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ybn1197
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Characters

#1 Post by ybn1197 »

Please post links to character sheets here

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tumblingdice
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Re: Characters

#2 Post by tumblingdice »

Image
Last edited by tumblingdice on Sun Aug 03, 2014 2:21 am, edited 1 time in total.
These are ghouls. They hang out in graveyards, they have long tongues, and they eat people.
"Oh, well, that could be helpful!"
--my five-year old daughter

pipes84
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Re: Characters

#3 Post by pipes84 »

hope that works... ladies and gentlemen, meet Craw the (almost finished) fighter!


Eulalios

Re: Characters

#4 Post by Eulalios »

Things I've learned so far about D&DNext:
  • For Next, the forum sheet is overcomplicated
  • Being a Human with an Acolyte background makes you a translator
Abhkari, a short, swarthy, and muscular human young man (5'9", 180 lb) who was an Acolyte, now is a 1st level Archery Fighter with skills of Insight, Intimidation, Religion, and Survival. You'll quickly learn he's optimistic and broad-minded. He speaks Common and Elvish. And Dwarf. And Goblin.

He wears his monastic robe over leather armor, and is equipped with a longbow + 20quiver (1d8 prc), longsword (1d8 sls), shield (1d4 bld), two handaxes (1d6 sls), and explorer's pack (includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and 50 ft hemp rope strapped to side). In his pack he also carries a prayer wheel, joss sticks, and the 15 gp gifted by his monastery when he took up martial duties.

Combat: 12 HP. AC 14 w/shield, 12 w/out.
Proficient in all weapons carried.
Melee +4 atk (Str + prof), +2 dmg (Str).
Ranged +5 atk (Dex + prof + Archery), +1 dmg (Dex).

Str 14 (+2 to melee, attack & damage; full load is 70 lb).
Dex 13 (+1 to ranged, attack & damage; +1 to AC).
Con 14 (+2)
Int 10; prof. Religion
Wis 12 (+1); prof. Insight, Survival
Chr 13 (+1); prof. Intimidation

Total load 79 lb, split 23 lb to weapons and armor, 56 lb in the pack. He is lightly encumbered when marching full-armed, and can drop the pack to be free of encumbrance.
Last edited by Eulalios on Fri Aug 01, 2014 10:06 pm, edited 4 times in total.

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MrHemlocks
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Re: Characters

#5 Post by MrHemlocks »

Name Adrik
I am having a REAL hard time converting my 5th character onto the Unseen Servant character sheet. So, I am linking the complete PDF for my cleric hill dwarf on this thread. Whenever I or anyone else needs to look at my pre-generated character all they need to do is click on link and there he is ;)

If stats change or other 'things' need to be altered during the course of the adventure they will be recorded in a note box that I will add.

I linked my character with the campaign ID so all rolls will be done using the Unseen Servant dice roller.
Link to my character...cleric, hill dwarf
download/file.php?id=2469
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PyroArrow
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Re: Characters

#6 Post by PyroArrow »

Here is my 5E Wizard so far; Vicentio Senereno HP5 AC10:


NAME: Vicentio Senereno XP: 0 (2,501) AGE: 19
CLASS: Wizard HP: 5 HEIGHT: 6’1”
TITLE: Prestidigtator AC: 10 WEIGHT: 115
RACE: Human LVL: 1 GENDER: Male
Deity: Isis (Egyptian Goddess of Magic & Fertility) Alignment: Neutral Good

STR: 12 To-Hit: Normal Damage: normal Encumbrance: +10, Minor Tests:Open Doors: 1-2d6
Major Tests:Bend Bars/Lift Gates: 4%
INT: 16 Additional Languages: 5 Chance to know Spell: 65% Min # of Spells/lvl: 7 Max # of Spells/lvl: 11
WIS: 13 Magic Attack Adj: none, Bonus Spells:
DEX: 12 Attack/Reaction/Surprise: Missile: Defensive Adj/AC:
CON: 7 HP Bonus: 0 Resurrect/Raise Dead: %, System Shock: 55% Resurrection: 60%
CHA: 10 Max Henchmen: 4 Loyalty Adj: Norm Reaction Adj: Norm

