Character Sheets
Character Sheets
Character Sheets in here!
-
- Squire
- Posts: 14
- Joined: Tue Feb 21, 2012 7:02 pm
Re: Character Sheets
Too lazy to do that (macros for skills too, for the time being).
http://www.myth-weavers.com/sheetview.p ... tid=374001
Groznik - Wookie - Force Adept - Lvl 1
Vitality 10/10
Wounds 15/15
Defence 12
Speed 10 (6 squares)
Initiative -1
STR 20 (+5)
DEX 8 (-1)
CON 15 (+2)
INT 14 (+2)
WIZ 9 (-1)
CHA 7 (-2)
FORT +3
REFLEX 0
WILL +1
MELEE +5 (Fist - Crit 20 - 1d4+7 - no range)
RANGED -1
Skills (Total):
Jump: 9
Listen: 3
Spot: 3
Survival: 3
Treat Injury 3
Climb: 9
Feats & Special Abilities
Class: Primitive Weapons, Simple Weapons
1st Martial Arts
Force Training (Control)
Weapon: Combat Gloves
Credits: 425
Gear:
Combat Gloves
Field Kit
Medical Kit
Medpac (mastercraft)
Credit Chip
Grappling Spike Launcher
Language: Read/Write Shyriiwook and Basic, Understand Basic, Read/write bothan and ewok
Force Skills/Force Feats
Skills:
Enhance Ability: 6
Heal Self: 2
Battlemind: 4
Feats: control
force points: 2
http://www.myth-weavers.com/sheetview.p ... tid=374001
Groznik - Wookie - Force Adept - Lvl 1
Vitality 10/10
Wounds 15/15
Defence 12
Speed 10 (6 squares)
Initiative -1
STR 20 (+5)
DEX 8 (-1)
CON 15 (+2)
INT 14 (+2)
WIZ 9 (-1)
CHA 7 (-2)
FORT +3
REFLEX 0
WILL +1
MELEE +5 (Fist - Crit 20 - 1d4+7 - no range)
RANGED -1
Skills (Total):
Jump: 9
Listen: 3
Spot: 3
Survival: 3
Treat Injury 3
Climb: 9
Feats & Special Abilities
Class: Primitive Weapons, Simple Weapons
1st Martial Arts
Force Training (Control)
Weapon: Combat Gloves
Credits: 425
Gear:
Combat Gloves
Field Kit
Medical Kit
Medpac (mastercraft)
Credit Chip
Grappling Spike Launcher
Language: Read/Write Shyriiwook and Basic, Understand Basic, Read/write bothan and ewok
Force Skills/Force Feats
Skills:
Enhance Ability: 6
Heal Self: 2
Battlemind: 4
Feats: control
force points: 2
Last edited by kladams707 on Sun Feb 26, 2012 11:38 am, edited 2 times in total.
Re: Character Sheets
Name
Ranik Saris
Race
Duros
Class and Level
Scoundrel - L1
Vitality
7
Wounds
10
Defense
16
Speed
10m
Initiative
+4
Ability Scores
STR 8 (-1)
DEX 19 (+4)
CON 10 (0)
INT 18 (+4)
WIZ 13 (+1)
CHA 15 (+2)
(This includes my racials: +2 DEX, +2 INT, -2 STR, -2 CON)
FORT: 0
REFLEX: 4
WILL: 0
Base Attack Bonuses
MELEE -1
RANGED +4
Skills (Total)
Astrogate (+8)
Balance (+8)
Bluff (+6)
Escape Artist (+8)
Gather Info (+6)
Hide (+8)
Knowledge(Streetwise) (+8)
Move Silently (+8)
Pilot (+8)
Sleight of Hand (+8)
Tumble (+8)
Feats & Special Abilities
Weapon Group Proficiency: Blaster Pistols
Weapon Group Proficiency: Simple Weapons
Illicit Barter: +5 Diplomacy to buy/sell illegal or illicit goods
Spacer: +2 on all Astrogate or Pilot checks
Credits
2750
Weapons
Knife: -1 attack bonus, 1d4 damage, 20 critical, 2m range
Blaster Pistol, Hold Out: +4 attack bonus, 3d4 damage, 20 critical, 4m range, 6 shots per energy cell
Armor
Padded Flight Suit: 2 damage reduction, +4 max DEX, -2 armor check penalty.
