Please post your character sheets here.
The Unseen Servant character sheet is a bit overkill for Shadowdark. Here is a (barbarically simple - graphic design not being my forte) template you can use, based on the one in the back of the Player's Quickstart:
NAME, 1st level ANCESTRY CLASS (or TITLE) (of DEITY if Priest)
ALIGNMENT
BACKGROUND
XP: x / 10
HP: x / y
AC:
STR: Score / Modifier
DEX: Score / Modifier
CON: Score / Modifier
INT: Score / Modifier
WIS: Score / Modifier
CHA: Score / Modifier
TALENTS & SPELLS
1...
2...
3...
GEAR (max X slots)
Item (slots)
Item (slots)
Item (slots)
Character Sheets
Re: Character Sheets
Wendel, 1st level Human Wizard (Shaman)
Neutral (Ord)
Chirurgeon
XP: 0 / 10
HP: 5 / 5
AC: 9
STR: 12/+1
DEX: 8/-1
CON: 13/+1
INT: 17/+3
WIS: 14/+2
CHA: 10/0
LANGUAGES
1. Common
2. Elvish
3. Goblin
4. Dwarvish
5. Draconic
6. Primordial
TALENTS & SPELLS
1. Learn additional spell (from class)
2. +2 INT (extra talent roll from being human)
3. Detect Magic
4. Magic Armour
5. Magic Missile
6. Light
GEAR (max 12 slots)
backpack (0)
Flint & steel (1)
Rations(3)
lantern (1)
oil, flask (1)
oil,flask (1)
oil,flask (1)
flask, empty (1)
Dagger (1)
Dagger (1)
Money: 3gp, 7sp
Starting money: 4x5=20gp
Neutral (Ord)
Chirurgeon
XP: 0 / 10
HP: 5 / 5
AC: 9
STR: 12/+1
DEX: 8/-1
CON: 13/+1
INT: 17/+3
WIS: 14/+2
CHA: 10/0
LANGUAGES
1. Common
2. Elvish
3. Goblin
4. Dwarvish
5. Draconic
6. Primordial
TALENTS & SPELLS
1. Learn additional spell (from class)
2. +2 INT (extra talent roll from being human)
3. Detect Magic
4. Magic Armour
5. Magic Missile
6. Light
GEAR (max 12 slots)
backpack (0)
Flint & steel (1)
Rations(3)
lantern (1)
oil, flask (1)
oil,flask (1)
oil,flask (1)
flask, empty (1)
Dagger (1)
Dagger (1)
Money: 3gp, 7sp
Starting money: 4x5=20gp
Last edited by shaidar on Sun Jul 16, 2023 6:19 pm, edited 3 times in total.
Re: Character Sheets
Elwyn, 1st level Elf Priest (Seeker) of Gede
Neutral
Herbalist
XP: 0 / 10
HP: 2 / 2
AC: 15
STR: 15/+2
DEX: 15/+2
CON: 8/-1
INT: 13/+1
WIS: 15/+2
CHA: 8/-1
LANGUAGES
1. Common
2. Elvish
3. Sylvan
4. Primordial
TALENTS & SPELLS
1. +1 to spellcasting checks (as elf)
2. +2 WIS (from class)
3. Turn Undead
4. Cure Wounds
5. Shield Of Faith
GEAR (max 15 slots)
Holy Symbol (0)
backpack (0)
Flint & steel (1)
Rations(3)
Leather armour (1)
Shield (1)
Rope, 60’ (1)
mace (1)
dagger (1)
dagger (1)
Rope, 60’ (1)
grappling hook (1)
Money: 2gp, 5 sp
Starting money: 8x5=40gp
Neutral
Herbalist
XP: 0 / 10
HP: 2 / 2
AC: 15
STR: 15/+2
DEX: 15/+2
CON: 8/-1
INT: 13/+1
WIS: 15/+2
CHA: 8/-1
LANGUAGES
1. Common
2. Elvish
3. Sylvan
4. Primordial
TALENTS & SPELLS
1. +1 to spellcasting checks (as elf)
2. +2 WIS (from class)
3. Turn Undead
4. Cure Wounds
5. Shield Of Faith
GEAR (max 15 slots)
Holy Symbol (0)
backpack (0)
Flint & steel (1)
Rations(3)
Leather armour (1)
Shield (1)
Rope, 60’ (1)
mace (1)
dagger (1)
dagger (1)
Rope, 60’ (1)
grappling hook (1)
Money: 2gp, 5 sp
Starting money: 8x5=40gp
Last edited by shaidar on Sat Jul 22, 2023 2:28 pm, edited 2 times in total.
