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drpete
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Character Sheets

#1 Post by drpete »

Please put your character Sheets here.

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drpete
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Re: Character Sheets

#2 Post by drpete »

I suggest using a text sheet, maybe like this one...

Name:
Class:
Level:
XP: curr/next
Place of Origin:
Languages:
Lucky Roll:

AC:
HP:
Speed:

STR:
AGI:
STA:
PER:
INT:
LUK:

Reflex:
Fortitude:
Will:

Init:
Action Dice:

Attack:
Melee Attack:
Melee Damage:
Missile Attack:
Missile Damage:
Lucky Weapon(War):

Crit Die:
Crit Table:
Threat Range(War):

Wizard Skills:
Base Spell Check:
Familiar:
Patron:
Corruption:

Spells:
Name/Level/Check/ Notes

Thief Abilities: (Path of )
Luck Die:
Backstab:
Sneak Silently:
Hide in Shadows:
Pick Pocket:
Climb Sheer Surfaces:
Pick Lock:
Find Trap:
Disable Trap:
Forge Document:
Disguise Self:
Read Languages:
Handle Poison:
Cast Spell From Scroll:

Armor:

Equipment
Pack (takes one round to recover)

Belt:

Torso:

Notes:

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shaidar
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Re: Character Sheets

#3 Post by shaidar »

Name: Shmehk Scree
Class: Wizard
Level: 1
XP: curr/next: 19/50
Place of Origin: Gnamph Nar (Land of the Eight Cities)
Languages: Low Lankhmarese, Kvarchish, Northspeak, Old Ghoulish
Lucky Roll: born under the loom (skill checks +1)

AC: 12 (padded + agility)
HP: 10/10
Speed: 30'

STR: 10
AGI: 14 (+1)
STA: 13 (+1)
PER: 7 (-1)
INT: 13 (+1)
LUK: 10

Reflex: +2
Fortitude: +1
Will: 0

Init: 1d20+1
Action Dice: 1d20

Attack: +0
Melee Attack: Long Sword
Melee Damage: d8
Missile Attack:
Missile Damage:

Crit Die: d6
Crit Table: 1

Wizard Skills:
Base Spell Check: d20+2
Familiar:
Patron:
Corruption:

Spells:
Name/Level/Check/ Notes
Ward Portal/1/12/Spell requires casting in bright daylight to be fully effective. Casting it in an area with even some gloom or shadows imparts a -1d penalty to the spell check.
[Manifestation: (2) portal clouded by unnatural shadow]

Choking Cloud/1/12/Spell requires the caster to stand boldly while casting it. The caster suffers a -2 penalty to his AC during the round(s) he casts the spell
[Manifestation: (5) yellow-green cloud]

Ropework/1/12/none
[Manifestation: (4) multi-colored threads sprout from the ground and coalesce into a rope]

Force Manipulation/1/12/Spell requires the caster to remain motionless, no movement is allowed during the spell’s casting time.
[Manifestation: (1) caster’s hands shimmer and the air hums with power]

Armor: padded

money:
20gp
62sp
72cp

Equipment
Pack: (takes one round to recover)
5 days rations
torch x4
small sack
Flint & steel
candle x 5
cornucopia ring
coffer and Key of Unwitnessed Sisterhood

Belt:
Pouch (with hidden pocket) contains money
long sword
waterskin

Torso:

Treasure:
4 vials of green sleeping powder
3 vials of electric blue (unknown)
a pink healing potion (1d4/1d6)
'magical' torture tools

Notes:

Age :19
Height: 5' 8"
Weight: 145lbs
Swarthy skin, pock-marked face, black hair and brown eyes.

Benison: [1d20] = 18 (martial skill, 5 luck) - Long Sword [d3 deed dice]
Doom: [1d20] = 4 (owes a minor favour)
Interesting item: [1d100] = 28 = pouch with hidden pocket.
Starting Money: 20gp
Last edited by shaidar on Thu Nov 29, 2018 7:24 pm, edited 15 times in total.

