Character Sheets

Post Reply
Message
Author
User avatar
C. Steven Ross
Pathfinder
Pathfinder
Posts: 417
Joined: Mon Dec 29, 2014 1:54 pm
Location: Baltimore, MD
Contact:

Character Sheets

#1 Post by C. Steven Ross »

Here is the basic information needed to track your character sheet. Players: please copy this, edit it to suit your style (if you want), and post a reply with it here. As the adventure progresses, edit that post to update your chat sheet.

[b]NAME:[/b] -

[u]CONDITIONS[/u]
[b]Fresh:[/b] +1D to all tests until new Condition

[b]CLASS/STOCK:[/b] -
[b]LEVEL:[/b] 1
[b]Benefits:[/b]
[b]ALIGNMENT:[/b] -
[b]ORDER OF MIGHT:[/b] 3
[b]RAIMENT:[/b] -

[b]BELIEF:[/b] -
[b]GOAL:[/b] -
[b]INSTINCT:[/b] -

[u]RELATIONS[/u]
[spoiler]
[b]HOME:[/b] -
[b]PARENTS:[/b] -
[b]MENTOR:[/b] -
[b]FRIENDS:[/b] -
[b]ENEMIES:[/b] -
[/spoiler]

[u]TRAITS & WISES[/u]
[spoiler]
[b]TRAIT:[/b] -
[b]TRAIT:[/b] -

[b]WISE:[/b] -
[I]Advancement:[/I] -
[/spoiler]

[u]EXPERIENCE POINTS[/u]
[spoiler]
[b]CURRENT FATE:[/b] 0
[b]SPENT FATE:[/b] 0 / 3
[i]Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.[/i]
[b]CURRENT PERSONA:[/b] 0
[b]SPENT PERSONA:[/b] 0 / 3
[i]Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.[/i]
[b]CHECKS:[/b] 0
[i]Checks allow you to make Camp and recover from Conditions.[/i]
[/spoiler]

[u]ABILITIES[/u]
[spoiler]
[b]WILL:[/b] -
[i]Advancement:[/i] -
[b]HEALTH:[/b] -
[i]Advancement:[/i] -
[b]NATURE:[/b] 3 / 3
[i]Descriptors:[/i] -
[i]Advancement:[/i] -
[b]RESOURCES:[/b] 0
[i]Advancement:[/i] -
[b]CIRCLES:[/b] 1
[i]Advancement:[/i] -
[/spoiler]

[u]SKILLS[/u]
[spoiler]
[b]ALCHEMIST:[/b] Will
[i]Advancement:[/i] -
[b]ARCANIST:[/b] Will
[i]Advancement:[/i] -
[b]ARMORER:[/b] Health
[i]Advancement:[/i] -
[b]CARPENTER:[/b] Health
[i]Advancement:[/i] -
[b]CARTOGRAPHER:[/b] Will
[i]Advancement:[/i] -
[b]COMMANDER:[/b] Will
[i]Advancement:[/i] -
[b]COOK:[/b] Will
[i]Advancement:[/i] -
[b]CRIMINAL:[/b] Health
[i]Advancement:[/i] -
[b]DUNGEONEER:[/b] Health
[i]Advancement:[/i] -
[b]FIGHTER:[/b] Health
[i]Advancement:[/i] -
[b]HAGGLER:[/b] Will
[i]Advancement:[/i] -
[b]HEALER:[/b] Will
[i]Advancement:[/i] -
[b]HUNTER:[/b] Health
[i]Advancement:[/i] -
[b]LABORER:[/b] Health
[i]Advancement:[/i] -
[b]LORE MASTER:[/b] Will
[i]Advancement:[/i] -
[b]MANIPULATOR:[/b] Will
[i]Advancement:[/i] -
[b]MENTOR:[/b] Will
[i]Advancement:[/i] -
[b]ORATOR:[/b] Will
[i]Advancement:[/i] -
[b]PATHFINDER:[/b] Health
[i]Advancement:[/i] -
[b]PEASANT:[/b] Health
[i]Advancement:[/i] -
[b]PERSUADER:[/b] Will
[i]Advancement:[/i] -
[b]RIDER:[/b] Health
[i]Advancement:[/i] -
[b]RITUALIST:[/b] Will
[i]Advancement:[/i] -
[b]SAILOR:[/b] Health
[i]Advancement:[/i] -
[b]SCAVENGER:[/b] Health
[i]Advancement:[/i] -
[b]SCHOLAR:[/b] Will
[i]Advancement:[/i] -
[b]SCOUT:[/b] Health
[i]Advancement:[/i] -
[b]STEWARD:[/b] Will
[i]Advancement:[/i] -
[b]STONEMASON:[/b] Health
[i]Advancement:[/i] -
[b]SURVIVALIST:[/b] Health
[i]Advancement:[/i] -
[b]THEOLOGIAN:[/b] Will
[i]Advancement:[/i] -
[b]WEAVER:[/b] Will
[i]Advancement:[/i] -
[/spoiler]

