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dmw71
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Character Sheets

#1 Post by dmw71 »

Current Players
Ty (Alethan)
Petra (tooleychris)
Athriel (ybn1197)
Marshal (Das)
Last edited by dmw71 on Tue Apr 07, 2015 3:53 pm, edited 5 times in total.
-- Project --
Playtest: Untitled Project (1e)
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Greyhawk Campaign: Sandbox (1e)
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Alethan
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Tyrnan Duskwalker

#2 Post by Alethan »

Tyrnan Duskwalker
Nickname Ty
Male half-elf Ranger 1 (favoured class)/Druid 0 (favoured class)
CN Medium humanoid (elf, human)
Deity Desna, Goddess of Dreams, Luck, Stars, and Travelers (CG)
Init +3; Senses low-light vision; Perception +4
Hero Points: 1
________________________________________
Defense
________________________________________
AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
HP 13 (1d10+3)
Fort +4, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
________________________________________
Offense
________________________________________
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20/x2) P/S or
longsword +3 (1d8+2/19-20/x2) S or
starknife +3 (1d4+2/x3) P
Ranged dagger +4 (1d4+2/19-20x2) P/S 10' or
shortbow +4 (1d6/×3) P 60' or
starknife +4 (1d4+2/x3) P 20'
Special Attacks favored enemy (orcs +2)
+1 Damage during Surprise Round when using Starknife
+1 To Hit/Damage with all ranged attacks under 30' (Point-blank Shot)
________________________________________
Statistics
________________________________________
Str 15 (+2), Dex 17 (+3), Con 15 (+2), Int 14 (+2), Wis 14 (+2), Cha 11 (0)
Base Atk +1; CMB +3; CMD 16
Feats Point-blank Shot, Skill Focus (Survival)
Traits poverty-stricken, sacred touch
Skills
Climb (1, STR) +4,
Handle Animal (1, CHA) +4,
Heal (1, WIS) +6,
Knowledge (Geography) (1, INT) +6 (+7 in Varisia),
Ride (1, DEX) +5,
Spellcraft (1, INT) +6,
Stealth (1, DEX) +5,
Survival (1, WIS) +10;
(Racial Modifiers +2 Perception)

Languages Common, Elven, Orc, Varisian
SQ elf blood, track +1, wild empathy +1
Other Gear studded leather, buckler, arrows (20), dagger, starknife, longsword, shortbow, backpack, belt pouch, chalk (4), fishhook (6), flint and steel, sack (4), signal whistle, sunrod (8), Tinderstick (6), trail rations (7), waterskin, whetstone, 5 gp, 6 sp, 4 cp
Light Load (63lbs) limits 66/133/200lbs
________________________________________
Special Abilities
________________________________________
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Orcs +2) (Ex) +2 to rolls vs. Favored Enemy (Orcs) foes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
Poverty-Striken Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. Benefit: +1 bonus to Survival checks and Survival is always a class skill for you.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Nontraditional Native, Varisian (character background trait) Knowledge, Geography +1; +1 Damage in surprise round with Starknife

________________________________________
Notes
________________________________________

Buckler shield nets a -1 Penalty to Climb, Ride, and Stealth skills, so remove it when one of those is necessary.


First three stats... [4d6c1] = 15 [4d6c1] = 17 [4d6c1] = 9
Second three stats... [4d6c1] = 14 [4d6c1] = 14 [4d6c1] = 15



Not too shabby for stat rolls! Honestly, possibly the best manual stat rolls I've made in four years.
Dragon foot. Bamboo pole. Little mouse. Tiny boy.

