC 17 for conjuration)
Level 3: 3 - DC 17 (DC 18 for conjuration)

Skills (ranks in parenthesis)
Concentration: 12 (9)
Handle Animal: 9 (9)
Knowledge (Nature): 15 (9)
Heal: 10 (5)
Listen: 9 (9)
Survival: 17 (8)
Spellcraft: 10 (8)
Spot: 10 (5)
Swim: 2 (2)
Speak Language: (4)

Languages: Common, Druidic, Aquan, Terran, Auran, Ignan

Inventory 31.99gp remaining
Spellstoring Scimitar +2 (Cause Serious Wounds stored, +2 to hit and damage, 18-20/x2)
Masterwork Scimitar (+1 to hit, 1d6, 18-20/x2) 315gp
Leather Armour +1 (+3 armour bonus) 1160gp
Heavy Darkwood Shield +1 (+3 shield bonus,) 1157gp
Wand of Cure Light Wounds (7/10 charges, 1d8+1) 750gp
Wand of Detect Magic (6/10 charges) 375gp
Cloak of Resistance +1 (+1 to all saving throws) 1000gp
Amulet of Health +2 (+2 Constitution) 4000gp
Ring of Protection +1 (+1 deflection bonus) 2000gp
Pearl of Power (rememorise 1st level spell after casting) 1000gp

Scroll of Cure Light Wounds
Scroll of Animal Growth

Exporer's Outfit 10gp
Spell Component Pouch 5gp
Backpack 2gp
Everburning Torch 110gp
Rations x6 3gp
Chalk 0.01gp
Waterskin 1gp
50ft Silk Rope 10gp

--------------------

Akela the Wolf (normal wolf advanced 4hd and given special qualities as per Animal Companion. Using average HP)

Attack Routine
Bite, +8 for 1d8+4 (has reach 10 due to large size)
Grapple, +12

HP: 36
AC: 19 (16 flat footed, 13 touch)

STR: 18
DEX: 17
CON: 15
INT: 2
WIS: 12
CHA: 8

BAB: +4
Melee to hit: +7
Initiative: +3

Fort: +7
Ref: +8
Will: +3

Feats
Track (Bonus)
- Can track with survival checks. Recives +4 racial bonus when tracking by scent.
Weapon Focus (Bite)
- +1 to hit with Bite.
Alertness
- +2 to listen and spot checks.
Combat Reflexes
- Additional Attacks of Opportunity equal to dexterity modifier.

Special Traits
Low-light Vision
- Can see twice as far in dim light.
Scent
- Can detect creatures by scent within 30 feet, generally.
Trip
- After hitting with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Link
- Druid gains +4 bonus to Wild Empathy and Handle Animal checks with Animal Companion.
Share Spells
- Animal can benefit from spells the Druid casts on herself when within 5 feet.
Evasion
- If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion
- Gains a +4 morale bonus on Will saves against enchantment spells and effects.

Skills (ranks in parenthesis)
Listen: 8 (5)
Spot: 7 (4)

Inventory
Charm of the Departed (+1 Sacred bonus to AC, prevents being raised as undead)

Tricks
Attack (x2)
- Animal will attack anything designated by Druid (counts as 2 since normally animals won't attack unnatural creatures).
Flank
- Animal attempts to get into flanking position with someone else against target before attacking.
Defend
- Animal defends Druid or person designated by Druid.
Down
- Animal breaks off combat.
Guard
- Animal stays in place and prevents others from approaching.
Heel
- Animal follows closely, even to places it normally would not go.
Stay
- Animal remains in place and waits for return. Will not challenge other creatures but will defend itself.
Takedown
- Animal attempts to grapple and pin target without hurting them.

Laggy

=====================================
First. The CHEATSHEET STUFF!
Str 10 [+0] Dex 14 [+2]
Con 14 [+2] Int 13 [+1]
Wis 13 [+1] Cha 18 [+4]
HP: 26/26
AC: 14, 12 flatfooted, 13 touch (18/16/13 after mage armor, 22/20/13 after mage armor/shield)
Saves: Fort +5; Ref +5; Will +8
Init: +6
Skills: Bluff +12, Concentration +12, Knowledge (arcana) +10, Move Silently +11

Attack (light crossbow): +5 to hit (80 ft. ranged), damage 1d8 piercing, +1 to attack and damage if within 30 ft.
Attack (ranged touch): +5, +1 to attack if within 30 ft.