SAVING THROWS:
Paralysis/Poison/Death Magic: 14 Petrification/Polymorph: 13 Rod/Staves/Wands: 11
Breath Weapons: 15 Spells: 12

Adjustments: none

WEAPONS DMG VS S-M DMG VS L RATE OF FIRE Range (-2 to hit per) Encum
Wpn in hand: Dagger 1-4d4 1-3d4 2 S:10ft M:20 L:30 5lbs

Attacks Per Round: Levels 1-7: 1/1 round
Proficiency in 1 weapon: Non-proficiency penalty: -5 To Hit, Gains another Profic. at level 6

Roll Required To Hit Armor Class: (No Adjustments):
-10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
--- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
26 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11

Adjustments: None

Armor/Protection Bulk Encumbrance Max Move Rate Effect on AC Cost
Armor: Clothing Non 5 pounds 120 feet(120ft unarmored) 80 gp

MONEY
Platinum: Gold: 60 Electrum: Silver: Copper:
Gold from Goblins throwing dice: 28

EQUIPMENT Encum Location Cost
Leather Backpack 10
Flask of Oil 1
Tinderbox w/ Flint & Steel
Map Case, Bone .5
Vellum (3)
Quill & Ink
Writing Charcoal
Chalk
Soap (1) .5
Candle, Beeswax (2)
Torch (5) 5 (40ft radius, last 1 hour [6 turns])
Dice, Bone
Mirror, Small Silver .5
Garlic
Bottle of Spirits (red Wine) 1
Whetstone .5
Dry Rations (7 Days)

Clothing:
Blue Tunic
Breeches
Belt
Boots 3
Grey Wool Cloak 2
Large Belt Pouch 1 (Front)
Small Belt Pouch 1 (Back)

Weapon:
Dagger 1

Waterskin, Full 3 (1 when empty)

Spell Book

Light War Horse AC:7 Movement Rate: 240ft HP: 13 #of Attacks: 2 Damage: 1-4d4/ 1-4d4
Leather Barding
2 Saddle Bags
Grain: 7 Days
Saddle, Tack, Reins, Blanket
2 Quivers w/ (24) Arrows each 20
Rope, Hemp 50ft 10
Grappling Hook 4
Tent w/ Iron Spikes (12) Tent: 20 Spikes: 5 encum.
Hammer 2
Wool Bedroll & Pillow
Wool Blanket 2

6 Henchmen

Total Encumbrance: 30 lbs without armor, 35 lbs with armor on
Maxium weight character can carry without penalty to movement rate: 130 lbs

MAGIC ITEMS:

SPECIAL ABILITIES (Racial/Class)

Secondary Skills:
Scribe (reading, writing, basic math)

Non-Weapon Proficiencies: 4 proficiencies to start then 3 more every 3 levels:
Modifier:
Alchemy (takes 2 slots) Intelligence (-3)
Prestidigitation Dexterity (-1)
Spellcraft Intelligence (-2)


SPELLS: Range Duration Area of Effect Components Casting Time Saving Throw
Cantrips:
Dancing Lights

Light

Ray of Frost

1st Level:
Detect Magic 0 2 rounds/lvl 10ft path, Verbal, Somatic 1 Segment none
6ft long

Sleep 31ft 5 rounds/lvl 31 ft diameter Verbal, Somatic 1 Segment none
Rose petals

Usable spells: Cantrips: 3 1st Level: 2

LANGUAGES:
Common, Neutral Good, Elven, Gnome, dwarven, orcish, hobgolin

DESCRIPTION & BACKGROUND:
Avatar:
Image
Attachments
Vicentio Senereno - Character Sheet (1).pdf
(78.87 KiB) Downloaded 89 times
Dungeon Master : Guido's Keep on the Borderlands & the Hills of Horror & Chaos (1st Ed D&D) :
1A: The Inheritance (1st Ed D&D)

Player:
Erico Caravellino - Thief : Elphand Adventures (ACKS Wilderlands - On Hold)
Stanilus Peri -Fighter (Bard) : Wardens in the North (D&D 1st Ed - On Hold)

