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Inspiration
ICKy Charity Owner
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#1
Old 05-24-2016, 01:32 AM

Template Suggestion:
(You may PM any of these details to me if you want them hidden from others as secret details)


Code:
Character Name:
Class and Level:
Race:
Gender:
Physical Description: (height, weight, looks, age , ect)
Patron Deity/ Religion:
Alignment: 

Ability Scores:
str-
dex-
con-
Int-
Wis-
Cha-

Feats taken:

Skills with ranks:

Basic Background/history of the character:

'Inventory':
I'm aware that this leaves off a lot of stats that we may end up needing. But I figured to start with we can work of this, and than can just edit the posts with your characters in it as we go.
(Saving throws, weapons, AC, HP, Grapple, ability mods, language, Experience points, Initiative mod, animal companions, spells per day /known/ in spell book)

The roleplay thread
OOC thread

Last edited by Inspiration; 08-06-2016 at 11:13 PM..

The Wandering Poet
Captain Oblivious

Penpal
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#2
Old 06-08-2016, 04:51 PM

Posting a Character Sheet as requested: (Character sheet is incomplete)

Character Name: Aya
Class and Level: Lv 3 Ranger
Race: Half-Elf
Gender: Female
Physical Description: (height, weight, looks, age , ect)
Kinda dirty. Age 24. Height 5'6". Shoulder length blonde hair.
Patron Deity/ Religion: Will occasionally mention Ehlonna (goddess of the wood-
lands) and Obad-Hai (god of nature) in a positive manor.
Alignment: Neutral/Good

HP: 17
Gold: 120 (before starter purchases)

Ability Scores:
str-16
dex-20
con-13
Int-12
Wis-14
Cha-18

Special:
Combat Style - Archery
1st Favored Enemy - Humanoid (goblinoid)
Endurance Feat

Feats taken:
Precise Shot
Point Blank Shot

Skills with ranks:
Hunting - \\\
Foraging - \\\
Fishing - \\\
Appraise -
Balance -
Bluff -
Climb - \
Concentration -
Craft -
Decipher Script -
Diplomacy -
Disable Device - \\
Disguise -
Escape Artist -
Forgery -
Gather Information -
Handle Animal - \\\
Heal - \\\
Hide - \
Intimidate -
Jump -
Knowledge (dungeoneering) -
Knowledge (geography) -
Knowledge (nature) - \\\
Listen - \\
Move Silently -
Open Lock -
Perform -
Profession (Fishing) - \
Ride - \
Search - \\\
Sense Motive -
Sleight Of Hand -
Speak Language -
Spellcraft - \
Spot - \
Survival - \\\
Swim - \\
Tumble -
Use Magic Device - \
Use Rope - \

Basic Background/history of the character:

'Inventory':
Quote:
Divine Spell Scroll
1st Spell:Purify Food and Drink
2nd Spell: Bear's Endurance

A 9 inch metal wand win an engraving on the side that those experienced in the language of the divine can read as "Dispel magic" I can tell you that it has 42 charges left.

A glass staff with metalwork twining around its outside like fines, shielding the inner glass from shattering. Both ends are shot in medal and engraved with a small image of a shield on the tips. It is about 5 feet long and 2 inches thick.
It is a staff of defense with the following spells stored within it.
Shield (1 charge)
Shield of Faith (1 charge)
Shield other (1 charge)
Shield of Law (3 charges)

Last edited by The Wandering Poet; 09-08-2016 at 04:02 AM..

M i n u x e
Jiggly Jell-o
43011.96
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#3
Old 08-03-2016, 04:56 PM

Character Name: Jolmah Vergebrik

Class and Level: Cleric, level 3
Experience points: 3007/6000
Race: Human (variant?)
HP: 28/28

Gender: Female

Physical Description:
Height = 5’2”
Weight = 102lbs
Age = 29
Auburn chest-length hair that she usually ties into a messy bun. Hazel eyes and tanned skin from her frequent travels. She has a pleasant-looking face that isn't particularly memorable, but her expression can seem 'cold' to some.