Potential usuable items of note
- Crossbow bolts (40)
- Ring of feather falling (don't forget to use this like your PCs, Laggy)
- Scrolls of: alarm, protection from evil, comprehend languages, fly
- Potions of cure light wounds (x3) (heal for 1d8+1)

Spell Slots (base DC: 14 + spell level)
0th: 6/6 (acid splash, detect magic, read magic, daze, light, mage hand, message)
1st: 7/7 (shield, mage armor, magic missile, ray of enfeeblement)
2nd: 6/6 (glitterdust, invisibility)
3rd: 4/4 (fireball)
Personal spell notes: Magic missile shoots three missiles dealing 1d4+1 each (3d4+3 total). Ray of enfeeblement deals 1d6+3 Str damage, no save; Point Blank Shot applies to it. Glitterdust has a 10 ft radius and blinds at Will DC 16 for 6 rounds. Fireball has a 20 ft radius and deals 6d6, Reflex DC 17 half.
=====================================
Cyril
Neutral Human 6th Level Sorcerer

Physical characteristics: Looks to be in his late twenties, slick dark brown hair, five foot eleven in height and with a slim, charismatic build. Teal eyes, generally seen sporting well-traveled but maintained adventuring garbs and a light black cloak. Speaks with a clear, firm voice.
Background: The world-traveling arcanist who looks for adventuring needs to fulfill here and there. Monetary concerns are always a troubling issue, but he manages to get by with a fair amount of talent at his work and a likable, fully upfront assessment in deals. That isn't to say he isn't able to make a convincing statement here and there, though - that Bluff score isn't for show! As a result, he's no stranger to most dangers out in the road, the city or the dungeon. He gets along with most types, including the gruff or the antisocial, though chafes somewhat in the face of overbearing authority.

** Actual Real Char Sheet Stuff! **

Starting stats, rolled: 18, 14, 13, 13, 13, 10
Str 10 [+0]
Dex 14 [+2] (+1 stat boost at 4th level)
Con 14 [+2]
Int 13 [+1]
Wis 13 [+1]
Cha 18 [+4]

XP Points: 15000

Hit Points: 26 (14 base + 3x6 con)
Armor Class: 14 (+2 dex, +1 deflect, +1 natural), 12 flatfooted, 13 touch
Base Attack Bonus: +3 (grapple +3)
Melee Attack Bonus: +3 (+3 BAB, +0 str)
Ranged Attack Bonus: +5 (+3 BAB, +2 dex)
Fortitude: +5 (+2 base, +2 con, +1 cloak)
Reflex: +5 (+2 base, +2 dex, +1 cloak)
Will: +8 (+5 base, +1 wis, +1 cloak)
Initiative: +6 (+2 dex, +4 improved init)

-- Feats and Class Abilities --
1st - Improved Initiative (+4 to init)
1st - Point Blank Shot (+1 to attack/damage on ranged weapons within 30 ft.)
3rd - Endurance (+4 to endurance-related checks)
6th - Diehard (act at -1 to -9 hp, partial action only, take 1 damage after doing action)

1st (sorcerer) - Summon Familiar (can summon a familiar using magical components for 100 gp. Is not sanely used by anyone ever except for flavor reasons.)

-- Skills --
Bluff: 8 ranks, +4 cha = +12
Concentration: 9 ranks, +3 con = +12
Knowledge (arcana): 9 ranks, + 1 int = +10
Move Silently: 4 ranks, +2 dex, +5 equipment = +11

Languages Known: Common, Draconic (bonus), Elven (bought)

-- Spell List --
Base DC: 14 + spell level.
0th (7 known, 6/day) - acid splash, detect magic, read magic, daze, light, mage hand, message
1st (4 known, 6+1/day) - shield, mage armor, magic missile, ray of enfeeblement
2nd (2 known, 4+1/day) - glitterdust, invisibility
3rd (1 known, 3+1/day) - fireball