Enoch
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Re: Character Sheets

#4 Post by Enoch »

Name: Raamiz al-Ghattas
Class: Thief
Level: 1
XP: 31/50
Place of Origin: Horborixen
Languages: Low Lankhmarese, Horborixic, Northspeak
Lucky Roll: Warrior's Arm (+2 to crit table rolls)

AC: 12
HP: 10
Speed: 30'

STR: 7 (-1 to-hit and damage in melee)
AGI: 14 (+1 to AC, missile fire, Reflex saves, initiative)
STA: 9
PER: 13 (+1 to Will saves)
INT: 14
LUK: 16 (+2 to critical hit rolls)

Reflex: +2
Fortitude: +1
Will: +1

Init: +1
Action Dice: 1d20

Attack: +0
Melee Attack: -1
Melee Damage: -1
Missile Attack: +1
Missile Damage:

Crit Die: 1d10+2
Crit Table: II

Thief Abilities: (Path of the Scoundrel)
Luck Die: d3
Backstab +0
Sneak Silently +4
Hide in Shadows +2
Pick Pocket +4
Climb Sheer Surfaces +4
Pick Lock +2
Find Trap +2
Disable Trap +2
Forge Document +4
Disguise Self +1
Read Languages +1
Handle Poison +0
Cast Spell from Scroll d12+1

Armor: Padded

Equipment
  • Pack (takes one round to recover)
  • oil flask
  • iron spikes (4)
  • bronze horseshoe
  • scroll (?)
  • 6 gp,57 sp, 67 cp
Belt:
  • short sword [1d6-1]
  • waterskin
  • dagger [1d4-1]
Torso:
  • dagger [1d4-1]
  • rope, 50'
Shadrach, Demon-Hunter - Dust to Dust

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Trinculo
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Re: Character Sheets

#5 Post by Trinculo »

Name: Asle Lunn
Class: Wizard
Level: 1
XP: 10/50
Place of Origin: The Cold Waste
Languages: North Speak tongue, low Lankhmarese, High Lankhmarese, Mingol, Horborixic, Quarmallian
Asle is illiterate.
Lucky Roll: Seventh Son: Spell Checks

AC: 11
HP: 3
Speed: 30

STR: 13 (+1)
AGI: 9/10 (+0)
STA: 9/12 (+0)
PER: 6 (-1)
INT: 16 (+2)
LUK: 10 (+0)

Reflex: +1
Fortitude: +0
Will: +0

Init: +0
Action Dice: 1d20

Melee Attack: +1
Melee Damage: +1
Missile Attack: +0
Missile Damage: +0

Crit Die: 1d6
Crit Table: I

Wizard Skills:
Base Spell Check: +3
Familiar:
Patron:
Corruption:

1st level spells:
Name/Stipulation/Manifestation
Ventriloquism Spell requires the caster have a personal belonging or physical piece of its target in order to be cast effectively. Lacking this sympathetic connection, the caster suffers a -4 penalty to his spell check. / Sparkling air
Charm Person Spell is thwarted by iron. If cast against a target wielding an iron weapon, the spell check suffers a -2 penalty. If the spell is cast against a subject clad in iron armor, the spell check suffers a -1d penalty. These penalties are not cumulative and only the largest applies. / lulling harmony
Flaming Hands Spell requires the caster to utilize a pair of small mirrors to focus mystical forces. / fires spring from the wizard's fingertips
Ward Portal Spell requires a prism of cut glass be held to the caster’s forehead to enhance his mental power while casting the spell. / sigil engraved upon portal
Mending n/a / object disappears then reappears mended

Armor: Padded
Fumble die: d8
Weapon Proficiency: dagger, longbow, longsword, shortbow, short sword, and staff.
Equipment
Backpack (takes one round to recover):
10 candles
4 empty flasks
rope, 50 ft.
large sack
small sack
Belt:
Longsword, 1d8
Sling, 1d4, 40/80/160, slingstones: 30
Waterskin
Torso:
a bear-skin cloak
flint & steel
18cp, 5sp, 2gp

Appearance: Asle is stocky for his people, with long, excessively-braided blond hair; and a moustache that hangs down past his chin. There is something strangely incomplete about him: his skin is strangely translucent: showing more of his veins than normal; his hair is lanky and pale-yellow, his eyes a colourless grey. He is hale of body and under his bear-skin cloak can force a path through a crowd like a furry snow-flecked boulder, but he has a tendency to stutter in tense situations, and is not a leader. Despite his verbal clumsiness in a confrontation, he is good at picking up new languages, and there is a cunning in his grey eyes.
Notes:
Last edited by Trinculo on Fri Oct 19, 2018 8:34 pm, edited 1 time in total.

