Player Characters

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rredmond
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Player Characters

#1 Post by rredmond »

I'll delete most of this post, but please keep your Character Sheet up to date, and use the format below. I keep general track of HPs and Spells. I'll be honest I don't see it necessary to keep too close a watch on your "stuff" and encumbrance, etc. But I encourage the player to, mainly because if I ever feel a need to look at it, it should be there. My style is that if you cheat once or twice, you'll probably get away with it (though there are folks in this game who'll call you out on that ;) ) but if your a cheater then I'll pay attention... but not for long, because it's no fun to play with someone like that. That's my disclaimer there. Just copy and paste the format below, and fill in what you can. Don't worry about things you don't know, as anyone can help you, and we can start without the whole thing being filled out, it can be a work in progress. Also I encourage you to add details as you feel you need. Individualize this to you, I'm cool with that. And descriptions/background can be as detailed, or as brief as you like.

Name: NAME
Race:
Class:
Level:
XP: 2,550
Alignment:
Languages:

Age: Height: Weight: Hair: Eyes:

STR: (TH: , DAM: , Enc: + lbs, Minor: , Major: %)
DEX: (+ surprise adj, + to missile attacks, - to AC)
CON: (HP: , sys shock: %, res/raise: %)
INT: (Languages: )
WIS: (Saving Throw Bonus: )
CHA: (henchmen max.)

HP: / (current total/max)
AC: w/ armor (armor type ac; - ac Dex bonus)
Rear AC

THAC0:
Movement Rate: (encumbered & wearing armor)


Saving Throws:
Aimed Magic (rod, staff, wand):
Breath Weapons:
Death/Paralyzation/Poison:
Petrification/Polymorph:
Spells (other):

Weapon Proficiencies: (- penalty for use of non-proficient weapons)
*Star the weapon you are Specialized in, if applicable


Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)



Memorized spells: if applicable
1st level:






Spell book: if applicable
1st Level



Special Abilities: Both class and race (if applicable
-


Coin/Treasure: (starting gold: gp)
PP:
GP:
SP:
CP:
Gems:
Jewelry:

Magic Items if applicable :twisted:



Total Encumbrance:
Equipment: (Item / Weight / Cost)
Adventurer's clothes * / -




Background:



Description:
This is a game about killing things and taking their stuff so you can become more powerful in order to kill bigger things and take even better stuff.
Alethan: I'm good with NOT pressing our luck this time.
mjulius: That's how I know I'm home.
Pulpatoon: The whole point of PbP is to take the scheduling pressure off the game. We're just chatty because we're so eager!
Scott308: ...everyone should be reminded of just how wonderful the people they play games with here can be in real life.
Leitz: Quality and quantity wise, I think US is the best I've seen.
Paladin: I can promise terror, glory, and riches...or a quick and brutal death.
Inferno: Come on! That's was Vicar's Head, a completely different doomed village!
Rex: I can move to the wait list to let someone else into the game.

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dmw71
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Re: Player Characters

#2 Post by dmw71 »

Deceased...

Image

Last Updated: Tuesday, April 18, 2013
Update Reason: Updated damage.

Name: Malak
Race: Human
Class: Thief
Level: 3
XP: 2,550 (no bonus)
Alignment: Chaotic Neutral
Languages: Common

Age: 22 Height: 5'10" Weight: 154 pounds Hair: Short, dark brown Eyes: Green

STR: 6 (TH: -1, DAM: 0, Enc: -15 lbs, Minor: 1, Major: 0%)
DEX: 12 (+0 surprise adj, +0 to missile attacks, -0 to AC)
CON: 11 (HP: 0, sys shock: 80%, res/raise: 75%)
INT: 11 (Languages: 2)
WIS: 12 (Saving Throw Bonus: 0)
CHA: 12 (5 henchmen max.)

Hit Points
Total: 15
Damage: 12
Current: 3

Armor Class (leather armor; no bonus)
Front: 8
Rear: 8
Surprised: 8

THAC0: 20
Movement Rate: 9"

Saving Throws
Aimed Magic (rod, staff, wand): 14
Breath Weapons: 16
Death/Paralyzation/Poison: 13
Petrification/Polymorph: 12
Spells (other): 15

Weapon Proficiencies: 2 (-3 penalty for use of non-proficient weapons)
Short sword
Dagger

Weapons to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Short sword 1-6 / 1-8
Dagger (melee): 1-4 / 1-3
Dagger (ranged): 1-4 / 1-4 ROF: 2 Range: 10' (20' = -2, 30' = -4)

Special Abilities
Climb Walls: 84%
Find Traps: 33%
Hear Noise: 16%
Hide in Shadows: 30%
Move Quietly: 25% (30% - 5% dex penalty)
Open Locks: 38%
Pick Pockets: 43%
Read Languages: 10%


Equipment: (Weight)

Armor --> Weight: 15
Leather armor (15)

Weapons --> Weight: 5
Short sword (3)
(2) Daggers (1 each) = (2)

Equipment --> Weight: 31
Thieves' Tools (1)
Boots, soft (3)
Belt (-)
Belt pouch (large) (2)
Belt pouch (small) (1)
Sack (large) (1)
10 Chalk pieces (-)
Flask (leather) (-)
Flint and steel (-)
Mirror (small steel) (0.5)
Needle and thread (-)
(6) Oil (pint) (1 each) = (6)
Scroll case (leather) (0.5)
Signal whistle (-)
(6, 5, 4, 3) Torches (1 each) = (3) total
Waterskin (1)
Whetstone (-)
(7, 6) Days standard rations (2 each) = (12) total
Adventurer's clothes (-/-)

Magic Items --> Weight: 0
None

Coin/Treasure --> Weight: 3.7(starting gold: 120 gp)
PP:
GP: 35
SP: 1
CP: 1
Gems: 0
Jewelry: 0


Encumbrance
Armor: 15
Weapons: 5
Equipment: 31
Magic: 0
Coin: 3.7
Total Encumbrance: 54.7 +15 (strength penalty) = 69.7

Encumbrance: Movement Rates (pg 117)
12": 0 - 35
9": 36 - 70 <-- Finally!
6": 71 - 105
3": 106 - 150

Expended Items
1 Torch
1 Torch
1 Ration
1 Torch


Medical Record
Shambling Mound punch (-12) 15-12 = 3


Background
Much like his namesake from the Conan the Destroyer movie, this Malak is extremely average in almost every regard... except strength, where he is incredibly lacking. He is blissfully ignorant of his shortcomings, however, and while he does tend to be cautious in combat, he does take great pride in being stealthy.