[u]EQUIPMENT & INVENTORY[/u]
[spoiler]
[b]HEAD:[/b] -
[b]NECK:[/b] -

[b]HANDS (worn):[/b] -
[b]HANDS (worn):[/b] -
[b]HANDS (carry):[/b] -
[b]HANDS (carry):[/b] -

[b]TORSO:[/b] -
[b]TORSO:[/b] -
[b]TORSO:[/b] -
[b]BACKPACK/SATCHEL:[/b] -
[b]BACKPACK/SATCHEL:[/b] -
[b]BACKPACK/SATCHEL:[/b] -
[b]BACKPACK:[/b] -
[b]BACKPACK:[/b] -
[b]BACKPACK:[/b] -

[b]BELT (pouch):[/b] -
[b]BELT (weapon):[/b] -
[b]BELT (wineskin):[/b] wine
[b]FEET:[/b] shoes
[/spoiler]

[u]MAGIC & MIRACLES[/u]
[spoiler]
None.
[/spoiler]
Last edited by C. Steven Ross on Sun Jan 11, 2015 1:42 pm, edited 4 times in total.

User avatar
thesniperknight1
Ranger Knight
Ranger Knight
Posts: 1425
Joined: Tue Nov 25, 2014 7:11 pm
Location: The New World

Re: Character Sheets

#2 Post by thesniperknight1 »

NAME: Garen Nithor -

CONDITIONS
Exhausted

CLASS/STOCK: Human Thief
LEVEL: 1
Benefits: You can use records, hand axes, daggers, bows, crossbows and leather armor. You will start with a dagger.
ALIGNMENT: Unaffiliated
ORDER OR MIGHT: -
RAIMENT: A black scarf with a light plaid pattern knitted by his sister, he wears it under any circumstance.

BELIEF: Survival is important but keeping your humanity takes priority
GOAL: Loot this place for what it's worth
INSTINCT: Checks for traps when entering a room

RELATIONS
HOME: Riften
PARENTS: His sister is the closest thing he has to a parent, even though he is the one providing for her
MENTOR: Doesn't exist
FRIENDS: Bertio, Trevan and Vegil, they use to steal together as a group
ENEMIES: Kronos the Assassin, responsible for the death of all his family except his sister, surviving with some trauma
TRAITS & WISES
TRAIT: -
TRAIT:
Quick-witted.

Devil May Care.
Theives are rakes and libertines. Their swagger and ability to spit in the eye of danger helps them win admirers and keep a steady hand when others would shake in their boots. It can also lead them to take foolish risks to protect their reputations.