Gear
Comlink
Energy Cell x2 (extra)
Glow Rod
Flight Suit
Medpac
Liquid Cable Dispenser
Recording Rod
Carrying Weight
Total Weight Carried: 12.8kg
Light Load: Up to 13kg
Medium Load: Up to 26.5kg
Heavy Load: Up to 40kg
Languages
Basic
Durese
Force Skills/Force Feats
N/A
Backstory
Growing up, Ranik never had a father which might explain his rebellious behavior. He was always in trouble so it's not surprising that he ended up as a lowly scoundrel. His mother wanted him to grow up and follow in the family footsteps, working on starship construction. However, Ranik preferred flying to construction and so he ran away from home at an early age. He has been running around the galaxy ever since.
Description
A green Duros, standing 1.8m tall. His eyes are a bright red and his physique is skinny but not built. He's a very dexterous individual, using his large green hands to navigate ships with ease.
Here is the myth-weavers version if anyone needs access to it for whatever reason.
Ranik Saris
Race
Duros
Class and Level
Scoundrel - L1
Vitality
7
Wounds
10
Defense
16
Speed
10m
Initiative
+4
Ability Scores
STR 8 (-1)
DEX 19 (+4)
CON 10 (0)
INT 18 (+4)
WIZ 13 (+1)
CHA 15 (+2)
(This includes my racials: +2 DEX, +2 INT, -2 STR, -2 CON)
FORT: 0
REFLEX: 4
WILL: 0
Base Attack Bonuses
MELEE -1
RANGED +4
Skills (Total)
Astrogate (+8)
Balance (+8)
Bluff (+6)
Escape Artist (+8)
Gather Info (+6)
Hide (+8)
Knowledge(Streetwise) (+8)
Move Silently (+8)
Pilot (+8)
Sleight of Hand (+8)
Tumble (+8)
Feats & Special Abilities
Weapon Group Proficiency: Blaster Pistols
Weapon Group Proficiency: Simple Weapons
Illicit Barter: +5 Diplomacy to buy/sell illegal or illicit goods
Spacer: +2 on all Astrogate or Pilot checks
Credits
2750
Weapons
Knife: -1 attack bonus, 1d4 damage, 20 critical, 2m range
Blaster Pistol, Hold Out: +4 attack bonus, 3d4 damage, 20 critical, 4m range, 6 shots per energy cell
Armor
Padded Flight Suit: 2 damage reduction, +4 max DEX, -2 armor check penalty.
Gear
Comlink
Energy Cell x2 (extra)
Glow Rod
Flight Suit
Medpac
Liquid Cable Dispenser
Recording Rod
Carrying Weight
Total Weight Carried: 12.8kg
Light Load: Up to 13kg
Medium Load: Up to 26.5kg
Heavy Load: Up to 40kg
Languages
Basic
Durese
Force Skills/Force Feats
N/A
Backstory
Growing up, Ranik never had a father which might explain his rebellious behavior. He was always in trouble so it's not surprising that he ended up as a lowly scoundrel. His mother wanted him to grow up and follow in the family footsteps, working on starship construction. However, Ranik preferred flying to construction and so he ran away from home at an early age. He has been running around the galaxy ever since.
Description
A green Duros, standing 1.8m tall. His eyes are a bright red and his physique is skinny but not built. He's a very dexterous individual, using his large green hands to navigate ships with ease.
Here is the myth-weavers version if anyone needs access to it for whatever reason.
Last edited by Expl0siv0 on Sat Feb 25, 2012 8:10 pm, edited 9 times in total.