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Marullus
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Re: Character Sheets

#6 Post by Marullus »

Name: Fiemar Snow-born
Class: Wizard
Level: 1
XP: 10 / 50
Place of Origin: The Cold Waste
Languages: Low Lankhmarese, Northspeak (Cold Tongue), Eevamarensee, Simorgyan
Lucky Roll: Born on the Battlefield (Damage Rolls +1)

AC: 9
HP: 5
Speed: 30'

STR: 8 (-1)
AGI: 6 (-1)
STA: 11
PER: 13 (+1)
INT: 13 (+1)
LUK: 10

Reflex: +0
Fortitude: +0
Will: +2

Init: 1d20-1
Action Dice: 1d20

Attack:
Melee Attack: 1d20-1
Melee Damage: Longsword 1d8 / Staff 1d4
Missile Attack: 1d20-1
Missile Damage: (+1)

Crit Die: 1d6
Crit Table: I
Threat Range(War): 20

Wizard Skills:
Base Spell Check: 1d20+2 (Mask) 1d20+4 (Comp. Lang; Animal Summon; Sleep)
Familiar:
Patron: Ningauble of the Seven Eyes (die size d10)
Corruption:

Spells:
Name/Level/Check/Stipulation/Manifestation
- Ekim's Mystical Mask/ Level 1 / 1d20+2 / Spell is mentally draining when performed incorrectly. A failed casting of the spell inflicts 1 point of temporary Intelligence loss. / Manifestation: Caster plucks the mask out of thin air.
- Comprehend Languages / Level 1 / 1d20+4/ No Stipulation. / Manifestation: His eyes glow.
- Animal Summoning / Level 1 / 1d20+4/ Spell requires the caster to be fully dressed when invoking its mystical energy. / Manifestation: animal erupts from the ground fully formed.
- Sleep / Level 1 / (Outdoors) 1d20+4 (Indoors) 1d16+4 / Spell requires the caster be outdoors when working its magic. Failure to do so results in a -1d penalty to the spell check die / Manifestation: A warm breeze smelling of poppies.

Armor: None
Fumble Die: 1d4

Equipment:
Hands:
Staff [1d4]

Pack: (takes one round to recover)
Waterskin
Flint and Steel
Unkempt reddish-gold wig (interesting item)
2 large sacks
10 Torches (Used: 1)
10 days rations

Belt:
Pouch
- Pinion feathers of a Snow Owl (1 HD)
- Antler-stub of a Caribou (2 HD)
- 1 piece of Chalk

Torso:
Longsword [1d8]

Coin:
1 Gold Rilk

Notes:
Place of Origin: The Cold Waste

Benison:
- Excellent Outdoorsman (+1D bonus: [1d24] normal; [1d30] in Cold Wastes)
- Split Soul Hero (Can spend luck, getting 2-for-1, to aid Asle Lunn. Can spend permanent luck to aid him, then recover 1/day.)
- Agent of a Supernatural Entity (Ningauble) (Begins with a d10 Patron die)

Doom:
- Outcast (Expelled as an ill omen and treated as dead - will never receive aid from his Cold Wastes Tribe)
- Uncivilized (-1d to skill and ability checks related to city environment)

Birth Augur:
- Born on the Battlefield (Damage Rolls +1)

Sworn White:
- Subtract -1 from spell damage rolls
- Add +2 to skill check for Comprehend Languages, Sleep, and Animal Summoning.
- -1d (1d16) for any Dark spells learned
- White Magic spells are recovered at dawn (p.110)

Born as a speaker of fate, he was outcast from his tribe as a child for speaking the impending deaths before they happened. But, rather than dying in the snows, he was rescued and taken to the Caves of Ningauble. Ningauble had a formative effect, teaching him of magic, but the perils of using the magic arts to interrupt any living being's natural doom, leading to his dedication to White Magic. (Death still comes to all, in their time, some even by his sword. But to use magic to slay is a dangerous interruption of the Loom.) He grew to adulthood in the Cold Wastes, becoming an excellent outdoorsman and mastering techniques of the wilderness within his magic idiom.