Description
Malak comes across as an average-looking, lanky human commoner; something he uses to his advantage.

Roll Tracking
All Rolls
***
Chance for magic: [1d100] = 25
Stats: CHR:11, STR:12, WIS:12, DEX:12, INT:6, CON:11
Starting money: [2d6x10] = 12x10 = 120
Hit points: 1st [1d6] = 6 2nd [1d6] = 5 3rd [1d6] = 4
Starting age: 20+[1d4] = 2
Last edited by dmw71 on Tue Apr 16, 2013 6:37 pm, edited 18 times in total.
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Norjax
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Re: Player Characters

#3 Post by Norjax »

Hidden as he is currently inactive. :D
Name: Incio Moggins
Race: Halfling
Class: Thief
Level: 3
XP: 2,550
Alignment: Neutral Good
Languages:

Age: Height: Weight: Hair: Eyes:

STR: 15 (Enc: +20 , Minor: 1-2 , Major: 7 )
DEX: 18 (+3 surprise adj, +3 to missile attacks, -4 to AC)
CON: 16 (HP: +2, sys shock: 95%, res/raise: 96%)
INT: 14 (Add. Languages: 4)
WIS: 15 (Saving Throw Bonus: +1)
CHA: 12 (5 henchmen max.)

HP: 18(current total/max)
AC: w/ armor (armor type ac; - ac Dex bonus)
Rear AC

THAC0:
Movement Rate: (encumbered & wearing armor)


Saving Throws:
Aimed Magic (rod, staff, wand):
Breath Weapons:
Death/Paralyzation/Poison:
Petrification/Polymorph:
Spells (other):

Weapon Proficiencies: (- penalty for use of non-proficient weapons)
*Star the weapon you are Specialized in, if applicable


Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)



Special Abilities: Both class and race (if applicable)



Coin/Treasure: (starting gold: gp)
PP:
GP:
SP:
CP:
Gems:
Jewelry:

Magic Items:



Total Encumbrance:
Equipment: (Item / Weight / Cost)
Adventurer's clothes * / -




Background:



Description:



Supporting links and notes:
Stats: STR:16, INT:17, WIS:14, DEX:15, CON:12, CHR:16 (out of order)
Starting hit points (Thief) = [3d6+6] = 12+6 = 18
Starting money (Thief) = [2d6x10] = 6x10 = 60
Last edited by Norjax on Tue May 15, 2012 10:18 am, edited 17 times in total.

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Alethan
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Re: Player Characters

#4 Post by Alethan »

Image
Name: Ilhalevar (Elven trans: Mist Pale Flute)
Race: Wood Elf Gender: Female
Class: Magic User
Level: 2
Base XP: 2,550
Total XP: 2,755 (includes 10% XP Bonus)
Alignment: Neutral Good
Languages: Common, Elven, Gnoll, Gnomish, Goblin, Halfling, Hobgoblin, Orcish

Age: 155
Height: 4'9", Weight: 5 Stone 1, Description: Petite
Hair: Sea Foam, straight, long, Eyes: Jade Green, Skin: Translucent,

STR: 13 (+10 lbs Encumbrance Adj.)
DEX: 17 (+2 Surprise Bonus, +2 To Hit Missile Wpns, -3 AC Adj.)
CON: 12 (n/a)
INT: 17 (+6 Maximum Addl Languages)
WIS: 14 (n/a)
CHA: 14 (14 Henchmen Allowed, +5% Loyalty Bonus, +10% Reaction Bonus)

Total HP: 8 (1d4 per level)
Current HP: 8
AC: 7
Rear AC: 10
THAC0: 20 (THAC1 = 20, as well)

Movement Rate: 120 ft/round
Total Encumbrance: 36.5 (unencumbered is 45 or less, due to STR bonus)

Saving Throws:
Aimed Magic: 11
Breath Weapons: 15
Death/Paralysis/Poison: 14
Petrification/Polymorph: 13
Spells (Other): 12

Weapons:
Staff* - 1D6 Damage
Dagger - 1D4/1D3 Damage

Memorized Spells
1st Level:
Protection From Evil
Sleep

Special Abilities:
Infravision: 60'
Detect Secret/Hidden Doors: 1 in 6 passive, 2 in 6 active (secret), 3 in 6 active (hidden)
Surprise: 4 in 6 chance of surprising
90% Resistance to sleep and charm spells

Starting Gold: Starting Money [2d4x10] = 2x10 = 20
Treasure/Money:
GP: 0
SP: 1
CP: 2
PP: 0
Items:

Gems:
Jewelry:

Spell Book:
1st Level:
Comprehend Languages, Find Familiar, Protection From Evil, Read Magic, Sleep

2nd Level:


Magic Items:


Equipment:
Staff
Dagger
Backpack
- (5) sheets of vellum
- (3) quills
- (1) Bottle of ink
- (5) candles, beeswax
- (5) chalk
- Trail Rations, seven days
- Twine, linen (100')
Scrollcase, leather (suspended from belt)
Scrollcase, leather (suspended from belt)
Belt Pouch, Small
- (coins)
- Bell, small, brass
- Signal Whistle
Belt Pouch, Small
- Flint and Steel
Belt Pouch, small
- (empty)
Flute, wooden
Waterskin (3 pint), water
Waterskin (3 pint), wine

Clothing:
Boots, soft black leather
Cloak, light grey
Belt, black leather
Tunic, mist green

Background:


Important Roll Links and Notes
Stats: DEX:16, INT:17, WIS:14, STR:13, CON:12, CHR:14
Starting Hit Points [2d4] = 8
Starting Money [2d4x10] = 2x10 = 20
Blah... had to do a lot of rolling to determine if I knew my starting spells. Missed some of those rolls, so had to re-roll them. It's all in Roll History for that character; I'm not going to bother linking them all.
Dragon foot. Bamboo pole. Little mouse. Tiny boy.

