Character Sheets
Character Sheets
Character Sheets go here:
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Re: Character Sheets
Backups:
Last edited by kalstone on Wed Aug 12, 2015 2:36 pm, edited 2 times in total.
- Zorroroaster
- Rider of Rohan
- Posts: 3567
- Joined: Mon Dec 01, 2014 7:47 pm
- Location: Toronto
Re: Character Sheets
Assorted Sheets
First Character
Left large bag w/ 22 torches in dusty room
At camp:
5 weeks iron rations
26 torches
2.5 days of water
Steel is holding:
Chain 4 stone
Arbalest 1 stone
Box of 5 bolts - 1/6 stone (belt)
Box of 10 bolts
Encumbrance: 5 2/6 stone
In large bag at entrance to dungeon: 1/6 stone
80 bolts (8 boxes of 10) -- 1 2/6 stone
Machinist Tools - 1 stone
2 small bags -- 2/6 stone
2 War Masks 2/6 stone
(in bag = 3 1/6 stone)
First Character
Left large bag w/ 22 torches in dusty room
At camp:
5 weeks iron rations
26 torches
2.5 days of water
Steel is holding:
Chain 4 stone
Arbalest 1 stone
Box of 5 bolts - 1/6 stone (belt)
Box of 10 bolts
Encumbrance: 5 2/6 stone
In large bag at entrance to dungeon: 1/6 stone
80 bolts (8 boxes of 10) -- 1 2/6 stone
Machinist Tools - 1 stone
2 small bags -- 2/6 stone
2 War Masks 2/6 stone
(in bag = 3 1/6 stone)
Re: Character Sheets
work in progress
Re: Character Sheets
Work in progress
DECEASED!
DECEASED!
Last edited by bobloblah on Fri Sep 04, 2015 9:10 pm, edited 1 time in total.
Re: Character Sheets
Sebastian, A Candle in the Darkness
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
Re: Character Sheets
Mercenaries:
Othon "O." Janin. Lvl 0, HP 4, Leather Armor, Shield, Sword & Dagger
Amyon "Ammey" Nizan. Lvl 0, HP 4, Leather Armor, Shield, Sword & Dagger
Herluin "Herry" Bertin. Lvl 0, HP 4, Leather Armor, Shield, Sword & Dagger
Passerose "Rose" Delnatte. Lvl 0, HP 4, Leather Armor, Shield, Sword & Dagger
Henchmen:
Emersende "Emm" Quesnel (Ranulf): Lvl 1, HP 8, Chainmail Armor, Shield, Spear, Sword & Dagger
Audiarda "Audi" Gaubil (Galen): Lvl 1, HP 8, Chainmail Armor, Shield, Spear, Sword & Dagger
Pets:
Ajax: HD 2+2, HP 13, Dam 1d6
Automaton: HD 2, HP ?, Dam 1d4/1d4
Othon "O." Janin. Lvl 0, HP 4, Leather Armor, Shield, Sword & Dagger
Amyon "Ammey" Nizan. Lvl 0, HP 4, Leather Armor, Shield, Sword & Dagger
Herluin "Herry" Bertin. Lvl 0, HP 4, Leather Armor, Shield, Sword & Dagger
Passerose "Rose" Delnatte. Lvl 0, HP 4, Leather Armor, Shield, Sword & Dagger
Henchmen:
Emersende "Emm" Quesnel (Ranulf): Lvl 1, HP 8, Chainmail Armor, Shield, Spear, Sword & Dagger
Audiarda "Audi" Gaubil (Galen): Lvl 1, HP 8, Chainmail Armor, Shield, Spear, Sword & Dagger
Pets:
Ajax: HD 2+2, HP 13, Dam 1d6
Automaton: HD 2, HP ?, Dam 1d4/1d4
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Re: Character Sheets
Stirlings' explorer character:
Quinn Coburg...pending some ACK skills tweaking...