WISE: Argument- Wise
Advancement: pass,
EXPERIENCE POINTS
CURRENT FATE: 1
SPENT FATE: 0 / 0
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 1
SPENT PERSONA: 0 / 0
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 0
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: 3
Advancement: pass,
HEALTH: 4
Advancement: Pass
NATURE: 3 / 3
Descriptors:[/i} Boasting, Demanding, Running
Advancement: -
RESOURCES: 0
Advancement: -
CIRCLES: 4
Advancement: -


SKILLS
ALCHEMIST: Will
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: Will
Advancement: Faill,
COMMANDER: Will
Advancement: -
COOK: 2
Advancement: -
CRIMINAL: 4
Advancement: -
DUNGEONEER: 2
Advancement: -
FIGHTER: 2
Advancement: -
HAGGLER: 3
Advancement: -
HEALER: Will
Advancement: -
HUNTER: Health
Advancement: -
LABORER: Health
Advancement: -
LORE MASTER: Will
Advancement: -
MANIPULATOR: 4
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: Will
Advancement: -
PATHFINDER: Health
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: Will
Advancement: -
RIDER: Health
Advancement: -
RITUALIST: Will
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: Will
Advancement: -
SCOUT: 3
Advancement: pass, fail
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: Health
Advancement: -
THEOLOGIAN: Will
Advancement: -
WEAVER: Will
Advancement: -


EQUIPMENT & INVENTORY
HEAD: -
NECK: Black scarf with light plaid patterns.

HANDS (worn): -
HANDS (worn): -
HANDS (carry): _
HANDS (carry): Small Sack (Grappling hook, Emerald 3D)

TORSO: Satchel
TORSO: Rope
TORSO: Cloak
BACKPACK/SATCHEL: 2 Rations, Fresh.
BACKPACK/SATCHEL: Tinderbox
BACKPACK/SATCHEL: Thieve's tools
BACKPACK: -
BACKPACK: -
BACKPACK: -
BELT (pouch): 2D coins
BELT (weapon): Dagger
BELT (wineskin): Water
FEET: shoes


MAGIC & MIRACLES
Last edited by thesniperknight1 on Thu Apr 23, 2015 3:00 pm, edited 38 times in total.
Don't ever tell anybody anything. If you do, you start missing everybody.” ― J.D. Salinger, The Catcher in the Rye

Rusty Tincanne
Rider of Rohan
Rider of Rohan
Posts: 6178
Joined: Mon Jan 05, 2015 5:07 am
Location: Ithaca, NY

Re: Character Sheets

#3 Post by Rusty Tincanne »

NAME: Rand, Initiate of the Order of the Moon

CONDITIONS
Fresh: +1D to all tests until new Condition
Hungry and Thirsty: -1 to disposition to any conflict
Angry (Ob 2 Will): Can't use wises or beneficial traits
Afraid (Ob 3 Will): Can't help or use Beginner's Luck
Exhausted (Ob 3 Health): +1 Ob to all tests except Resources, Circles and recovery.
Injured (Ob 4 Health): -1D to skills, Nature, Will and Health (except recovery)
Sick (Ob 3 Will): -1D to skills, Nature, Will and Health (except recovery); can't practice, learn, advance
Dead: May not use wises, test or help.

CLASS/STOCK: Cleric
LEVEL: 1 (Initiate)
Benefits: You can use maces, flails, warhammers, slings and any armor. You will start with any one of those weapons and leather armor.
ALIGNMENT: Unaffiliated
ORDER OF MIGHT: 3
RAIMENT: A muted orange, hooded tabard with an insignia of a crescent moon.
BELIEF: All creatures should be given the opportunity to work towards the well-being of the world.
GOAL: I will banish any lingering Daedra spirits.
INSTINCT: Always charm beasts/creatures upon first encountering them.

RELATIONS
HOME: Markarth
PARENTS: deceased
MENTOR: Purslane the Healer of the Order of the Moon; resides in the bastion.
FRIENDS: Drake Stripelm (Armorer), son of Festwith Stripelm, a traveling tinker and tradesman. Their usual circuit runs from Markarth > Dragon's Bridge > Rorickstead and points between. They travel by wagon with a few other traveling craftsmen.
ENEMIES: Garth Durmstrong, a local thief and rake
TRAITS & WISES
TRAIT: Touched By The Gods used to benefit the party in Session 2
The Divines speak to clerics. Moreover, when a cleric speaks to the Divines, they are often willing to listen. The gods guide and protect their chosen. But the clerics must be ever vigilant to ensure that the words they speak are truly those of the Divines and not the secret desires of their own hearts.
TRAIT: Stoic (Ascetic) - used to benefit the party in Session 2
A stoic should never complains about the hardships of life on the road. he accepts them and soldiers on. However, this same quality can make him emotionally remote and difficult to reach in matters of empathy, love and compassion.