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Nuke66
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Re: Player Characters

#5 Post by Nuke66 »

Name: Al'Zur Maziur
Race: Elf Gender: Male
Class: Magic User/Thief
Level: 1/2
Base XP: 1,275/1,275
Total XP: 1,378/1,378 (includes 10% XP Bonus)
Alignment: Chaotic Neutral
Languages: Common, elven, gnoll, gnomish, goblin, halfling,
hobgoblin, orcish +2 more

Age: 163
Height: 4'8", Weight: 89lbs, Description: Small

STR: 13 (+10 lbs Encumbrance Adj.)
DEX: 18 (+3 Surprise Bonus, +3 To Hit Missile Wpns, -4 AC Adj.)
CON: 15 (+1hp/lvl, 94,91)
INT: 17 (+6 Maximum Addl Languages)
WIS: 8 (n/a)
CHA: 15 (7 Henchmen Allowed, +15% Loyalty Bonus, +15% Reaction Bonus)

Total HP: 7
Current HP: 7

AC: 4 - Leather
Rear AC: 8
THAC0: 20 (+4 to hit with bow, +1 to hit with Long Sword)

Movement Rate: 120 ft/round

Saving Throws:
Aimed Magic: 11
Breath Weapons: 15
Death/Paralysis/Poison: 13
Petrification/Polymorph: 12
Spells (Other): 12

Weapons:
Long Sword - 1d8/1d12
Short Bow - 1d6/1d6

Memorized Spells
1st Level: Shocking Grasp

Climb Walls Find Traps Hear Noise Move Silently Open Locks Pick Pockets Read Lang
77 43 18 40 44 49 15


Special Abilities: +1 to hit with sword and bow
Infravision: 60'
Detect Secret/Hidden Doors: 1 in 6 passive, 2 in 6 active (secret), 3 in 6 active (hidden)
Surprise: 4 in 6 chance of surprising
90% Resistance to sleep and charm spells

Starting Gold: Starting Money 60g
Treasure/Money:
GP: 1
SP:
CP:
PP:
Items:

Gems:
Jewelry:

Spell Book:
1st Level: Read Magic, Shield, Message, Feather Fall, Enlarge, Shocking Grasp, Charm Person,Friends


Magic Items:
[1d100] = 23 magic roll....
damn


Equipment:
Leather Armor - 5g
Long Sword - 15g
Short Bow - 15g
24 arrows/Quiver - 4g 25s
Belt - 2g
Backpack - 2g
50' silk rope - 10g
Grappling Hook - 1g
Belt pouch large - 4s
2 - lamp oil - 2s - used to flame trees
Flint/Steel - 1g
Trail Rations, seven days
Belt Pouch, Small - 2s
(coins)
Belt Pouch, Small - 2s
Waterskin (3 pint), water - 1g





Background:
Last edited by Nuke66 on Wed Oct 09, 2013 1:06 am, edited 7 times in total.

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tkrexx
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Re: Player Characters

#6 Post by tkrexx »

Name: Son of Thunder (Emmett to you English-speakers)
Image
Race: Human
Class: Ranger
Level: 2
XP: 2,550
Alignment: NG
Languages:

Age: 19 Height: 6' Weight: 175# Hair: Black Eyes: Black

STR: 17(TH: +1 , DAM: +1, Enc: +50 lbs, Minor: 1-3, Major: 13%)
DEX: 17(+2 surprise adj, +2 to missile attacks, -3 to AC)
CON: 16(HP: +2, sys shock: 96%, res/raise: 95%)
INT: 15(Languages: 4)
WIS: 16(Saving Throw Bonus: +2)
CHA: 13(henchmen max: 5)

HP: 13 / 25(current total/max)
AC: 3 w/ studded armor + medium shield (armor type ac 7; -3 ac Dex bonus)
Rear AC 7

THAC0: 19 (18 w/STR bonus, 17 WS *spear)
Movement Rate: 90(encumbered & wearing armor)


Saving Throws:
Aimed Magic (rod, staff, wand): 16 (13 w/DEX bonus)
Breath Weapons: 17 (14 w/DEX bonus)
Death/Paralyzation/Poison: 14
Petrification/Polymorph: 15
Spells (other): 17

Weapon Proficiencies: *spear, short bow (-2 penalty for use of non-proficient weapons)
*Star the weapon you are Specialized in, if applicable


Weapons: +1 str, +1 weapon spec to hit/+1 str, +2 weapon spec damage (s-m/lg) (+2 Dex bonus to hit for ranged attacks)
*spear (4-9/4-11) (6-11/6-13 on Giant-class)
short bow w/ 12 arrows (1-6/1-6)




Memorized spells: if applicable
1st level:






Spell book: if applicable
1st Level



Special Abilities: Both class and race (if applicable
- surprised only on a 1 in 6, surprises 1-3 in 6, +2 damage to humanoid/giant-class creatures, tracking base 90% in the wild, base 65% in urban/dungeon settings


Coin/Treasure: (starting gold: 120gp)
PP:
GP: 19
SP: 3
CP: 2
Gems:
Jewelry:

Magic Items if applicable



Total Encumbrance: 99 (120 allowed before movement slows)
Equipment: (Item / Weight / Cost)
studded armor 20/15
medium shield 8/12
spear 5/1
short bow 8/15
12 arrows 4/2 12/7
dozen quiver 1/1
hand axe (non-proficient) 5/1
12 iron spikes 5/1 12/11
flint & steel 1gp
7 days trail rations 7/42 7/7
waterskin 1/1
50' rope 10/1
satchel 5/1
10 torches 10/1sp 10/6
large belt pouch 2/4sp
3 small pouches for cp, sp & gp, in large pouch 3/6sp
wool blanket 2/5cp

Adventurer's clothes * / -
dark grey cloak 2/3cp
belt 5sp
soft boots 3/1

Background:
I'll envision this PC as what Native Americans may have become without mass extinctions in medieval times. Aquisition of steel would have made these warriors equal to any other in these type adventures. In keeping with fighting style of the culture, he uses lightweight armor and traditional, if modernized, weaponry. I'll guess he one day just started following a track that hasn't ended.