Re: Character Sheets
Squish, 1st level Goblin Thief (Robber)
ALIGNMENT Neutral
BACKGROUND Ranger
XP: 0 / 10
HP: 1 / 1
AC: 15
STR: 11 / 0
DEX: 18 / +4
CON: 5 / -3
INT: 9 / -1
WIS: 7 / -2
CHA: 7 / -2
TALENTS
Keen Senses, You can't be surprised (Goblin)
GEAR (max 11 slots)
Leather Armor (1)
Crossbow (1), +4 to hit, 1d6
Crossbow Bolts, 20 (1)
Short Sword (1), 1d6
Backpack (0)
Water Flask (1)
Flint & Steel (1)
Rations, 6 days (2)
Torch (1)
Coin: 29gp 7sp
Languages: Common & Goblin
Thief Class Special: Back Stab and Thievery
ALIGNMENT Neutral
BACKGROUND Ranger
XP: 0 / 10
HP: 1 / 1
AC: 15
STR: 11 / 0
DEX: 18 / +4
CON: 5 / -3
INT: 9 / -1
WIS: 7 / -2
CHA: 7 / -2
TALENTS
Keen Senses, You can't be surprised (Goblin)
GEAR (max 11 slots)
Leather Armor (1)
Crossbow (1), +4 to hit, 1d6
Crossbow Bolts, 20 (1)
Short Sword (1), 1d6
Backpack (0)
Water Flask (1)
Flint & Steel (1)
Rations, 6 days (2)
Torch (1)
Coin: 29gp 7sp
Languages: Common & Goblin
Thief Class Special: Back Stab and Thievery
Last edited by Rex on Sat Jul 22, 2023 2:21 pm, edited 2 times in total.
Re: Character Sheets
Ulfgar, 1st level Dwarf Fighter (Squire)
ALIGNMENT Lawful
BACKGROUND Sailor
XP: 0 / 10
HP: 12 / 12
AC: 14
STR: 12 / +1
DEX: 13 / +1
CON: 16 / +3
INT: 12 / +1
WIS: 7 / -2
CHA: 13 / +1
TALENTS
Stout, starts with +2 hp and rolls hp with advantage
+1 with melee and ranged attacks
GEAR (max 15 slots)
Leather Armor (1)
Shield (1)
Great Axe (2), +3 to hit 1d8+2/1d10+2
Dagger (1), +2 to hit 1d4+1
Javelin x3 (3), +2 to hit (melee and thrown), 1d4+1
Backpack (0)
Water Flask (1)
Flint & Steel (1)
Rations, 6 days (2)
Torch (1)
Coin: 4gp 2sp
Languages: Common & Dwarf
Fighter Class Special:
Hauler, add Con mod to gear slots
Weapon Mastery, Great Axe, +1 to hit and damage, + half level (truncated) to hit and damage
Grit, Dex, advantage on rolls to overcome an obstacle with Dex
ALIGNMENT Lawful
BACKGROUND Sailor
XP: 0 / 10
HP: 12 / 12
AC: 14
STR: 12 / +1
DEX: 13 / +1
CON: 16 / +3
INT: 12 / +1
WIS: 7 / -2
CHA: 13 / +1
TALENTS
Stout, starts with +2 hp and rolls hp with advantage
+1 with melee and ranged attacks
GEAR (max 15 slots)
Leather Armor (1)
Shield (1)
Great Axe (2), +3 to hit 1d8+2/1d10+2
Dagger (1), +2 to hit 1d4+1
Javelin x3 (3), +2 to hit (melee and thrown), 1d4+1
Backpack (0)
Water Flask (1)
Flint & Steel (1)
Rations, 6 days (2)
Torch (1)
Coin: 4gp 2sp
Languages: Common & Dwarf
Fighter Class Special:
Hauler, add Con mod to gear slots
Weapon Mastery, Great Axe, +1 to hit and damage, + half level (truncated) to hit and damage
Grit, Dex, advantage on rolls to overcome an obstacle with Dex
Re: Character Sheets
Naugrim, 1st level Dwarf Bard (Storyteller)