Attack Throw 10+
Saves:
Petrif/Paral: 14+
Poison/Death: 13+
Blast/Breath: 15+
Staff/Wand: 15+
Spells: 16+
Suggested Proficiencies
Naturalism: Knowledgeable about common plant and animal life forms typical to his background. Familiar with edible and poison foods, healing herbs and signs of unnatural danger in his known terrain with a proficiency throw of 11+.
Survival: The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw, but gains a +4 bonus on the roll.
one of:
Alertness: +4 bonus on proficiency throws to hear noises and detect secret doors. On 18+ can notice secret doors with casual observation. + 1 to surprise (Call it this one)
Combat Reflexes: +1 to surprise rolls and initiative rolls (additional)
Swashbuckling: +1 bonus to AC if wearing leather armor or less and able to move freely.
Starting gp: 110
Equipment:
Clothes-- longshirt, jerkin, trousers
Hide padded armor (1 AC) 10 gp 1 stone
Horned great helm: 20 gp
Shield: (+1 AC) 10 gp 1 stone
2 throwing axes: 8 gp (1d6) 2 items
Broadsword: 10 gp (1d6/1d8) 1 item
Backpack: 2 gp
Sleeping sack: 2 gp 1 item
Wineskin (full): 1 gp 3 items
2 weeks preserved rations: 4 gp 2 stone
50 foot rope: 1 gp 1 item
tinderbox: 0.8 gp *
mess kit/camp gear: 3 gp 1 stone 2 items (assuming your share of specialized gear, like pots and shovel, etc, kept in camp)
lantern: 10 gp 1 item
2 flasks lamp oil: 0.6 gp 2 items
hunting dagger: 3 gp 1 item
cloak, hooded, waterproofed: 2 gp
3 javelins: 3 gp (1d6) 3 items
Cost: 90.4 gp Encumbrance: 6 1/2 stone, including all the food, but not the camp gear. This would give you a movement rate of 90 feet/turn.
This would make you AC 2 (not great) which is a little worrisome, as Explorers are pretty close to fighters in combat ability. The heavy helm is also strange if your goal is to stay back out of the fight. I'd recommend reducing some of these redundancies.. sword AND 2 axes AND 3 javelins AND dagger? and trying to upgrade to chain mail (at AC 4 and 40 gp). If you got rid of the fancy helm (20 gp), the axes (8 gp), one of the javelins (1 gp), and went with a regular cloak (save 1 gp) and upgraded to chain mail, you'd come out even, with 19 gp and 6 sp left over. You could even keep the fancy helm if you trimmed a bit more of the excess... for example, you are probably not the logical lantern bearer in a party. You also don't need to bring this much food on this kind of adventure, so you don't need to fill your pack up with food.
Compasses/Spyglasses are either too expensive or too rare to be 1st level starting gear. Grappling hook, at 25 gp, would put you over budget.
Quinn Coburg...pending some ACK skills tweaking...
Attack Throw 10+
Saves:
Petrif/Paral: 14+
Poison/Death: 13+
Blast/Breath: 15+
Staff/Wand: 15+
Spells: 16+
Suggested Proficiencies
Naturalism: Knowledgeable about common plant and animal life forms typical to his background. Familiar with edible and poison foods, healing herbs and signs of unnatural danger in his known terrain with a proficiency throw of 11+.
Survival: The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw, but gains a +4 bonus on the roll.
one of:
Alertness: +4 bonus on proficiency throws to hear noises and detect secret doors. On 18+ can notice secret doors with casual observation. + 1 to surprise (Call it this one)
Combat Reflexes: +1 to surprise rolls and initiative rolls (additional)
Swashbuckling: +1 bonus to AC if wearing leather armor or less and able to move freely.