Maximillian Arikas [Aether] & Steve Sanderson [Flicker] : Rebirth of Power: 4C System
Rician Lockwindberg - Paladin Knight : A Village With No Name (1st Ed D&D)
Theodore Mumfordian - Half-Elf Ranger : Terrible Trouble at Tragidore (1st Ed AD&D) [Completed]
Vicentio Senereno : Human Wizard : Veranar (5th Ed. D&D)
Tonkioso 'Gizzy' Gizmoebius : Clockwork Child : At the Forest Edge (Beyond the Wall & Other Adv)
Rician Lockwindberg : Human Paladin : A Village With No Name (2nd Edition AD&D)
Norbold Ernessaeia : Sylvian Elf Cleric : Minn's Mound (1st Edition AD&D)

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hedgeknight
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Re: Characters

#7 Post by hedgeknight »

Hey ybn1197 > please delete this post.
I have complete character below.
Last edited by hedgeknight on Thu Sep 24, 2015 4:41 pm, edited 1 time in total.
Winter is coming...

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hedgeknight
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Re: Characters

#8 Post by hedgeknight »

kenna 3.jpg
kenna 3.jpg (88.49 KiB) Viewed 2379 times
Kenna Silverleaf

Female Wood Elf Druid, Level 1
Alignment > Neutral
AC (Reg/Rear/No Shield) 13/11/11
HP 8 XP 0/300
Age: 200 Ht: 5'3" Wt: 103 Speed: 35 Initiative: +2
Languages: Common, Elvish, Druidic

STR 12 (+1)
DEX 15 (+2)
CON 11
INT 9 (-1)
WIS 18 (+4)
CHR 8 (-1)
Passive Perception : 16

Skills:
(2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, & Survival)
+2 Acrobatics
+4 Animal Handling
-1 Arcana
+3 Athletics
-1 Deception
-1 History
+4 Insight
-1 Intimidation
-1 Investigation
+4 Medicine
+1 Nature
+6 Perception
-1 Performance
-1 Persuasion
-1 Religion
+2 Sleight of Hand
+2 Stealth
+6 Survival

Features/Traits:
Wood Elf:
Darkvision(60')
Keen Senses (Perception Proficiency)
Fey Ancestry (Advantage on charm saving throw and immunity to sleep)
Trance (Meditate 4 hours = 8 hours sleep - No need to sleep)
Mask of the Wild (Attempt to hide in foliage, heavy rain, falling snow, mist etc.)

Saving Throws:
Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma

Spells:
Spell Slots : Level 1 = 2
Max Prepared Spells : 5
Spell Save DC : 14
Spell Attack Bonus : +6


Level 0:
Poison Spray (Cantrip)
Shillelagh (Cantrip)

Level 1:
Charm Person
Cure Wounds
Fog Cloud
Speak with Animals
Thunderwave

Armor & Weapons:
Proficiency Bonus : +2

Leather armor (AC 11)
Scimitar > 1d6 slashing
Yew Staff > 1d6 bludgeoning
Shortbow w/20 arrows > 1d6 piercing; range 80/320

Equipment:
Druidic Focus (Yew Staff)
Explorers Pack > Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Hunting trap, Traveller's Clothes.

Wealth:
7 gold
Add 36 from goblins?

Background: Outlander
Origin: Hunter/Gatherer
Feature: Wanderer > You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries,small game,water,and so forth.

Personality:
I have a lesson for every situation, drawn from observing nature.
Ideals:
Nature. The natural world is more important than all the constructs of civilization.
Bonds:
I will bring terrible wrath down on the evildoers who destroyed my homeland.
Flaws:
I am slow to trust members of other races, tribes, and societies.

Adopted at an early age, Kenna has never known her blood parents; her village home was destroyed when she was very small. Raised as part of another Wood Elf tribe, her parents taught her their trade in trapping and hunting. Kenna showed natural ability and soon gained some renown for her ability. However, her natural ability was somewhat tempered by her impulsive and sometimes confrontational nature. As she came of age she accepted the offer of training from the village's druid, hoping to tame her more wild side. Kenna has become an accomplished druid and despite her obligations to village and the sense that she should be dedicating herself to the community, she's never been able to completely quell the wanderlust and the sense that even in this village, she's still an outsider. A few months ago the urges became too much and she set off from the village, determined to discover what ever it is driving her. In the outside world, she goes by the name her mentor gave her, "Leaf."
Winter is coming...

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