ALIGNMENT: Lawful
BACKGROUND: Minstrel. You've traveled far with your charm and talent
XP: 0 / 10
HP: 8 / 8
AC: 14
STR: 14 / +2
DEX: 12 / +1
CON: 14 / +2
INT: 10 / 0
WIS: 8 / -1
CHA: 12 / +1
TALENTS & SPELLS
1. Stout. Start with +2 HP. Roll hit points per level with advantage.
2. Bardic Arts. You're trained in oration, performing arts, lore, and diplomacy. You have advantage on related checks.
3. Magical Dabbler. You can activate spell scrolls and wands using Charisma as your spellcasting stat. If you critically fail, roll a wizard mishap.
4. Perform. Make a Charisma check to enact one of the following effects. If you fail, you can't use that effect again until you successfully rest.
• Inspire. DC 12. One target in near gains a luck token.
• Fascinate. DC 15. You transfix all targets of level 4 or less within near for 1d4 rounds.
5. Prolific. Add 1d6 to your learning rolls. Groups carousing with 1 or more bards add 1d6 to their rolls.
LANGUAGES Common, Dwarvish, Giant, Goblin, Orcish, Thanian, Draconic
(Common, Dwarvish, four additional common languages and one rare language.)
GEAR (max 14 slots)
Leather Armor (1)
Shield (1)
Spear [1d6, Th] (1)
Mace [1d6] (1)
Backpack (0)
Flint and Steel (1)
2 Torch (2)
9 rations (3)
Weapons: Crossbow, dagger, mace, shortbow, shortsword, spear, staff
Armor: Leather armor, chainmail, shields
Hit Points: 1d6 per level
Background [1d20]=17
Stats:[3d6]=14[3d6]=12[3d6]=13[3d6]=10[3d6]=8[3d6]=11
HP: [1d6+2]=4+2=6[1d6+2]=4+2=6
Random Talent [2d6]=7
"+2 points to distribute to any stats" = +1 Cha to 12 for +1 bonus; +1 Con to 14 for +2 bonus
Money [2d6x5]=7x5=35
ALIGNMENT: Lawful
BACKGROUND: Minstrel. You've traveled far with your charm and talent
XP: 0 / 10
HP: 8 / 8
AC: 14
STR: 14 / +2
DEX: 12 / +1
CON: 14 / +2
INT: 10 / 0
WIS: 8 / -1
CHA: 12 / +1
TALENTS & SPELLS
1. Stout. Start with +2 HP. Roll hit points per level with advantage.
2. Bardic Arts. You're trained in oration, performing arts, lore, and diplomacy. You have advantage on related checks.
3. Magical Dabbler. You can activate spell scrolls and wands using Charisma as your spellcasting stat. If you critically fail, roll a wizard mishap.
4. Perform. Make a Charisma check to enact one of the following effects. If you fail, you can't use that effect again until you successfully rest.
• Inspire. DC 12. One target in near gains a luck token.
• Fascinate. DC 15. You transfix all targets of level 4 or less within near for 1d4 rounds.
5. Prolific. Add 1d6 to your learning rolls. Groups carousing with 1 or more bards add 1d6 to their rolls.
LANGUAGES Common, Dwarvish, Giant, Goblin, Orcish, Thanian, Draconic
(Common, Dwarvish, four additional common languages and one rare language.)