- Daftendirekt
- Squire
- Posts: 10
- Joined: Wed Feb 22, 2012 8:05 pm
Re: Character Sheets
Character Picture
Ventri - Togruta - Force Adept, level 1
Vitality: 11/11
Wounds: 16/16
Defence: 15 (+3 class, +2 dex)
Speed: 10m
Initiative: +2
STR 13 (+1)
DEX 15(+2)
CON 16 (+3)
INT 17 (+3)
WIS 15 (+2)
CHA 15 (+2)
FORT +5
REFLEX +3
WILL +4
MELEE +1 (Spear) 1d8+1, x2
RANGED +2 (Bow) 1d8, x2, 12m (20/20 arrows)
Skills, [F] denotes Force Skill
Craft (lightsaber) +7
Diplomacy +2
Knowledge (Jedi Lore) +7
Knowledge (History) +7
Sense Motive +6
Treat Injury +6
Empathy [F] +6
Enhance Senses [F] +6
Fear [F] +6
Telepathy [F] +6
Feats & Special Abilities
Force-Sensitive
Weapon Group Prof. (Simple)
Weapon Group Prof. (Primitive)
1b - Sense [Force feat]
1 - Exotic Weapon Prof. (lightsaber)
Credits: 300
Inventory
Spear [1.5kg]
Bow and 20 arrows [3.0kg]
Robes
Medpac, 3 [3kg]
Field Kit [10kg]
--------------------------
Total Weight Carried: 17.5kg
Light Load: <= 25kg
Medium Load: 26-50kg
Heavy Load: 51-75kg
Language
Basic
Togruti
Lekku (head-tail language)
Vitality: 11/11
Wounds: 16/16
Defence: 15 (+3 class, +2 dex)
Speed: 10m
Initiative: +2
STR 13 (+1)
DEX 15(+2)
CON 16 (+3)
INT 17 (+3)
WIS 15 (+2)
CHA 15 (+2)
FORT +5
REFLEX +3
WILL +4
MELEE +1 (Spear) 1d8+1, x2
RANGED +2 (Bow) 1d8, x2, 12m (20/20 arrows)
Skills, [F] denotes Force Skill
Craft (lightsaber) +7
Diplomacy +2
Knowledge (Jedi Lore) +7
Knowledge (History) +7
Sense Motive +6
Treat Injury +6
Empathy [F] +6
Enhance Senses [F] +6
Fear [F] +6
Telepathy [F] +6
Feats & Special Abilities
Force-Sensitive
Weapon Group Prof. (Simple)
Weapon Group Prof. (Primitive)
1b - Sense [Force feat]
1 - Exotic Weapon Prof. (lightsaber)
Credits: 300
Inventory
Spear [1.5kg]
Bow and 20 arrows [3.0kg]
Robes
Medpac, 3 [3kg]
Field Kit [10kg]
--------------------------
Total Weight Carried: 17.5kg
Light Load: <= 25kg
Medium Load: 26-50kg
Heavy Load: 51-75kg
Language
Basic
Togruti
Lekku (head-tail language)
Last edited by Daftendirekt on Mon Feb 27, 2012 5:54 pm, edited 5 times in total.
Re: Character Sheets
I used expl0siv0s sheet as a template . I hope I changed everything approximately.
Name
Trinn Celuna
Race
Human
Class and Level
Nobel - L1
Vitality
8
Wounds
14
Defense
13
Speed
10m
Initiative
+1
Ability Scores
STR 10 (0)
DEX 12 (+1)
CON 14 (+2)
INT 16 (+3)
WIS 13 (+1)
CHA 15 (+2)
Saves
Fort 2
Reflex 3
Will 4
Base Attack Bonuses
MELEE +0
RANGED +1
Skills (Total)
Appraise (+7)
Computer Use (+7)
Craft: Droids (+7)
Diplomacy (+6)
Entertain: Storytelling (+6)
Knowledge: Streetwise (+7)
Profession: Trader (+6)
Read/Write Language: Basic, Jawa Trade Language
Speak Language: Basic, Huttese, Rodese
Ride (+5)
Sense Motive (+5)
Gamble (+5)
Feats & Special Abilities
Weapon Group Proficiency: Blaster Pistols
Weapon Group Proficiency: Simple Weapons
Favor
Cautious: +2 aptitudes on Demolition and Disable Device checks
Persuasive +2 on Bluff and Intimidate checks
Credits
1000
Weapons
Blaster Pistol: +4 attack bonus, 3d6 damage, 20 critical, 10m range, 100 shot power pack [1 kg]
Force Points
1
Inventory
Tool Kit [1 kg]
Comlink [0.1 kg]
Power Pack x2 [.2 kg]
Electrobinoculars [1 kg]
Carrying Weight
Total Weight Carried: 3.3kg
Light Load: Up to 16.5kg
Medium Load: Up to 33kg
Heavy Load: Up to 50kg
Personality
Trinn is very outgoing and talks with anyone to listen (some more than others). He typically will preserve his life over others. But, he isn’t unaffected by others’ suffering and will help when he can and prevent anyone from finding out. Money rarely influences Trinn’s decisions because he has never been short of it. He gambles as sport and does so effectively because he rarely risks much when he is sober.
Backstory
Trinn took advantage of his personality (and very expensive gifts) to get on good standing with his local Hutt. He knew how to please each Hutt whether they enjoyed lavish gifts or flattery. It allowed him to indulge in his several vices: gambling and the occasional spice as well as the occasional woman. His “trading” operation often had more than shady dealings, therefore he tended to side with Rebels rather than the Empire. Much of his wealth came from working with the Hutts. However, he rarely smuggled goods, he more managed the smugglers. The Empire has shot down several of his friends and employees throughout his life. But, he never fancied joining the pointless rebellion.