Description: Tall, lean, brown skin, mostly quiet except in battle, when the traditional war whoops will be heard. May need some training in the arts of battle-stealth.
Last edited by tkrexx on Wed Sep 18, 2013 4:16 pm, edited 27 times in total.

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Zhym
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Re: Player Characters

#7 Post by Zhym »

Name: Wulfgard Drighton Whentington
Race: Human
Class: Cleric
Level: 2
XP: 2,550
Alignment: Lawful Good
Languages: Common, Alignment, (2 others?)

Age: 20
Height: 6'4"
Weight: 185
Hair: Black
Eyes: Blue

STR: 9 (TH:0 , DAM0: , Enc: +0 lbs, Minor:1-2 , Major: 1%)
DEX: 16 (+1 surprise adj, +1 to missile attacks, -2 to AC)
CON: 12 (HP: 0, sys shock: 85%, res/raise: 80%)
INT: 11 (Languages: 2)
WIS: 16 (Saving Throw Bonus: +2, Bonus cleric spells: 2/2)
CHA: 15 (henchmen max.7, Loyalty +15, Reaction +15)

HP: 12/12(current total/max)
AC: 4 (Studded -3; - 2 Dex; -1 Shield)
Rear AC: 7

THAC0: 20
Movement Rate: 90'

Saving Throws:
Aimed Magic (rod, staff, wand): 14
Breath Weapons: 16
Death/Paralyzation/Poison: 10
Petrification/Polymorph: 13
Spells (other): 15

Weapon Proficiencies: (- 3 penalty for use of non-proficient weapons)
Mace
Staff

Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Mace, light (1d4+1 / 1d4+1)
Staff (1d6 / 1d6)

Memorized spells:
1st Level:
Bless, Command, Cure Light Wounds, Cure Light Wounds

Special Abilities:
Turn Undead

Coin/Treasure: (starting gold: 70gp)
PP:
GP: 21
SP: 4
CP:
Gems:
Jewelry:

Magic Items:

Total Encumbrance:
Equipment: (Item / Weight / Cost)
Studded armor 20/15gp
large shield 10/15gp
Light mace 5/4gp
Staff 5/-
Backpack 10/2gp
Inkpot (2) ?
Quills (7) ?
10 parchment -/20sp
Scrollcase, Bone .5/4gp
Lamp(bronze) 1/1sp
Lamp oil (3) 1per/5sp
Large belt pouch(2) 4/8sp
Waterskins(2) 2/2gp
Bedroll 5/2sp
Holy symbol, pewter 1/5gp
Blue potion

Background:
Description:
Last edited by Zhym on Mon Feb 10, 2014 10:33 pm, edited 18 times in total.

leebrown1990
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Posts: 27
Joined: Fri Feb 10, 2012 12:18 pm

Re: Player Characters

#8 Post by leebrown1990 »

Just hiding this, Ethan had a great idea...
Name: Halrain
Race: Human
Class: Paladan
Level: 2
XP: 2,550
Alignment: Lawful Good
Languages: Common

Age: 22 Height: 6' Weight: 158lbs Hair: Black Eyes: Green

STR: 16 (TH: +0, DAM: +1, Enc: + 35lbs, Minor: 1-3, Major: 10%)
DEX: 10 (+0 surprise adj, +0 to missile attacks, -0 to AC)
CON: 15 (HP: +1, sys shock: 94%, res/raise: 91%)
INT: 12 (Languages: 3)
WIS: 13 (Saving Throw Bonus: 0)
CHA: 17 (henchmen max. 10 Loyalty: +30%, Reaction: +30%)

HP: 21/21 (current total/max)
AC: w/ armor (armor type ac; - ac Dex bonus)
Rear AC

THAC0:
Movement Rate: (encumbered & wearing armor)


Saving Throws:
Aimed Magic (rod, staff, wand):
Breath Weapons:
Death/Paralyzation/Poison:
Petrification/Polymorph:
Spells (other):

Weapon Proficiencies: (- penalty for use of non-proficient weapons)
*Star the weapon you are Specialized in, if applicable


Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)



Memorized spells: if applicable
1st level:






Spell book: if applicable
1st Level



Special Abilities: Both class and race (if applicable
-


Coin/Treasure: (starting gold: gp)
PP:
GP:
SP:
CP:
Gems:
Jewelry:

Magic Items if applicable :twisted:



Total Encumbrance:
Equipment: (Item / Weight / Cost)
Adventurer's clothes * / -




Background:



Description:

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Argennian
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Posts: 4885
Joined: Mon Jun 14, 2010 7:12 am
Location: Bay Area, NorCal

Re: Player Characters

#9 Post by Argennian »

Latest update: 05-22-2014
Update Reason: mark off sling bullets fired!