WISE: - Crypt-wise
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 0
SPENT FATE: 1 / 3 (Orator vs Goblins)
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 0
SPENT PERSONA: 2 / 3 (Orator vs Goblins, persuader vs Ghaaldar)
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 0
Checks allow you to make Camp and recover from Conditions.
SESSION NOTES
FATE:
Acting on Belief -
Working towards Goal -
Benefitting from Instinct -

PERSONA:
Playing against a belief - n/a due to "acting on belief"
Accomplishing a Goal -
MVP - up to group
Teamworker - up to group
Embodiment - up to group
ABILITIES
WILL: 5
Advancement: passed 2, failed 0
HEALTH: - 2
Advancement: passed 0, failed 2
NATURE: 1 / 3
Descriptors: Boasting, Demanding, and Running
Advancement: 1 success (charm goblins)
RESOURCES: Will
Advancement: -
CIRCLES: 4
Advancement: -
SKILLS
ALCHEMIST: Will
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: 2
Advancement: passed 1, failed 1
COMMANDER: Will
Advancement: -
COOK: Will
Advancement: -
CRIMINAL: Health
Advancement: -
DUNGEONEER: Health
Advancement: -
FIGHTER: 2
Advancement: passed 0, failed 0
HAGGLER: Will
Advancement: -
HEALER: 3
Advancement: passed 0, failed 2
HUNTER: Health
Advancement: BL 1
LABORER: Health
Advancement: BL 1
LORE MASTER: Will
Advancement: - BL 1
MANIPULATOR: Will
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: Will
Advancement: -
PATHFINDER: Health
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: 2
Advancement: passed 1, failed 0
RIDER: Health
Advancement: -
RITUALIST: 4
Advancement: passed 0, failed 0
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: 2
Advancement: passed 0, failed 0
SCOUT: Health
Advancement: -
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: 3
Advancement: passed 2, failed 0
THEOLOGIAN: 3
Advancement: passed 0, failed 1
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: helmet
NECK: holy symbol

HANDS (worn): copper band, set with several small onyx stones on his left wrist (1D treasure)
HANDS (worn): -
HANDS (carry): small sack (empty)
HANDS (carry): lit torch

TORSO: Leather Armor
TORSO: Backpack
TORSO: (Backpack)
BACKPACK/SATCHEL: cloak
BACKPACK/SATCHEL: (cloak)
BACKPACK/SATCHEL: marble rock-thing
BACKPACK: (marble rock-thing)
BACKPACK: silver disk and hammer of Tiamat*
BACKPACK: candles (2 full)
* can be used as a weapon in a banish Conflict with daedra spirits, granting +1s to Attack and Maneuver actions.BELT (pouch): tinder box

BELT (weapon): mace
BELT (wineskin): empty
FEET: shoes
MAGIC & MIRACLES
Fury of the Lords of Life and Death (prayer) - Fury must be evoked before a conflict, not during
This prayer is special and is not forgotten when evoked.
Alignment: All. No one likes the undead.
Supplies: Vestments and surplice - purchased as finery.
Obstacle: The Might of the Undead creature, +1 Ob per additional target (use the highest Might in the group to determine the base Ob).
RPG FLUFF
REFERENCE BOOKS:
Annals of a Winter Monk, Grosbeak the Younger, Exorcist - winter camping/survival (melting snow, etc)
Buteo's Handbook for the Wilderness Pilgrim, Marshen Buteo, Chaplain - hints for camping, tracking and hiding (spruce boughs to cover tracks, beds from branches, etc)
Elixers, Tinctures and Poultices, volume I, unknown - medicinals ("the benefits of a medicine can be determined with an inverse proportion to how appealing they appear")
The Holy Delver, unknown - Spelunking tips
Scrolls, Rigil the Elder - specifically about Dragon's Keep, questionable quality
Last edited by Rusty Tincanne on Fri May 01, 2015 11:48 am, edited 61 times in total.