Description
A young man with dark green eyes and a full head of dark brown hair and clean shaven and fairly good looking. 164 centimeters tall and thin (75 kg), but not very athletic.
Name
Trinn Celuna
Race
Human
Class and Level
Nobel - L1
Vitality
8
Wounds
14
Defense
13
Speed
10m
Initiative
+1
Ability Scores
STR 10 (0)
DEX 12 (+1)
CON 14 (+2)
INT 16 (+3)
WIS 13 (+1)
CHA 15 (+2)
Saves
Fort 2
Reflex 3
Will 4
Base Attack Bonuses
MELEE +0
RANGED +1
Skills (Total)
Appraise (+7)
Computer Use (+7)
Craft: Droids (+7)
Diplomacy (+6)
Entertain: Storytelling (+6)
Knowledge: Streetwise (+7)
Profession: Trader (+6)
Read/Write Language: Basic, Jawa Trade Language
Speak Language: Basic, Huttese, Rodese
Ride (+5)
Sense Motive (+5)
Gamble (+5)
Feats & Special Abilities
Weapon Group Proficiency: Blaster Pistols
Weapon Group Proficiency: Simple Weapons
Favor
Cautious: +2 aptitudes on Demolition and Disable Device checks
Persuasive +2 on Bluff and Intimidate checks
Credits
1000
Weapons
Blaster Pistol: +4 attack bonus, 3d6 damage, 20 critical, 10m range, 100 shot power pack [1 kg]
Force Points
1
Inventory
Tool Kit [1 kg]
Comlink [0.1 kg]
Power Pack x2 [.2 kg]
Electrobinoculars [1 kg]
Carrying Weight
Total Weight Carried: 3.3kg
Light Load: Up to 16.5kg
Medium Load: Up to 33kg
Heavy Load: Up to 50kg
Personality
Trinn is very outgoing and talks with anyone to listen (some more than others). He typically will preserve his life over others. But, he isn’t unaffected by others’ suffering and will help when he can and prevent anyone from finding out. Money rarely influences Trinn’s decisions because he has never been short of it. He gambles as sport and does so effectively because he rarely risks much when he is sober.
Backstory
Trinn took advantage of his personality (and very expensive gifts) to get on good standing with his local Hutt. He knew how to please each Hutt whether they enjoyed lavish gifts or flattery. It allowed him to indulge in his several vices: gambling and the occasional spice as well as the occasional woman. His “trading” operation often had more than shady dealings, therefore he tended to side with Rebels rather than the Empire. Much of his wealth came from working with the Hutts. However, he rarely smuggled goods, he more managed the smugglers. The Empire has shot down several of his friends and employees throughout his life. But, he never fancied joining the pointless rebellion.
Description
A young man with dark green eyes and a full head of dark brown hair and clean shaven and fairly good looking. 164 centimeters tall and thin (75 kg), but not very athletic.
Re: Character Sheets
Temp Character Sheet for Zerrak:
Zerrak Beshenal,
Human,
Sol1;
CR 1;
Medium Humanoid; 2m/2m;
HD 1d10+1; hp 11;
Init +5; Spd 10 m/x4;
AC 14(+3 armor, +1 dex);
Atk +2 One-handed (3d8/20, BlasTech DL-44), +4 One-handed (1d4+3/20, Knife);
SV Fort +3, Ref +1, Will +2;
Str 17(+3), Dex 13(+1), Con 12(+1), Int 15(+2), Wis 14(+2), Cha 14(+2);
Skills & Feats: Computer Use +6, Demolitions +6, Intimidate +6, Knowledge (Engineering) +6, Knowledge (Technology) +6, Profession (Military Officer) +4, Repair +6, 0.
Armor Proficiency (light), Improved Initiative, Quick Draw
Zerrak Beshenal,
Human,
Sol1;
CR 1;
Medium Humanoid; 2m/2m;
HD 1d10+1; hp 11;
Init +5; Spd 10 m/x4;
AC 14(+3 armor, +1 dex);
Atk +2 One-handed (3d8/20, BlasTech DL-44), +4 One-handed (1d4+3/20, Knife);
SV Fort +3, Ref +1, Will +2;
Str 17(+3), Dex 13(+1), Con 12(+1), Int 15(+2), Wis 14(+2), Cha 14(+2);
Skills & Feats: Computer Use +6, Demolitions +6, Intimidate +6, Knowledge (Engineering) +6, Knowledge (Technology) +6, Profession (Military Officer) +4, Repair +6, 0.
Armor Proficiency (light), Improved Initiative, Quick Draw