Patron Deity/ Religion: St. Cuthbert (domain= law, cast law spells at +1 caster level)

Alignment: Lawful Good

Languages: Common, Orc, Celestial

Ability Scores

Str- 16 +3
Dex- 12 +1
Con- 15 +2
Int- 14 +2
Wis- 17 +3
Cha- 13 +1

Base attack bonus +2 (for lvl 3, from table 3-6)
Fort save +3
Ref save +1
Will save +3

AC = 10 + 4 (armor) + 2 (shield) + 1 (dex) + size modifier

Feats

Shield Proficiency (bonus feat for clerics)
Extend Spell
Extra Turning
Spell focus (Enchantment school)

Skills with ranks
Total points available = 26

Balance - |
Concentration – |||||
Knowledge: Arcane - ||, Local - ||, Religion – |
Sense Motive - ||
Spell craft - ||||
Spot - |
Total points remaining = 2

Spells

Level 0: Cure Minor Wounds (Conj), Resistance (Abj), Detect Magic (Div), Detect Poison (Div), Guidance (Div), Read Magic (Div), Light (Evoc), Inflict Minor Wounds (Nec), Mending (Tran), Purify food and drink (Tran), and Virtue (Tran)
Level 1: Cure Light Wounds
Level 2: Aid
Level 3: Summon Monster III

Law Domain Spells:
Level 1: Protection from Chaos
Level 2: Calm Emotions
Level 3: Magic Circle against Chaos

Spells per day for lvl 3
Level 0: 4
Level 1: 2+1
Level 2: 1+1
Note: Jolmah meditates (prepares spells) at dawn each day

Basic Background/history of the character

Jolmah was born and raised in the empire of Thom. Orphaned at age 6, her father was a traveling merchant who was hardly home and her mother was a midwife. Her father’s death came around a year and a half before her mother’s. Word from her mother was that her father was killed by a customer who wrongly believed that he was ripped off. Her mother was killed in a rage by the husband of one of her patients because that patient and their newborn baby boy died in childbirth, and her mother was wrongly blamed for their deaths. That husband was from a wealthy and notable family, so he was never punished for her mother's death. In her younger years she did not know what to make of their deaths, but as she grew older she developed deep hatred towards the perpetrators.
After the death of both her parents, Jolmah went to live with her Aunt’s family who lived only a neighborhood away. There she continued her education, and at age 13 chose to leave their family and work for the temple of St. Cuthbert in the empire of Thom. Even though her Aunt and late mother had worshipped Pelor, she never felt a personal connection to what Pelor stood for, and so she decided to worship St. Cuthbert.
In the temple of St. Cuthbert she spent her first 2 years working as a maidservant. However, she took every opportunity to show the clerics how strong, honest, hard-working, and reasonable she was. This paid off, and when she was 15 she began her training as a cleric of the Cudgel. Six years later she was finally a full-fledged cleric of the Cudgel. Following her mentorship she spent close to three years working as a constable for various troubled districts in the empire of Thom. This position was engaging and taught her a lot, but her dream was always to become a bounty hunter. A few months before she turned 24, a bounty hunter position opened up because a cleric retired. Due to Jolmah’s excellent record as a constable, she was chosen to replace that bounty hunter.
Now, having spent a little over five years as a bounty hunter, Jolmah has travelled through almost all the regions of Kangrash. The life of a bounty hunter has been far tougher than she could have ever imagined, but it has allowed her to meet and work with many adventurers on the way. One such group of adventurers has stayed particularly close to her heart, and now she has an opportunity to work with them again in order to uncover the secrets of the scrolls they had previously found.

Personality

Jolmah is honest, hard-working, logical, wise, and empathetic to those deserving of it. She also believes that you should live every day to the fullest because you do not know if it will be your last.
Jolmah strongly believes in everything St. Cuthbert stands for, except when it comes to the way many of the clerics speak. Aside from prayers and spells, you would be hard pressed to hear her using “thee” or “thine” in casual conversations.