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tooleychris
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Re: Character Sheets

#3 Post by tooleychris »

Petra
Female human (Azlanti) witch 1 XP: 575 (Pathfinder RPG Advanced Player's Guide 65)
NG Medium humanoid (human)
Init +2(+6 Familiar) Senses Perception +2(+4 familiar)
Hero Points: 1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +3
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Offense
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Speed 30 ft.
Melee unarmed strike +0 (1d3 nonlethal)
Special Attacks hexes (cackle, healing, slumber)
Witch Spells Prepared (CL 1st; concentration +4)
. . 1st—comprehend languages, unseen servant
. . 0 (at will)—detect magic, detect poison, light
. . Patron Endurance
--------------------
Statistics
--------------------
Str 10 +0, Dex 15 +2, Con 14 +2, Int 17 +3, Wis 12 +1, Cha 18 +4
Base Atk +0; CMB +0; CMD 12
Feats Extra Hex[APG], Extra Hex[APG]
Traits monument scholar, natural-born leader

Skills
Diplomacy(cha):1 +5
Knowledge (arcana)(int):1 +7
Knowledge (history)(int):1 +7
Spellcraft(int):1 +7
Use Magic Device(cha):1 +8
Perform (sing)(cha):1 +5

Languages Azlanti, Common, Jistka, Thassilonian, Varisian
SQ witch's familiar (Rabbit named Shelley)
Combat Gear oil; Other Gear backpack, bedroll, belt pouch, candle (5), chalk (3), everburning torch, flint and steel, hemp rope (50 ft.), ink, black, inkpen, parchment (4), pot, scroll case, sewing needle, signal whistle, soap, string or twine, waterskin, 21 gp, 7 sp
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Tracked Resources
--------------------
Gold: 88
Silver: 5(in bag inside pack)
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Special Abilities
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Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+1) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Monument Scholar +1 Know (hist) in varisia, +2 if related to Magnimar. +2 to recieve Magnimar monument boon.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (1 round, DC 13) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).


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

Arcane Familiar
Rabbit (Shelly)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +1

DEFENSE

AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4
Fort +1, Ref +5, Will +1

OFFENSE

Speed 50 ft.
Melee bite –2 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 3, Dex 16, Con 9, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats Run
Skills Stealth +15; Racial Modifiers +8 Acrobatics when jumping
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Tracked Resources
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. . -none-
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Special Abilities
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Image
*** APPROVED***
Last edited by tooleychris on Fri Sep 04, 2015 11:35 am, edited 22 times in total.

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ybn1197
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Re: Character Sheets

#4 Post by ybn1197 »

Athriel Glimmergaunt
Male half-elf alchemist 1 (Pathfinder RPG Advanced Player's Guide 26)
24 years old 5'9" 135 lbs.
CG Medium humanoid (elf, human)
Hero Points 1
Init +3; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +0; +2 vs. enchantments
Immune sleep
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee heavy mace +0 (1d8)
Ranged bomb +4 (1d6+3 Fire) or
..light crossbow +3 (1d8/19-20)
Special Attacks bomb 6/day (1d6+3 fire, DC 13)
Alchemist Extracts Per Day 2
Alchemist Extracts Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, disguise self
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Statistics
--------------------
Str 10, Dex 16 (+3), Con 11, Int 17 (+3), Wis 10, Cha 15 (+2)
Base Atk +0; CMB +0; CMD 13
Feats Brew Potion, Extra Bombs[APG], Skill Focus (Craft [alchemy]), Throw Anything
Traits resilient, ruin raider
Skills Appraise (Int; 1) +8, Craft (alchemy) (Int; 1) +10 (+11 to create alchemical items), Heal (Wis; 1) +4, Perception (Wis; 1) +6, Sleight of Hand (Dex; 1) +7, Survival (Wis; 1) +4, Use Magic Device (Cha; 1) +6; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin, Tengu, Undercommon
SQ alchemy (alchemy crafting +1), elf blood, hero points, mutagen (+4/-2, +2 natural armor, 10 minutes)
Other Gear leather armor, crossbow bolts (20), heavy mace, light crossbow, alchemy crafting kit, backpack, bandolier, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, pot, soap, torch (10), trail rations (5), waterskin, 10 gp, 5 sp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (6/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Ruin Raider +4 Perception to distinguish statue-like creatures.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
+2 to any Attribute Dexterity
Half-elf Multitalented Rogue

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Original Stat Roll: Stats: INT:17, WIS:14, STR:10, CHR:15, CON:11, DEX:10
Last edited by ybn1197 on Thu Apr 16, 2015 4:21 pm, edited 4 times in total.