Name: Zafalia Sojafa
Race: Halfling
Gender: Female
Class: Druid
Level: 2
XP: 2,550
Alignment: Neutral
Languages: common, dwarvish, gnome, goblin, halfling, orcish, Druidic Cant
Age: 47
Height: 38"
Weight: 70lbs.
Hair: Dark brown
Eyes: Brown

STR: 12 (Enc: +10lbs, Minor: 1-2 , Major: 4%)
DEX: 18 (+3 surprise adj, +3 to missile attacks, -4 to AC)
CON: 16 (+2hp/level , res/raise: 96%, sys shock: 95%)
INT: 16 (Add. Languages: 0)
WIS: 17 (Mental Save Bonus: +3)
CHA: 15 (max. henchmen: 7, loyalty bonus: +15%, Reaction bonus: +15%)

HP: 11 / 11 (current total/max)
AC: 3 / 4 / 8 (leather armor + Dex + shield / - shield / Rear AC: no Dex or shield; armor only)
THAC0: 20
Movement Rate: 90' / 60' (unencumbered to 80lbs. & wearing armor / encumbered over 80lbs. )
Encumbrance: 75.5lbs


Saving Throws:
Aimed Magic* (rod, staff, wand): 10*
Breath Weapons: 16
Death/Paralyzation/Poison*: 10/6*
Petrification/Polymorph: 13
Spells* (other): 11 *
(* ~ indicates halfling racial bonus for high Con)


Weapon Proficiencies:
- spear, sling
(-4 penalty for use of non-proficient weapons)


Weapons: (to hit/damage) s-m/lg (+ Dex bonus to hit for ranged attacks)
- spear 1-6 / 1-8 (+3 to hit thrown)
- sling bullet 1-4+1 / 1-6+1 (+6 to hit)
- sling stone 1-4 / 1-4 (+6 to hit)
- club 1-4 / 1-3 (-1 to hit thrown / -4 to hit melee)
- dagger 1-4 / 1-3 (-1 to hit thrown / -4 to hit melee)


Memorized spells:
1st level
1. Entangle ~ cast on pods & podmen in the pod chamber NW of prisoner cage cavern... and it worked!! 8-) (04-29-14)
2. Faerie Fire
3. Speak with Animals ~ cast on giant rats after fight with the giant centipede (01-22-14)
4. Speak with Animals

2nd level
1. Cure Light Wounds ~ cast on Son of Thunder in shambling mound room for +5hp (01-16-14)
2. Cure Light Wounds
3. Cure Light Wounds

Spells cast during mission:
- Cure Light Wounds: 5
- Speak with Animals: 2
- Entangle: 1



Special Racial Abilities: Halfling
- 60 ft infravision
- -1 Str, +1 Dex
- +1 bonus per 3.5 points of Con to saves against magic (both aimed magic items and spells) and poison
- +3 bonus to attacks with a bow or sling
- 4 in 6 chance to surprise when traveling in non-metal armor and alone, or more than 90 ft in advance of others, or with a party consisting of elves and/or halflings. If a door must be opened (or some similar task), the chance of surprise drops to 2 in 6.


Coin/Treasure: (starting gold: 90gp)
PP:
GP: 37
SP: 9
CP: 11
Gems:
Jewelry:

Transactions:
-
-
-


Equipment:
(Item / Weight / Cost)
Adventurer's Clothes - / *
Cloak, hooded 3cp / 2
Soft Boots 1gp / 3
Leather Armor 5gp / 5
Wooden shield, small 1gp / 3
Spear 1gp / 5(e)
Sling 5sp / .5
36 32 Sling bullets 3gp / 12(4/dozen)
Wooden club 2cp / 3
2 Daggers 1gp / 1
Belt 5sp / -
Belt Pouch, small 2sp / 1
Backpack 2gp / 10
Caltrops 1gp / 2
3 Candles, beeswax 3cp / -
3 Chalk pieces 3cp / -
Flint & Steel 1gp / -
Grappling hook 1gp / 4
Hammer (tool) 5sp / 2
Iron spikes, dozen 1gp / 5
Lamp, hooded 7gp / 2
2 0 Oil, lamp 2sp / 2
Rations, trail (2 days) 12gp / 2
Rope, silk (50') 10gp / 5
2 Sacks, small 9cp(e) / .5(e)
Signal whistle 8sp / -
2 1 Torch 1cp(e) / 1(e) (burned 48 of 60 minutes)
Twine, linen (100') 8cp / .5
Waterskin (3 pint) 1gp / 1e,3f
25 20 sprigs of Greater Mistletoe (primary spell components)
25 Holly/Oak leaves (backup spell components)


Cost: 49gp, 27sp, 39cp = 52gp, 9cp
Total Encumbrance: 71 lbs.

Sling bullets used: 4 (hits: 3 , misses: 1)
Spell components used:
Greater/Primary: 5
Lesser/Secondary: 0


Other items used:
- 1.75 torches
- 2 vials lamp oil
-


Items found/acquired:
- wooden construct "Finger Key"
- Her hope in the future again! :P
- A bitter and galvanized resolve to see that the conductor of experiments on trees is killed properly adjudicated and also to see dear Malak's death is avenged in a Druid-on-a-rampage kind of way!



Background: Come from the deep ancient wood beyond the Shirehome, near the edge of the elven lands and still locked in mystery, hails the halfling druidess Zafalia Sojafa. Her druidic master charged her move from the sanctity and protections afforded them by their ancient grove and search out new challenges and experiences.


Description/Disposition: Zafalia is young halfling of slight build, with dark brown hair and earth-tone eyes. Although small of stature, she possesses an intense focus and lightning reflexes. She is confident of her aim with spear and sling but even more so from her faith, given her by the divine grace of the Earth Mother herself. Not one to make friends quickly or easily, she will support and be loyal in the extreme to those of benevolent bent towards flora and fauna, as well as others, generally.