Enoch
Ranger Lord
Ranger Lord
Posts: 2032
Joined: Fri Jan 16, 2015 4:11 pm

Re: Character Sheets

#4 Post by Enoch »

NAME: - Norgrim son of Urgrim

CONDITIONS
Fresh: +1D to all tests until new Condition
Hungry and Thirsty: -1 to disposition in any Conflict
Exhausted: factor in all tests
Injured: -1D to all tests except Recovery, Circles and Resources
Angry: potential factor in social tests, etc.

CLASS/STOCK: - Dwarven Adventurer
LEVEL: 1
Benefits: Ability to wear any armor and use any weapon except two-handed sword, bow and lance
ALIGNMENT: - Unaffiliated
ORDER OF MIGHT: 3
RAIMENT: - leather smithing apron, scarred by sparks from a forge-fire.

BELIEF: - Protect the clan at all costs.
GOAL: - I will recover the missing statue heads.
INSTINCT: - Always set a trap when we camp.

RELATIONS
HOME: - Shor's Stone
PARENTS: - Orphaned due to a mine collapse
MENTOR: - Grogmar gro-Burzag, Dungeoneer
FRIENDS: - Orri son of Urri, Stonemason
ENEMIES: -Malthe, Human Warrior
TRAITS & WISES
TRAIT: - Born of Earth and Stone 1
TRAIT: - Rough Hands 1

WISE: - Shrewd Appraisal-wise
Advancement: -
WISE: - Spider-wise
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 0
SPENT FATE: 0 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 2
SPENT PERSONA: 0 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 2
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: - 3
Advancement: -
HEALTH: - 5
Advancement: - 3 P
NATURE: 3 / 5
Descriptors: - Delving, Crafting, Avenging a Grudge
Advancement: - 1P, 1F
RESOURCES: 0
Advancement: -
CIRCLES: 4
Advancement: -
SKILLS
ALCHEMIST: Will
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: 2
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: Will
Advancement: -
COMMANDER: Will
Advancement: -
COOK: Will
Advancement: -
CRIMINAL: Health
Advancement: -
DUNGEONEER: 4
Advancement: - 1P, 1F
FIGHTER: 4
Advancement: -
HAGGLER: 2
Advancement: -
HEALER: Will
Advancement: -
HUNTER: Health
Advancement: -
LABORER: 3
Advancement: - 2P, 1F
LORE MASTER: Will
Advancement: -
MANIPULATOR: Will
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: 2
Advancement: -
PATHFINDER: Health
Advancement: -
PEASANT: Health
Advancement: - 1
PERSUADER: Will
Advancement: -
RIDER: Health
Advancement: -
RITUALIST: Will
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: Will
Advancement: -
SCOUT: 2
Advancement: -
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: Health
Advancement: - 1F
THEOLOGIAN: Will
Advancement: - 1
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: - helmet (miner's cap)
NECK: - Hematite bear pendant, 1D treasure

HANDS (worn): -
HANDS (worn): -
HANDS (carry): - crossbow
HANDS (carry): - small sack
HANDS/SACK: -
HANDS/SACK: - hammer

TORSO: - leather armor
TORSO: - satchel
TORSO: - rope
BACKPACK/SATCHEL: - large sack
BACKPACK/SATCHEL: -torches (3)
BACKPACK/SATCHEL: - preserved rations (3)
BACKPACK: -
BACKPACK: -
BACKPACK: -

BELT (pouch): - iron spikes (1)
BELT (weapon): - quiver
BELT (wineskin): - water
FEET: - shoes
MAGIC & MIRACLES
None.
Last edited by Enoch on Fri May 01, 2015 1:37 pm, edited 17 times in total.
Shadrach, Demon-Hunter - Dust to Dust