-- Equipment --
Light crossbow (1d8, 19-20/x2, range 80 ft., piercing) [35 gp]
Bolts, crossbow (40) [1 x4 = 4 gp]
Headband of protection +1 (ring of protection variant, +1 deflection bonus to AC) [2000 gp]
Ring of sustenance (no food/water required, 2 hours of rest provide 8 hours' effect) [2500 gp]
Ring of feather falling (continual feather fall effect) [2200 gp]
Amulet of natural protection +1 (+1 natural bonus to AC) [2000 gp]
Boots of elvenkind (+5 competence bonus to Move Silently checks) [2500 gp]
Cloak of resistance +1 (+1 to all saves) [1000 gp]
Spell component pouch [5 gp]
Traveler's outfit [1 gp]
Backpack containing... [2 gp]
(Misc. adventuring gear)
-  Dagger (1d4, 19-20/x2, piercing or slashing) [2 gp]
-  Bedroll [1 sp]
-  Blanket, winter [5 sp]
-  Crowbar of GORDON FREEMAN FAME [2 gp]
-  Flint and steel [1 gp]
-  Grappling hook [1 gp]
-  Rations, trail x2 [5 sp x2 = 1 gp]
-  Rope, silk (50 ft.) (+2 circumstance bonus to Use Rope checks) [10 gp]
-  Signal whistle [8 sp]
-  Waterskin [1 gp]
(Scrolls and potions)
-  Scroll of alarm [25 gp]
-  Scroll of protection from evil [25 gp]
-  Scroll of comprehend languages [25 gp]
-  Scroll of fly [375 gp]
-  Potion of cure light wounds x3 [50 x3 = 150 gp]

GP summary: remaining 34.6 gp (12965.4/13000 gp spent)

Halbarad

Arvedui the Ranger

Level 6

STR: 14 (+2)
DEX: 19 (+4)
CON: 16 (+3)
INT: 13 (+1)
WIS: 15 (+2)
CHA: 12 (+1)

HP: 54
AC: 22 standard, 18 flatfooted, 15 touch

BAB: +6/+1

Melee:    +8/+3
Ranged: +10/+5

Saves
Fort:    +8
Reflex: +9
Will:   +4

Init:   +4

Skills:

Search (Int):          10 (9) (+2 on Survival to find or follow tracks)
Spot (Wis):          11 (9)
Listen (Wis):          11 (9)
Knowledge(dungeoneering) (Int):   10 (9) (+2 to Survival checks while underground)
Survival (Wis):         11 (9) (+2 to Knowledge (nature) checks)
Climb (Str):         11 (9)
Use Rope (Dex):         13 (9) (+2 to climbing ropes, +2 to Escape Artist when escaping ropes)
Swim (Str):         11 (9)

Class Features:

Favored Enemy: Vermin (+4), Animal (+2)
Wild Empathy (1d20+ranger level+Cha mod to improve attitude)
Combat Style (archery) - gain Rapid Shot
Improved Combat Style (archery) - gain Manyshot

Feats:

Track (bonus feat)
Endurance (bonus feat)
Weapon Focus (longbow)     1st   +1 to all attack rolls with a longbow
Point Blank Shot        1st   +1 bonus to all attack rolls and damage rolls with ranged weapons, w/in 30 ft.
Diehard            3rd   Act with partial action if HP drops below 0 (-1 to -9), suffer 1 damage for taking action
Precise Shot         6th   No penalties for firing into melee
Rapid Shot         class   +1 attack per round, -2 penalty to rolls
Manyshot         class   -4 penalty to attack, double damage


Equipment:

+1 Composite Longbow (+2 Str)    2600 gp
+1 Chain Shirt          1250 gp
+1 Buckler          1165 gp
Bag of Tricks (gray)       900 gp
Cloak of Resistance +1      1000 gp
Dust of Dryness          850 gp
Feather Token - Whip       500 gp
Rope of Climbing      3000 gp
Wand of Cure Light Wounds    750 gp
Climber's Kit           80 gp
Masterwork Greatsword       350 gp
Adventurer's Kit        15 gp
- Backpack
- Belt Pouch
- Bedroll
- Flint and Steel
- Hempen Rope (50ft)
- Sunrods (2)
- Trail Rations (10 days)
- Waterskin
Bracers of Archery (+1 to attack)
Gloves of Dexterity +3
Bag of 84 GP
Charm of the Departed (+1 AC)
Dagger of Mystery!
+4 Halberd of Evil Outsider Bane