Starting gp: 110
Equipment:
Clothes-- longshirt, jerkin, trousers
Hide padded armor (1 AC) 10 gp 1 stone
Horned great helm: 20 gp
Shield: (+1 AC) 10 gp 1 stone
2 throwing axes: 8 gp (1d6) 2 items
Broadsword: 10 gp (1d6/1d8) 1 item
Backpack: 2 gp
Sleeping sack: 2 gp 1 item
Wineskin (full): 1 gp 3 items
2 weeks preserved rations: 4 gp 2 stone
50 foot rope: 1 gp 1 item
tinderbox: 0.8 gp *
mess kit/camp gear: 3 gp 1 stone 2 items (assuming your share of specialized gear, like pots and shovel, etc, kept in camp)
lantern: 10 gp 1 item
2 flasks lamp oil: 0.6 gp 2 items
hunting dagger: 3 gp 1 item
cloak, hooded, waterproofed: 2 gp
3 javelins: 3 gp (1d6) 3 items
Cost: 90.4 gp Encumbrance: 6 1/2 stone, including all the food, but not the camp gear. This would give you a movement rate of 90 feet/turn.
This would make you AC 2 (not great) which is a little worrisome, as Explorers are pretty close to fighters in combat ability. The heavy helm is also strange if your goal is to stay back out of the fight. I'd recommend reducing some of these redundancies.. sword AND 2 axes AND 3 javelins AND dagger? and trying to upgrade to chain mail (at AC 4 and 40 gp). If you got rid of the fancy helm (20 gp), the axes (8 gp), one of the javelins (1 gp), and went with a regular cloak (save 1 gp) and upgraded to chain mail, you'd come out even, with 19 gp and 6 sp left over. You could even keep the fancy helm if you trimmed a bit more of the excess... for example, you are probably not the logical lantern bearer in a party. You also don't need to bring this much food on this kind of adventure, so you don't need to fill your pack up with food.
Compasses/Spyglasses are either too expensive or too rare to be 1st level starting gear. Grappling hook, at 25 gp, would put you over budget.
Re: Character Sheets
Zim of Anesidora, Cleric 1
AC: 7
HP: 7
AC: 7
HP: 7
Last edited by sulldawga on Wed Apr 13, 2016 2:33 pm, edited 2 times in total.
- thirdkingdom
- Rider of Rohan
- Posts: 7963
- Joined: Tue Oct 30, 2012 4:23 pm
Re: Character Sheets
Plud the Panivorous, Fighter 1
Last edited by thirdkingdom on Thu May 05, 2016 11:43 am, edited 1 time in total.
Re: Character Sheets
Thanks for the notes. Adjusted to get rid of the hide armour, sold the great helm and Axes and half the food. Took the chainmail at 40gp so total cost is the same. Think I am 1 stone 2 items lighter and with shield at AC5 which don't seem so bad.
I pictured him using the javelins fitting into points in the shield and holding it up like a tripod, throw over his leaf pattern camouflaged poncho and there you have it...a little hermit tent for one trapper in the wild.
Okay will update sheet tomorrow after work.
I pictured him using the javelins fitting into points in the shield and holding it up like a tripod, throw over his leaf pattern camouflaged poncho and there you have it...a little hermit tent for one trapper in the wild.
Okay will update sheet tomorrow after work.
Re: Character Sheets
Sounds good, though the chain is "heavier" than the hide armor, and has encumbrance 4 stone, so it'll work out to more encumbrance, not less.Stirling wrote:Thanks for the notes. Adjusted to get rid of the hide armour, sold the great helm and Axes and half the food. Took the chainmail at 40gp so total cost is the same. Think I am 1 stone 2 items lighter and with shield at AC5 which don't seem so bad.
I pictured him using the javelins fitting into points in the shield and holding it up like a tripod, throw over his leaf pattern camouflaged poncho and there you have it...a little hermit tent for one trapper in the wild.
Okay will update sheet tomorrow after work.
The tent idea sounds good, but I'm sure he'd be able to find reasonable sticks to make himself a shelter, and not need to carry them around everywhere
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Re: Character Sheets
Ah the sticks go on the fire, especially on a mountainside covered in snow.
Re: Character Sheets
I took the liberty of rolling for his third spell from having Int 16.
Liam's extra spell roll for Int 16 is: [1d12] = 6
I just used the core ACKS spell list and the Player's Companion template for starting spells, proficiencies and equipment. I updated some of Liam's proficiencies based on your outline of campaign specific knowledge and languages. Let me know if anything needs to be tweaked.
-Michael