Das
Guide
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Joined: Sat Mar 14, 2015 6:58 pm

Re: Character Sheets

#5 Post by Das »

Gold: [4d6] = 15
Exp:325/2000


Marshal Surefoot
Male Dwarf Rogue 1
NG Medium humanoid (Dwarf)
Hero Points 1
Init +2; Senses Darkvision (60ft); Perception +4 (1 level; +3 class skill)
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Defense
--------------------
AC 16, touch 13, flat-footed 13 (+2 Dex; +3 AC; +1 Dodge)
hp 11 (1d8+3)
Fort +3 (Base +0/Con +3), Ref +5 (Base +2/Dex +2), Will +0 (Base +0/Will + 0)
Special Defenses: +2 vs. poisons, spells and spell-like abilities; +4 CMD to resist Bull Rush or Trip; +4 Dodge against Giant Subtype

--------------------
Offense
--------------------
Speed 20 ft. (Slow and Steady)
Melee Dwarven Waraxe +2 [1d10+2; x3), Club +2 [1d6+2; x3), Dagger +2 [1d4+2;19-20/x2)
Ranged Light Crossbow +2 [1d8; 19-20/x2; 80ft), Club +2 [1d6+2; x3; 10ft), Dagger +2 [1d4+2;19-20/x2; 10ft)
Special Attacks Sneak Attack +1d6, +1 to Hit against orc and goblinoid subtypes, Ruthless +1 on Attack Rolls to confirm critical hits

--------------------
Statistics
--------------------
Str 15 (+2), Dex 15 (+2), Con 16 (+3), Int 13 (+1), Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Dodge
Traits Ruthless, Alabaster Outcast
Skills Acrobatics (Dex,1)+6, Appraise (Int,1)+5, Bluff (Cha,0)0, Climb (Str,1)+6, Craft (Int,0)+1, Diplomacy (Cha,0)+0, Disable Device (Dex,1)+6, Disguise (Cha,0)+0, Escape Artist (Dex,0)+2, Intimidate (Cha,0)+0, Knowledge (dungeoneering) (Int,1)+5, Knowledge (local) (Int,1)+5 , Linguistics (Int,1)+5, Perception (Wis,0)+4, Perform (Cha,1)[Dance]+4, Profession (Wis,0)+0, Sense Motive (Wis,0)+0, Sleight of Hand (Dex,0)+2, Stealth (Dex,1) +6, Swim (Str,0)+2, Use Magic Device (Cha,1) +4.

Modifiers: +2 Appraise (Non-magical goods with precious metals/gem stones), +2 Perception (Unusual Stonework such as Hidden doors/traps within 10 feet), +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps, +1 trait bonus on Diplomacy and Intimidate checks made within the city.

Languages Common, Dwarf, Orc, Goblin
SQ hero points
Combat Gear: Dwarven Waraxe, Light Crossbow w/19 bolts, Club, Daggers (2), Studded Leather
Other Gear: Backpack {Crowbar, Grappling Hook, 50ft Hemp Rope, 3 Days Rations, Explorer's Outfit}, Pouch Belt {Masterwork Thieves Tool Kit (free), 3 Pieces of Chalk, Waterskin, Map/Scroll Case, Caltrops}, Signet Ring (free), Nobles Outfit (free), Potion of Cure Light Wound
Coin: 127gp, 3sp, 5cp
--------------------
Special Abilities
--------------------
Alabaster Outcast: You gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city; you start with a nobles outfit, signet ring, and a single non-magical item worth no more than 200 gp.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Proficient with light armor, but not with shields.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype.
Greed: +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Dwarven Rogue:[ Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.

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