Zafalia's Rolls

Stats: WIS:17, DEX:17, INT:16, CHR:15, STR:13, CON:16
http://www.unseenservant.com/Default.as ... ne&id=3395
Zafalia's initial 2nd level Hit Points roll (+2 CON bonus/lvl): Disregarded due to less than 1/2 hp/lvl
[2d8+4] = 4+4 = 8
http://www.unseenservant.com/Default.as ... ne&id=3407
Zafalia's FINAL 2nd level Hit Points roll (+2 CON bonus/lvl):
[2d8+4] = 7+4 = 11
http://www.unseenservant.com/Default.as ... ne&id=3408
Starting Gold
[3d6x10] = 9x10 = 90
http://www.unseenservant.com/Default.as ... ne&id=3393
20% chance of starting magical item:
[1d100] = 85
http://www.unseenservant.com/Default.as ... ne&id=3394
Last edited by Argennian on Fri May 03, 2013 1:44 pm, edited 14 times in total.
Yosef Travathas: High Elf Fighter4/Magic-User3 (rredmond's Pacesetter Games "Legacy of the Unknown" OSRIC Playtest)
Brok Sterling: Human Assassin3 (ToniXX's Incursion into Newiron OSRIC Playtest)
Tanik Tremwoodak: Dwarf Cleric3 (Dave's 1e Skype Game)

DM: home-brew OSRIC "A New Hope to the West" campaign

Fireball... good!!

"What's it gonna take?"
"Everything."
tkrexx as Emm the Avenging Druid wrote:I shall burn you, and I shall sink your petty warship with fire and lightning, and the ocean shall swallow it and all aboard, and no one will remember any of you!

KesselZero
Runner
Runner
Posts: 24
Joined: Thu May 03, 2012 3:22 pm

Re: Player Characters

#10 Post by KesselZero »

Name: Korgul Goblinsplitter

Race: Dwarf

Class: Fighter

Level: 2

Base XP: 2,250

Total XP:

Alignment: Neutral Good

Languages: Dwarfish, gnomish, goblin, kobold, orcish, common


Strength 17 (TH: + 1, DAM: + 1, Enc: + 50, Minor: 1-3, Major: 13)

Dexterity 16 (Surprise +1, Missile +1, AC -2)

Constitution 17 +1 = 18 (HPD +4, Res. 100, Shock 99)

Intelligence 15 (Languages: 2 (dwarf))

Wisdom 13 (Mental 0)

Charisma 16-1 = 15 (Mx. Henchman 7, Loyalty + 15, Reaction +15)

Hit Points: 24/24
AC: 4 (Dex bonus, Studded Leather, Medium shield)
Rear AC: 5

THAC0: 18

Movement Rate: 60 ft. per round (carrying 104 lb)

Saving Throws
Aimed Magic (rod, staff, wand): 16
Breath Weapons: 17
Death/Paralyzation/Poison: 14
Petrification/Polymorph: 15
Spell (other): 17
(+5 vs. magic and poison due to Constitution score)

Weapon Proficiencies (5 total)
Battle Axe (specialized, extra attack every two round, + 1 to hit and +2 to damage)
War Hammer
Short Sword
Heavy Crossbow

Weapons
Battle Axe 1d8

Special Abilities
Infravision
Within 10 ft: Detect slopes/grades 75%
Detect existence of new construction 75%
Detect sliding/shifting rooms or walls 66%
Detect traps involving stonework 50%
Determine depth underground 50%
+1 to hit against goblins, half-orcs, hobgoblins and orcs
-4 penalty to any attacks made by giants, ogres, ogre mages, titans and trolls

Coin/Treasure
GP: 3
SP: 1
CP: 84



Magic Items


Total encumbrance: 104 lb

Equipment

Battle Axe / 7 / 5
Studded Leather / 20 /15
Medium shield / 8 / 12
Backpack / 10 / 2
wool blanket / 2 / 5c
chalk / - / 1 c
flint and steel / - / 1
grappling hook / 4 / 1
bullseye lantern / 3 / 12
quill / - / 1 s
waterskin / 1 / 1
10 torches / 10 / 10c
tent / 20 / 10
7 days rations / 14 / 14
heavy boots / 5 / 2
whistle / - / 8s

Background
Korgul is average run of the mill dwarf, save for the fact that he decided to strike out on his own as an adventurer after several of his childhood friends were slaughtered in an orc raid on his mountain community within the past year. He is motivated by vengeance and a broad sense of "doing what's right."

Description
Korgul looks like your typical dwarf- dark grey beard, a scar running the length of the left side of his face. He can project an aura of menace if he so desires, but he also has a jovial streak capable of endearing others to him. He has a weakness for mead.

hit points [2d10] = 16+8

starting money = [3d6+2] = 6+2 = 8

saalaria
Ranger Lord
Ranger Lord
Posts: 2517
Joined: Tue Apr 17, 2012 6:07 am
Location: London

Re: Player Characters

#11 Post by saalaria »

Name: Varkos the Glorious
Race: Human
Class: Fighter
Level: 2
XP: 2,550
Target: 3,800
Alignment: Chaotic Good
Languages: Common

Age: 18 Height: 6' 5" Weight: 280lbs Hair: Blond Eyes: Blue

STR: 18 / 55 (TH: +2, DAM: +3, Enc: +125 lbs, Minor: 1-4 , Major: 25%)
DEX: 12 (+ 0 surprise adj, + 0 to missile attacks, - 0 to AC)
CON: 17 (HP: +3, sys shock: 98%, res/raise: 97%)
INT: 12 (Languages: 3)
WIS: 8 (Saving Throw Bonus: 0)
CHA: 12 (henchmen max.5)

HP: 16/22 (current total/max)
AC: 4 w/ armor (armor type splint mail ac4; - 0 ac Dex bonus)
Rear AC 4

THAC0: 19
Movement Rate: 12 (encumbered & wearing armor)


Saving Throws:
Aimed Magic (rod, staff, wand): 16
Breath Weapons: 17
Death/Paralyzation/Poison: 14
Petrification/Polymorph: 15
Spells (other): 17

Weapon Proficiencies: 4 (-2 penalty for use of non-proficient weapons), +1 every 2 levels
*Star the weapon you are Specialized in, if applicable
*Long Sword
Short Bow
Dagger

Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)