Duran the Hawk
Size/Type:     Tiny Animal
HP:       12
Initiative:    +8
Speed:    10 ft. (2 squares), fly 60 ft. (average)
Armor Class:    21 (+2 size, +4 Dex, +4 natural, +1 item), touch 15, flat-footed 14
BaseT Attack/Grapple:    +6/-10
Attack:    Talons +5 melee (1d4-2)
Full Attack:    Talons +5 melee (1d4-2)
Space/Reach:    2½ ft./0 ft.
Special Attacks:    —
Special Qualities:    Low-light vision
Saves:    Fort +3, Ref +7, Will +3
Abilities:    Str 6, Dex 18, Con 10, Int 4, Wis 16, Cha 7
Skills:    Listen +5, Spot +17
Feats:    Alertness, Weapon FinesseB, Improved Initiative (+4 to init)

Charm of the Departed (+1 AC)

Tricks:

Attack
Down
Harry       animal will attempt to distract a target using Aid Another so that another person attacking the target gets +2 to hit
Seek
Fetch
Come
Guard
I am a terrible person.
Excellent Youkai.

Laggy

New sheet.

=====================================
First. The CHEATSHEET STUFF!
Str 24 [+7] Dex 14 [+2]
Con 14 [+2] Int 13 [+1]
Wis 10 [+0] Cha 13 [+1]
HP: 49/49
AC: 18, 16 flatfooted, 13 touch (23 w/ full CE, 16 w/ rage, 21 w/ both)
Saves: Fort +9; Ref +4; Will +4
Init: +4
Speed: 40 ft.
Skills: Climb +15, Concentration +6, Intimidate +8, Jump +15, Listen +4, Survival +4, Swim +15

Attack (keen scythe): +14 to hit, damage 2d4+13 (15-20/x2) slashing
Attack (flaming/frost scythe): +15 to hit, damage 2d4+14 (18-20/x2) slashing +1d6 fire/cold (total 2d4+14+1d6)
Attack @ full PA (keen scythe): +9 to hit, damage 2d4+23 slashing
Attack @ full PA (flaming/frost scythe): +10 to hit, damage 2d4+24 slashing +1d6 fire/cold (total 2d4+24+1d6)
After rage or bull's strength (28 Str, keen scythe): +16 to hit (+11 @ full PA), damage 2d4+16 (2d4+28 @ full PA) slashing
After rage or bull's strength (28 Str, flaming/frost scythe): +17 to hit (+12 @ full PA), damage 2d4+17 (2d4+29 @ full PA) slashing +1d6 fire/cold
After rage and bull's strength (32 Str, keen scythe): +18 to hit (+13 @ full PA), damage 2d4+19 (2d4+31 @ full PA) slashing
After rage and bull's strength (32 Str, flaming/frost scythe): +19 to hit (+14 @ full PA), damage 2d4+20 (2d4+32 @ full PA) slashing +1d6 fire/cold


Notes: Combat Expertise allows up to -5 on attack roll for +5 AC till next round when declaring an attack; combine with True Strike. Raging results in Strength bonuses (listed above), a new max HP value of 63 (+12 HP) which wears off after the rage, a +2 bonus to Will saves and a -2 penalty to AC; lasts for 7 rounds. Diehard allows partial actions between -1 and -9 hp rather than falling unconscious at the cost of 1 hp after taking the action.

Daily Usage
Barbarian rage: 1/1
0th spell slots: 5/5 (detect magic, read magic, light, message)
1st spell slots: 4/4 (shield, true strike)

ACQUIRED LOOT
- Magical dagger, unidentified (evocation aura)
- +2 flaming/frost scythe (must choose at start of round)
- Charm of the Undead (equipped, +1 sacred bonus to AC)
- Potion of cure serious wounds
- Potion of cure light wounds x2

=====================================
Janus
Neutral Human 4th Level Fighter / 1st Level Barbarian / 1st Level Sorcerer

Physical characteristics: Tall, strongly built with midnight black hair, similarly black chain adorning him as armor, and a large, brooding scythe. A brooding scythe. Yes. Do we get the message here? The only thing of note is his technocolor rainbow coat and cape, which seems completely out of place. An odd man in all regards.
Background: A brooding man who seems to have a penchant for cutting things in half with his wickedly sharp instrument. There's a general aura of unease and not-too-good feeling around him, even if it's just THAT. Keeps to himself, and seems to speak very little. Those who observe or work with him long enough realize that he doesn't have a preference for violence, but he shows absolutely no hesitation about utilizing it when necessary.