GEAR (max 14 slots)
Leather Armor (1)
Shield (1)
Spear [1d6, Th] (1)
Mace [1d6] (1)
Backpack (0)
Flint and Steel (1)
2 Torch (2)
9 rations (3)
Weapons: Crossbow, dagger, mace, shortbow, shortsword, spear, staff
Armor: Leather armor, chainmail, shields
Hit Points: 1d6 per level
Background [1d20]=17
Stats:[3d6]=14[3d6]=12[3d6]=13[3d6]=10[3d6]=8[3d6]=11
HP: [1d6+2]=4+2=6[1d6+2]=4+2=6
Random Talent [2d6]=7
"+2 points to distribute to any stats" = +1 Cha to 12 for +1 bonus; +1 Con to 14 for +2 bonus
Money [2d6x5]=7x5=35
Last edited by Marullus on Sun Jul 23, 2023 4:40 am, edited 1 time in total.
Re: Character Sheets
Willow, 1st level Halfling Herbalist/Ranger (Stranger)
ALIGNMENT: Neutral
BACKGROUND: Scout. You survived on stealth, observation, and speed
XP: 0 / 10
HP: 6 / 6
AC: 11
STR: 9 / -1
DEX: 10 / 0
CON: 11 / 0
INT: 8 / -1
WIS: 14 / +2
CHA: 14 / +2
TALENTS & SPELLS
1. Stealthy. Once per day, you can become invisible for 3 rounds.
2. Wayfinder. You have advantage on checks associated with: • Navigation • Tracking • Bushcraft • Stealth • Wild animals
3. Herbalism. Make an INT check to prepare an herbal remedy you choose. If you fail, you can't make that remedy again until you successfully rest. Unused remedies expire in 3 rounds.
4. Talent: +1 to ranged attacks and damage
LANGUAGES: Common
GEAR (max 10 slots)
Leather Armor (1)
Longbow [1d8. 2H] (1)
40 arrows (2)
Spear [1d6, Th] (1)
Dagger [1d4] (1)
Backpack (0)
6 rations (2)
2 Torches (2)
10gp
Weapons: Dagger, longbow, longsword, shortbow, shortsword, spear, staff
Armor: Leather armor, chainmail
Hit Points: 1d8 per level
HERBAL REMEDIES
DC EFFECT
11 Salve. Heals 1 HP
12 Stimulant. You can't be surprised for 10 rounds
13 Foebane. ADV on attacks and damage against one creature type you choose for 1d6 rounds
14 Restorative. Ends one poison or disease
15 Curative. Equivalent to a Potion of Healing
Background [1d20]=16
Stats (reroll):[3d6]=9[3d6]=10[3d6]=11[3d6]=8[3d6]=14[3d6]=14
HP: [1d8]=6
Random Talent [2d6]=6
"+1 to melee or ranged attacks and damage"
Money [2d6x5]=8x5=40
ALIGNMENT: Neutral
BACKGROUND: Scout. You survived on stealth, observation, and speed
XP: 0 / 10
HP: 6 / 6
AC: 11
STR: 9 / -1
DEX: 10 / 0
CON: 11 / 0
INT: 8 / -1
WIS: 14 / +2
CHA: 14 / +2
TALENTS & SPELLS
1. Stealthy. Once per day, you can become invisible for 3 rounds.
2. Wayfinder. You have advantage on checks associated with: • Navigation • Tracking • Bushcraft • Stealth • Wild animals
3. Herbalism. Make an INT check to prepare an herbal remedy you choose. If you fail, you can't make that remedy again until you successfully rest. Unused remedies expire in 3 rounds.