Long Sword AT 3/2, +3 TH, +5 DAM, 1-8/1-12, THACO 17
Short Bow ROF 2/1, + 0 TH, + 0 DAM, 1-6/1-6, THACO 20, Range 50'
Dagger AT 1, +2 TH, +3 DAM, 1-4/1-3, THACO 18



Special Abilities: Both class and race (if applicable)
Specialised in Longsword
Level 7 - AT 3/2 rounds
Fighting creature less then 1HD, no AT = to Level eg AT 2 @ 2nd level

Coin/Treasure: (starting gold: 130 gp)

code: Start Cash [3d6+2] = 11+2 = 13

PP:
GP: 4
SP: 4
CP: 96
Gems:
Jewelry:

Magic Items


Total Encumbrance: 83
Equipment: (Item / Weight / Cost)

Splint Mail (40/80gp)
Longsword (17/15gp)
Dagger (1/2gp)
Arrows x12 (4/2gp)
Short Bow (8/15gp)
Backpack (10/2gp)
Rations, Standard x3 (3/6gp)
Waterskin (1/1gp)
Chalk (*/1cp)
Flint & Steel (*/1gp)
Lamp Oil x6 (6/6sp)
Torches x3 (3/3cp)


Background:

Varkos is from a small village on the very far fringes of the civilised world that rarely sees travellers or other human and demi-human races. Time has stood still in certain ways - including the archaic naming convention of inhabitants of his village - so Varkos has not seen all the developments in society and technology in the civilised lands. It has been the tradition to take the descriptive 'the Glorious' by the first-born male in his family since his ancestors many generations previously carved out the land on which his family lived. As the original explorers and settlers of the land his small village eventually grew on, it was Varkos' family's privilege to retain the title held by his ultimate ancestor Borkas the Glorious. Varkos has no siblings that survived into adulthood due to illness, disease and attacks from wild animals and humanoids. His parents ekked out a relatively meagre existence - along with their fellow villagers - as farmers and hunters. This constant battle for survival did mean the majority of people that lived to any age were bigger and stronger than average and well skilled in the less technical martial arts such as sword fighting and archery. Eventually however the real world intruded into Varkos' existence. Once his parents died within a few months of each other, a group of con-men arrived and swindled him out of his farm (his only inheritance). They convinced him to give up his farm and that his future lay in the more civilised world - perhaps as a sword for hire?

Description:

Varkos is a huge, bull of a man. He is like the proverbial brick outhouse and is 280 pounds of solid muscle. He has long shaggy blond hair and has numerous scars on his body from where he has fought off, pretty much barehanded, the various wild animals that used to raid his family's farm. He is shy and naive, preferring others to take the lead in social situations and making decisions for a group. He is slow to anger - it takes a lot to wind him up but once he goes into a rage very little can stop him either physically or by being reasoned with. Considering his great strength, it is not a wise individual who pushes Varkos into this scenario.
Last edited by saalaria on Thu Jan 16, 2014 7:21 am, edited 12 times in total.

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Distorted Humor
Ranger Knight
Ranger Knight
Posts: 1260
Joined: Wed May 23, 2012 1:23 pm

Re: Player Characters

#12 Post by Distorted Humor »

Our good DM asked me to roll up a new character for play. Stats are...

Updated :build Character.

Stats: STR:12, INT:12, WIS:11, DEX:12, CON:10, CHR:14


Image

Name: Odo Quackenbush
Race: Halfling
Class: Thief
Level: 3
XP: 2,550
Alignment: CG
Languages: Common, Dwarfish, Gnome, Halfling, Orcish

Age: Height: Weight: Hair: Eyes:

STR:11(TH: , DAM: , Enc: + lbs, Minor: , Major: %)
DEX: 13 (+ surprise adj, + to missile attacks, - to AC)
CON:10 (HP: , sys shock: %, res/raise: %)
INT: 12(Languages: )
WIS:11(Saving Throw Bonus: )
CHA: 14(henchmen max.)

HP: 17/17 (current total/max)
AC: 8 w/ armor (armor type ac; - ac Dex bonus)
Rear AC

THAC0: 20
Movement Rate: (encumbered & wearing armor) 90


Saving Throws:
Aimed Magic (rod, staff, wand): 14
Breath Weapons: 16
Death/Paralyzation/Poison: 13
Petrification/Polymorph: 12
Spells (other): 15

Weapon Proficiencies: (- penalty for use of non-proficient weapons)
Short Sword
Darts


Weapons: to hit/damage (s-m/lg) (+ Dex bonus to hit for ranged attacks)
Short Sword 1d6/1d8
Dart 1d3/1d2


Memorized spells: if applicable
1st level:NA

Spell book: if applicable
1st Level: NA

Special Abilities: Both class and race (if applicable
- See page 24 of OSRIC, note halfling bonuses.


Coin/Treasure: (starting gold: 90gp)
PP:
GP: 31
SP: 7
CP:
Gems:
Jewelry:

Magic Items if applicable



Total Encumbrance: 68
Equipment: (Item / Weight / Cost)
Adventurer's clothes * / -

Leather Armor / 15 / 5gp
Short Sword / 3/ 8gp
Darts / 1/2 / 2sp (x10 (5, 2gp total))
Rope 50' / 10 / 1gp
bedroll / 5 / 2 sp
Thieves tools / 1 / 30 gp
Torch / 1 / 1cp (x5 (5, 5cp total))
Waterskin / 1 / 1gp (x2 (2, 2gp total)
Backpack / 10 / 2gp
Flint and steel / 0/ 1gp
Iron Spike / 5 / 1 gp
Grappling Hook / 4 / 1gp
Dice / 0 / 5sp
Hammer / 2 / 5 sp
Large Sacks / 1 / 15cp (x5 (5, 3.75gp total)
Oil / 1 , 1sp (x3 (3, 3sp total)




Background: A short charmer of a halfling, was dumped in the streets of a small human settlement and grew up among humans. Lives by his wits, and then, if need be, his sword and darts.