Inventory

Starting Equipment:
Weapon = morning star (dmg = 1d8, crit x2), light crossbow (dmg = 1d8, crit 19-20/x2, range inc. 80ft), and sling (dmg = 1d4, crit x2, range inc. 50ft)
Armor = scale mail (AC +4) and heavy wooden shield (AC +2)
Priest pack
Holy symbol is a ruby-studded starburst

Magic Items:
"Manual of Gainful exercise" book
Greater Metamagic Rod of Silence
Sling bullets x45 (+2)

Gear:
Acid (flask)
Alchemist's Fire (flask)
Bedroll sack
Caltrops
Case with 10 crossbow bolts
Flask
Flint and steel
Inkpen
Ink (but not the 1 oz. vial)
Lantern, hooded
Oil (1 pint) x2
Parchment (sheet)
Rope, hempen (50ft)
Trail rations for 2 days
Torches x3
Waterskin

Gold: 140gp - 44gp 6sp 6cp = 95gp 4sp 94cp

Last edited by M i n u x e; 11-03-2016 at 11:07 PM..

Jaijin
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#4
Old 09-07-2016, 04:29 PM

Character Name: Burne Golder
Class and Level: Fighter 3 3000/6000
Race: Human
Gender: Male
Physical Description: He is about 18 years old,when standing he is around 5’10” and weighs about 11 stone. Reddish brown hair and hazel eyes, with a beard down to his neckline.
Patron Deity/ Religion: Moradin (backstory compatible)
Alignment: Neutral Good

Health: 22

Ability Scores:
Str- 18 (+4)
Dex- 16 (+3)
Con- 17 (+3)
Int- 15 (+2)
Wis- 14 (+2)
Cha- 12 (+1)

Base Attack bonus: 3
Fort save: +3
Ref save: +3
Will save: +1


Languages: Common, Dwarven, Elven

Feats taken:
Proficiency all Simple Weapons, Martial Weapons, Armor and Shields (Fighter class bonus)
Weapon Focus Warhammer: +1 on attack rolls with Warhammers (Fighter lvl 1 bonus)
Lightning Reflexes: +2 reflex save (human bonus)
Power Attack: Trade Attack bonus for damage; up to base attack bonus (level 1 Feat)
Improved Sunder: +4 bonus on sunder attempts; no attack of opportunity (Fighter lvl 2 bonus)
Blind Fight: lots of stuffs (p. 89)

Skills with ranks:
22pts ( 1st =12, 2nd =5, 3rd = 5)
Craft: 4 (int)
Intimidate: 4 (cha)
Climb: 4 (str-armor)
Jump: 4 (str -armor)
Knowledge Geography: 3 (int)

Basic Background/history of the character:
When Burne was a little boy he got lost in the hills around his house. Instead of listening to what his parents had said “don’t move and wait for help if you get lost” he thought he would try to help by moving the way he thought was north back towards his home. Unfortunately for burne he got even more lost and fell into a cavern, one that he definitely could not climb out of. While crying at the bottom of the cavern a light approached burne, this light was carried by a tiny human that burn was as tall as. This human however had a beard and introduced himself as Varric Grayhammer, which burne recognized as a dwarven name.
While being raised byt the dwarves burne learned the basics of how to survive, including how to hunt and how to fight. He also picked up their language as most of the dwarves around him couldn’t speak common. Eventually when the dwarves felt that burne would survive on his own they gave him a parting gift of magical rod of sorts (hell if he knew what it did), a ring that had a shield shaped diamond in it, a potion with the picture of a bull on it, the warhammer he helped make and some scale mail for protection. That day just happened to coincide with his 18th birthday.
While leaving the mountain burne noticed a tavern and went there looking to find some way of making money as he wanted to be able to buy a home for himself. He knew however that homes would cost far more than the gold he had to his name.

'Inventory':
Warhammer : attack (+3+4+1) dmg (1d8 +4) crit x3

Scale Mail: armor (+4) Max Dex (+3) Armor Check Penalty (-4) max speed (20ft)

A metal rod about 2 and a half feet long. It has enscriptions all along its length that depict monstrous creatures, and on each end is an eye.
It is a Rod of detection and can be used 3x a day for 10 minutes each use.

Second magical Item:
A silver ring , in which is set a small shield shaped diamond. It is a ring of evasion, allowing you to take no damage when reflex saving for half damage.

Third Magical Item:
Potion of Bull's stength.

Money: 100gp

 


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