4. Talent: +1 to ranged attacks and damage
LANGUAGES: Common
GEAR (max 10 slots)
Leather Armor (1)
Longbow [1d8. 2H] (1)
40 arrows (2)
Spear [1d6, Th] (1)
Dagger [1d4] (1)
Backpack (0)
6 rations (2)
2 Torches (2)
10gp
Weapons: Dagger, longbow, longsword, shortbow, shortsword, spear, staff
Armor: Leather armor, chainmail
Hit Points: 1d8 per level
HERBAL REMEDIES
DC EFFECT
11 Salve. Heals 1 HP
12 Stimulant. You can't be surprised for 10 rounds
13 Foebane. ADV on attacks and damage against one creature type you choose for 1d6 rounds
14 Restorative. Ends one poison or disease
15 Curative. Equivalent to a Potion of Healing
Background [1d20]=16
Stats (reroll):[3d6]=9[3d6]=10[3d6]=11[3d6]=8[3d6]=14[3d6]=14
HP: [1d8]=6
Random Talent [2d6]=6
"+1 to melee or ranged attacks and damage"
Money [2d6x5]=8x5=40
- OGRE MAGE
- First Gentleman
- Posts: 37537
- Joined: Tue Mar 04, 2014 3:16 pm
- Location: The Birthplace of RPG's
Re: Character Sheets
Margush, 1st level Half-Orc Fighter (Squire)
Lawful worshiper of Saint Terragnis
Barbarian
XP: 0/10
HP: 8/8
AC: 12
STR: 15 +2
DEX: 12 +1
CON: 16 +3
INT: 8 -1
WIS: 11
CHA: 10
TALENTS & SPELLS
Mighty (+1 bonus to attack and damage rolls with melee weapons)
+2 to initial Strength
Grit: Advantage on Strength checks
GEAR (18)
Leather Armor (1)
Longsword (1)
Dagger (1)
60’ Rope (1)
Grappling Hook (1)
10 Iron Spikes (1)
Lantern (1)
4 Oil Flasks (4)
2 Flint/Steel (2)
6 Rations (2)
Box of Candles (1)
…
…
Money: 8gp, 5sp
Languages: Common, Orcish
Lawful worshiper of Saint Terragnis
Barbarian
XP: 0/10
HP: 8/8
AC: 12
STR: 15 +2
DEX: 12 +1
CON: 16 +3
INT: 8 -1
WIS: 11
CHA: 10
TALENTS & SPELLS
Mighty (+1 bonus to attack and damage rolls with melee weapons)
+2 to initial Strength
Grit: Advantage on Strength checks
GEAR (18)
Leather Armor (1)
Longsword (1)
Dagger (1)
60’ Rope (1)
Grappling Hook (1)
10 Iron Spikes (1)
Lantern (1)
4 Oil Flasks (4)
2 Flint/Steel (2)
6 Rations (2)
Box of Candles (1)
…
…
Money: 8gp, 5sp
Languages: Common, Orcish
Last edited by OGRE MAGE on Sat Jul 22, 2023 7:03 pm, edited 3 times in total.
- OGRE MAGE
- First Gentleman
- Posts: 37537
- Joined: Tue Mar 04, 2014 3:16 pm
- Location: The Birthplace of RPG's
Re: Character Sheets
Benicio 1st level Human Priest (Seeker of Gede)
Neutral
Acolyte
XP: 0/10
HP: 5/5
AC: 10
STR: 8 -1
DEX: 9 -1
CON: 11
INT: 10
WIS: 14 +2
CHA: 11
TALENTS & SPELLS
Advantage on ——— spell
+1 to Melee Attacks
Turn Undead
Cure Wounds
Light
GEAR (10)
Staff (1)
Crossbow (1)
20 Bolts (1)
Dagger (1)
6 Rations (2)
Lantern (1)
Flint/Steel (1)
Oil (1)
…
12gp
Languages
Common
Giantish
Diabolic
Neutral
Acolyte
XP: 0/10
HP: 5/5
AC: 10
STR: 8 -1
DEX: 9 -1
CON: 11
INT: 10
WIS: 14 +2
CHA: 11
TALENTS & SPELLS
Advantage on ——— spell
+1 to Melee Attacks
Turn Undead
Cure Wounds
Light
GEAR (10)
Staff (1)
Crossbow (1)
20 Bolts (1)
Dagger (1)
6 Rations (2)
Lantern (1)
Flint/Steel (1)
Oil (1)
…
12gp
Languages
Common
Giantish
Diabolic