Description: small (even for a Halfing) and with sandy hair and green eyes.
Last edited by Distorted Humor on Sun Jul 01, 2012 11:07 pm, edited 1 time in total.

User avatar
Vargr1105
Ranger Knight
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Posts: 1874
Joined: Mon Jun 04, 2012 10:05 pm
Location: UNSPEAKABLE POWER!!!

Re: Player Characters

#13 Post by Vargr1105 »

Image

Name: Mellial "Rake" Mandros
Race: Half-Elf
Class: Fighter/Thief
Level: 1st / 2nd
XP: 1,275 / 1,275
Alignment: Chaotic Neutral
Languages: Common, elven, gnoll, gnome, goblin, halfling, hobgoblin, orcish, chaotic neutral, thieves' cant

Age: 40
Height: 6'3"
Weight: 153 pounds
Hair: Long & brauded, black
Eyes: Brown

STR: 10 (TH: +0 , DAM: +0, Enc: +0 lbs, Minor: 1-2, Major: 2%)
DEX: 15 (+0 surprise adj, +0 to missile attacks, -1 to AC)
CON: 11 (HP: +0, sys shock: 80%, res/raise: 75%)
INT: 10 (Languages: 2)
WIS: 15 (Saving Throw Bonus: +1)
CHA: 14 (henchmen max: 6)

HP: 6/6 (current total/max)
AC: 6 w/ studded leather + shield (studded -3 ac; shield -1 ac)
Shieldless AC:7
Rear AC: 9

THAC0: 20
Movement Rate: 60 (encumbered & wearing armor)


Saving Throws:
Aimed Magic (rod, staff, wand): 14
Breath Weapons: 16
Death/Paralyzation/Poison: 13
Petrification/Polymorph: 12
Spells (other): 15


Weapon Proficiencies: 4 (-2 penalty for use of non-proficient weapons)
Dagger
Sword, short
Sword, long
Halberd

Weapons
Dagger +0 to hit/damage (1d4/1d3) Range 10ft
Sword, short +0 to hit/damage (1d6/1d8)
Sword, long +0 to hit /damage (1d8/1d12)


Special Racial Abilities
- 30% resistance to sleep and charm spells
- Detect secret doors on a 2 in 6
- Detect concealed doors on a 3 in 6.
- Notice concealed doors when passing within 10ft it on a 1 in 6.
- Infravision: 60 ft
- +5% Hide in Shadow
- +10% Pick Pockets


Special Class Abilities
Backstab: +4 to hit, Damage x 2
Climb Walls 82%
Disarm Traps 34%
Find Traps 29%
Hear Noise 13%
Hide in Shadows 30%
Move Quietly 25%
Open Locks 34%
Pick Pockets 49%
Read Languages 5%


Coin/Treasure: (starting gold: 130gp)
PP:
GP: 5 + 35
SP: 5 + 1
CP: + 1
Gems:
Jewelry:


Total Encumbrance: 103.5 lbs
Equipment
Studded Leather Armor - 20 lbs - 15 gp
Shield, medium - 8 lbs -12 gp
Dagger - 1 lb. - 2 gp
Dagger - 1 lb. - 2 gp
Sword, short - 3 lbs - 8 gp
Sword, long - 7 lbs - 15 gp
Backpack - 10 lbs - 2 gp
Bedroll - 5 lbs - 2 sp
Blanket, woollen - 2 lbs - 5 cp
Wineskin (3 pints of wine) - 4 lbs - 2 gp, 5 sp
Wineskin (3 pints of wine) - 4 lbs - 2 gp, 5 sp
Waterskin (3 pints of water) - 4 lbs - 1 gp
Pouch, belt, small - 1 lb. - 2 sp
Thieves’ Tools - 1 lb. - 30 gp
Rations, trail (5 days worth) - 5 lbs - 30 gp
Flint and steel - 0 lbs - 1 gp
5 Torches - 5 lbs - 5 cp
Rope, hemp (50 ft) - 10 lbs - 1 gp

"Borrowed" from Malak
10 Chalk pieces
Flask (leather)
Flint and steel
Mirror (small steel) - 0.5 lbs
Needle and thread
Signal whistle
3 Torches - 3 lbs
Waterskin - 1 lbs
Whetstone
4 Days standard rations - 8 lbs


Background
Mellial is the illegitimate son of an elven concubine attached to a city governor. He was spirited away from the palace on the very night he was born and raised in a brothel by his mother's former friends, in return for a stipend. Growing up in the unseemly district of town he quickly acquired varied skills in larceny. Shortly after he came of age the religious zealots from the Cult of Moral Purity and Hygiene stormed the city with fire and sword, killing most people deemed of unsavory character (including his mother). Having nothing left to hold him there Mellial fled the city and eventually joined a mercenary skirmisher band. After nearly a decade of man-at-arms life, mostly long bouts of boredom punctuated by moments of sheer terror, his company was decimated in rout in he found himself back to square zero. Having heard in his travels about the riches that can be obtained in the adventuring life he has now chosen to endeavor in that path.

Description
Mellial does not look at all like a half-elf and in fact he has pretends to be a human for over a decade. Being taller and heavier than most humans, that is not a hard challenge to pass. His father, the late governor, must have been a particular hirsute man if Mellial's black bushy beard is any indication. The hard life of a mercenary has aged his features beyond his years and he affects the style of a northman, complete with long braided hair (which hides his half-elven ears) and a metal ring transfixing his nose. He goes by the name "Rake Mandros" and not reveal his elven-sounding given name to any but the most trusted of friends.


Roll Tracking
Stats: STR:10, CHR:14, WIS:15, CON:11, INT:10, DEX:15
Starting Gold Pieces: [3d6+2] = 11+2 = 13 x 10
Hit Points: [1d10] = 6+[2d6] = 5 (divide by 2)
Heigth & Weight: [1d100] = 97
Height & Weight II: [1d6] = 3
Height: [1d4] = 2 inches, Weight [1d20] = 8 pounds
Chance for Magic: [1d100] = 52

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