** Actual Real Char Sheet Stuff! **

Starting stats, rolled: 18, 14, 13, 13, 13, 10
Str 18 [+4]
Dex 14 [+2] (+1 stat boost at 4th level)
Con 14 [+2]
Int 13 [+1]
Wis 10 [+0]
Cha 13 [+1]

XP Points: 15000

Hit Points: 49 (31 base + 3x6 con)
Armor Class: 17 (+2 dex, +5 armor), 15 flatfooted, 12 touch
Base Attack Bonus: +5 (grapple +9)
Melee Attack Bonus: +9 (+5 BAB, +4 str)
Ranged Attack Bonus: +7 (+5 BAB, +2 dex)
Fortitude: +9 (+6 base, +2 con, +1 cloak)
Reflex: +4 (+1 base, +2 dex, +1 cloak)
Will: +4 (+3 base, +0 wis, +1 cloak)
Initiative: +2 (+2 dex, +4 improved init)
Speed: 40 ft.

-- Feats and Class Abilities --
1st - Improved Initiative
1st - Combat Expertise
2nd (bonus feat) - Weapon Focus (scythe)
3rd - Endurance
3rd (bonus feat) - Power Attack
5th (bonus feat) - Weapon Specialization (scythe)
6th - Diehard

Class Abilities
1st (barbarian) - Rage 1/day (free action on turn, +4 Str and Con, +2 to Will saves, -2 to AC, lasts for 3 + Con rounds, suffer from fatigue if it wears off during the encounter)
1st (barbarian) - Fast Movement (+10 to base speed when not wearing heavy armor or heavy load)
1st (sorcerer) - Summon Familiar (summon a familiar for 100 gp in materials. Not used.)

-- Skills --
Climb - 8 ranks + 4 str = +12
Concentration - 4 ranks + 2 con = +6
Intimidate - 8 ranks + 0 cha = +8
Jump - 8 ranks + 4 str = +12
Listen - 4 ranks + 0 wis = +4
Survival - 4 ranks + 0 wis + +4
Swim - 8 ranks + 4 str = +12

Languages Known: Common, Infernal (bonus)

-- Spell List --
Base DC: 11 + spell level (like it matters).
0th (4 known, 5/day) - detect magic, read magic, light, message
1st (2 known, 3+1/day) - shield, true strike

-- Equipment --
+1 keen scythe of unnatural brooding (replaced with falchion stats. 2d4+1 slashing (15-20/x2), causes user to brood a lot) [8375 gp]
+1 mithral chain shirt (+5 AC, max dex 6, ACP -0, ASF 0%) [2250 gp]
Cloak of resistance +1 (+1 to all saves) [1000 gp]
Backpack containing... [2 gp]
(Misc. adventuring gear)
- Dagger, alchemical silver (1d4-1, 19-20/x2, piercing or slashing) [22 gp]
- Potion of cure light wounds [50 x5 = 250 gp]
- Bedroll [1 sp]
- Blanket, winter [5 sp]
- Crowbar of GORDON FREEMAN FAME [2 gp]
- Flint and steel [1 gp]
- Grappling hook [1 gp]
- Rations, trail x2 [5 sp x2 = 1 gp]
- Rope, silk (50 ft.) (+2 circumstance bonus to Use Rope checks) [10 gp]
- Signal whistle [8 sp]
- Waterskin [1 gp]

GP summary: remaining 81.6 gp

Asrana

Too lazy am I to transliterate.
lt;Kotono>  (Currently looks like a 16-year-old girl):I walk up to the leader and say, "Are you so sure you want our money?" and use my alter self ability to grow a massive bulge in my pants.

Anastasia

All of you look fine. If you change your sheet past this post make sure to let me know, okay?
<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?