Animal Notes:
Owl - used once; -1D penalty
Owl.png
Owl.png (160.78 KiB) Viewed 7529 times
Caribou - never used; no penalty
Caribou.png
Caribou.png (113.89 KiB) Viewed 7529 times
Last edited by Marullus on Thu Nov 01, 2018 4:08 pm, edited 4 times in total.

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AureoBuendia
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Re: Character Sheets

#7 Post by AureoBuendia »

Name: Aurs Bonne
  • Class: Warrior
    Level: 1
    XP: 10 / 50
    Place of Origin: Lankhmar
    Age: 28
    Height: 6' 10"
    Weight: 207 lbs
    Languages:
    Lucky Roll: Wild child: Speed (each +1/-1 = +5’/-5’ speed)
    Benison: Noble Birth
    Doom: Dependent
AC: 13 (+1 agi, +2 armor)
HP: 6 / 6
Speed: 35’

Strength: 16 [+2] // Switched from Int
Agility: 15 [+1]
Stamina: 14 [+1]
Personality: 11 [+0] (+1d when dealing with people that recognize his rank)
Intelligence: 10 [+0] //Switched from Str
Luck: 15 [+1]

Reflex: +2 [+1 agi +1 lvl]
Fortitude: +3 [+2 str +1 lvl]
Will: +0 [+0 lvl]

Init: d16 + 1 [+1 level]
Action Dice: d20

Attack: Two Handed Sword (1d10, d16 initiative)
  • Melee Attack: d20 + d3 + 2 +1
    Melee Damage: d3 +2 + d10
    Missile Attack: d20 + d3 +1
    Missile Damage: d3
    Lucky Weapon(War): Two Handed Sword (+1 to Two-handed attacks)
Crit Die: d12 (+1 luck)
Crit Table: III
Threat Range(War): 19-20
Fumble Die: d8 (-1 luck)

Armor:
Leather Armor (+2 AC, -1 Check, Fumble: d8)
Equipment
Pack (takes one round to recover)

Belt:

Torso:

Notes:

Noble Birth: The PC hails from an upper class family with noble standing. He is likely a third or fourth child and unlikely to inherit any property or direct title. He benefits from both their wealth and their social standing so long as he brings no open shame to the family. The PC enjoys the benefits of the Well-Heeled benison and gains a +1d bonus to all Personality rolls when dealing with those who know of and recognize his social standing. If the PC ever commits a crime that can’t be hushed up or otherwise brings shame to the family, he gains the doom Major Foe as his family turns against him.

Dependent: The PC has a spouse, parent, sibling, child, or other individual he is responsible for. He must ensure the dependent is cared for by spending both time and money to their benefit. The PC’s foes will eagerly endanger the dependent should their existence be discovered. A PC who fails to care for a dependent suffers a permanent loss of Luck (usually 1 to 3 points depending on the severity of the failure) and may be cursed by his culture’s gods as determined by the judge.


Fourth child of a very important family. Given that his future position didn't demand much from him, he felt free to pursue other interests and social circles and didn't focus his energies too much on marrying well and now has a child with a barmaid. The daughter is only illegitimate as far as noble people are concerned. He's a father figure to the one year old daughter and committed to being an active part in her life. The relationship with the mother is amicable. Still in the "will they? won't they? but probably wont since they haven't so far" phase.

Though his noble social circle might not look well upon this, a good part of the social circle he frequents more is not that strict with labels.