User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 17994
Joined: Fri Jan 23, 2015 1:41 am

Re: Character Sheets

#5 Post by Marullus »

NAME: Ulrich the Firm

CONDITIONS
Fresh: +1D to all tests until new Condition
Hungry and Thirsty: -1 to disposition in any Conflict
Exhausted: factor in all tests
Injured (Ob 4 Health): -1D to skills, Nature, Will and Health (except recovery)

CLASS/STOCK: Human Paladin
LEVEL: 1
Benefits: The paladin can wear any armor and use a helmet and shield. She can use any weapon except bow and crossbow. In addition, Paladins must be Lawful. If her alignment should ever change, all level benefits are lost and the paladin becomes a warrior of the same level. Lastly, a paladin must remain strictly disciplined. Health cannot advance higher than Will. If enough tests are earned to advance Health over Will, the player must wait until Will advances first. If Will is ever reduced due to injury or sickness, Health cannot advance further until Will catches up.
ALIGNMENT: Lawful
ORDER OF MIGHT: 3
RAIMENT: Ivory-colored surcoat over his armor, embroidered with the Russet Cross of Hrothgar.

BELIEF: The best defense is a good offense.
GOAL: I will recover a lost Dhakaan relic.
INSTINCT: Always make poultices when making camp.

RELATIONS
HOME: Solitude
PARENTS: Slain by demonic forces, carries his grandfather’s gilt fingerbone reliquary.
MENTOR: Diedre the Healer
FRIENDS: Kormund, Commander of the Grim Legion
ENEMIES: Slethilian the Apostate, driven from the Faith for dark arts
TRAITS & WISES
TRAIT: Feared in Hell 1
TRAIT: Defender 2

WISE: Orc-wise
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 0
SPENT FATE: 0 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 0
SPENT PERSONA: 0 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 0
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: 5
Advancement: -
HEALTH: 3
Advancement: -
NATURE: 4 / 4
Descriptors: Boasting, Demanding, Running
Advancement: 1 success
RESOURCES: 0
Advancement: -
CIRCLES: 4
Advancement: -
SKILLS
ALCHEMIST: Will
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: Will
Advancement: -
COMMANDER: 2
Advancement: -
COOK: Will
Advancement: -
CRIMINAL: Health
Advancement: -
DUNGEONEER: Health
Advancement: -
FIGHTER: 3
Advancement: 1 Passed Test
HAGGLER: Will
Advancement: -
HEALER: 2
Advancement: -
HUNTER: Health
Advancement: -
LABORER: Health
Advancement: -
LORE MASTER: Will
Advancement: -
MANIPULATOR: Will
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: 4
Advancement: -
PATHFINDER: 3
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: Will
Advancement: -
RIDER: 3
Advancement: -
RITUALIST: 2
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: Will
Advancement: -
SCOUT: Health
Advancement: -
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: Health
Advancement: -
THEOLOGIAN: 2
Advancement: 1 Failed
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: -
NECK: Grandfather’s gilt fingerbone reliquary on gold chain (+1D Treasure)

HANDS (worn): -
HANDS (worn): -
HANDS (carry): -Small Sack of Garen's Goods
HANDS (carry): - (Sword if drawn)

TORSO: Satchel
TORSO: Shield
TORSO: Leather Armor
BACKPACK/SATCHEL: Torches (4) [Replenished to 8 by the Hobgoblins]
BACKPACK/SATCHEL: Torches (4)
BACKPACK/SATCHEL: Rations, Preserved (2)
Consumed one in Hobgoblin Camp.
BACKPACK: -
BACKPACK: -
BACKPACK: -

BELT (pouch): Sack, Large
BELT (weapon): Sword
BELT (wineskin): wine
FEET: shoes
MAGIC & MIRACLES
None.
Nature Questions:
Boast/Orate of the glories of the Order (+1 nature)
Listen to the wisdom of Elves and Dwarves
Do not fear those who pray on civilization (increase Defender)

Post Reply

Return to “No Country for Deadbeat Adventurers (Torchbearer)”