Wintermute
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Re: Character Sheets

#8 Post by Wintermute »

Name: Hlalf Frostmane
Class: Warrior
Level: 1
XP: 10/50
Place of Origin: The Cold Waste
Languages: Northspeak
Lucky Roll: The Hawkeye, -1 to missile damage
Benison: Ally, Major (Satha, thieves guild memeber)
Doom: Geased (stole a gem from a wizard and must now get it back)

AC: 13/11 naked
HP: 9
Speed: 30'

STR: 14 (+1)
AGI: 13 (+1)
STA: 13 (+1)
PER:6 (-1)
INT: 5 (-2)
LUK: 8 (-1)

Reflex: +2
Fortitude: +2
Will: -1

Init: +2
Action Dice: 1d20

Attack: 1d20+1d3 deed
Melee Attack: 1d20+1+deed
Melee Damage: Warhammer 1d8+1+deed, Dagger 1d4+1+deed
Missile Attack: 1d20+1+deed
Missile Damage: Javelin 1d6-1+deed, or 1d6+0+deed at short range (30')
Lucky Weapon(War): Skullbreaker (black iron warhammer with a crude skull motif on the head and a twisted leather wrapped haft)

Crit Die: 1d12
Crit Table: III
Threat Range(War): 19-20

Armor: Padded (+1AC, fumble 1d8)

Equipment
Pack (takes one round to recover)
Flint and steel
3 candles
Small sack
Large sack
5 days of rations
Waterskin
2 oil flasks

Belt:
Warhammer
Dagger

Torso:
Shield
2 Javelins

Coinage:
10 gold rilks
1 silver smerduks
36 copper pennies

Notes:
A rather gruff northerner with a wild shock of dark hair frosted with an early graying for his 25 years. He is a man of few words who prefers to let his actions speak for him. Soon after arriving in Lankhmar, Hlalf began working as hired muscle. He helped out a thieves guild member by the name of Satha on a simple job. Hlalf was there just as a backup in case things went south. It was a large uncut gem, like the inside of a geode. It didn't appear to be valuable despite its size. After fencing the item, Hlalf worked with Satha on a few more jobs before he informed him that the Guild had lost interest in hiring him for further work. But that was not the end of their adventures, for Satha and Hlalf soon discovered that whomever they stole that gem from had placed a geas on them! If they didn't return it they would face a terrible luck. Since the two had grown to be friends they vowed to track down what they had stolen, but there is no telling how many fence's and collector's hands it has passed through in the back alleys of Lankhmar.
Last edited by Wintermute on Sun Nov 04, 2018 2:06 am, edited 1 time in total.

Sapperzz
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Re: Character Sheets

#9 Post by Sapperzz »

Name: Saal Qarth'ron
Class: Thief (boss)
Level: 1
XP: 10/50?
Place of Origin: The eight Cities
Languages: Kvarich, Low Lankhmarese
Lucky Roll: Damage Rolls (born on the battlefield)

AC: 13 (+2 agi, +1 padded armor)
HP: 4
Speed: 30

STR: 10 (+0)
AGI: 17 (+2) (+2 to AC, missile fire, Reflex saves, initiative)
STA: 10 (+0)
PER: 10 (+0)
INT: 10 (+0)
LUK: 9 (+0)

Reflex: +3
Fortitude: +1
Will: +0

Init: +2
Action Dice: d20

Attack: +0
Melee Attack: +0
Melee Damage: +1 (lucky roll)
Missile Attack: +2
Missile Damage: +1 (lucky roll)

Crit Die: 1d10
Crit Table: II

Thief Abilities: (Path of the Boss )
Luck Die: D3
Backstab: +1
Sneak Silently: +3
Hide in Shadows: +5
Pick Pocket: +3
Climb Sheer Surfaces: +5
Pick Lock: +3
Find Trap: +3
Disable Trap: +5
Forge Document: +2
Disguise Self: +0
Read Languages: +0
Handle Poison: +0 (-D from Doom)
Cast Spell From Scroll: d10

Armor: padded

Equipment
Pack (takes one round to recover)
-crowbar
-grappling hook

Belt:
-Guild Dagger (1d4/1d10
-Garrote (1/3d4
-Sling (30 bullets) 1d4 40/80/160

Torso:

Notes:

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