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Character Sheets

Posted: Sun Dec 31, 2023 11:20 pm
by Eris
This thread will be "stickied" to the top of the forum. Post your character sheets here!
This is my "Cheat Sheet" for the PCs main stats...

Wendel: Human; Wizard; [S+1,I+3,W+2,D-1,C+1,H+0]; HP:5/5; AC:9; Bk:Chirugeon;
Spells: Detect Magic(1), Magic Armor(1), Magic Missile(1A), Light(1) (17, 13, 14)
---
Fergus: Human; Fighter; [S+3,I+1,W+1,D-1,C+2,H+1]; HP:7/10; AC:12; Bk:Soldier; Grit:Str;
WpMas: Long Sword (14, 9, 4)
---
Ulfgar: Dwarf; Fighter; [S+1,I+1,W-2,D+1,C+3,H+1]; HP:13/13; AC:14; Bk:Scout; Grit:Dex;
WpMas: Great Ax (5, 8, 2)
---
Duxar: Human; Wizard; [S+0,I+3,W-1,D+1,C+0,H+0]; HP:4/4; AC:11; Bk:Noble;
Spells: Detect Magic(1), Magic Missile(1A), Sleep(1A)
---
Black Wolf: Human, Fighter; [S+2,I+0,W+0,D+2,C+2,H+0]; HP:10/10, AC:??; Bk:Mercenary; Grit:??;
WpMas: Longsword
---
Naugrim: Dwarf, Bard; [S+2,I+0,W-1,D+1,C+2,H+1]; HP:10/10, AC:14; Bk:Minstrel; Stout+2hp, Bardic Arts, Magical Dabbler,
Perform: Inspire DC12, Fascinate DC15, Prolific (+1d6 to learning rolls) (20, 16, 18)
---
Willow: Halfling, Herbalist/Ranger; [S-1,I-1,W+2,D+0,C+0,H+2]; HP:8/8, AC:11; Bk:Scout;
Stealthy (3 round invisible), Wayfinder, Herbalism (WIS), +2 Ranged Attack & Damage (1, 12, 20)
---

Re: Character Sheets

Posted: Mon Jan 01, 2024 1:11 am
by Rex
Ulfgar
c27454ce2249d5751f64c8e730301d41-3301888126.jpg
c27454ce2249d5751f64c8e730301d41-3301888126.jpg (57.91 KiB) Viewed 928 times
Duxar

Re: Character Sheets

Posted: Mon Jan 01, 2024 9:22 am
by shaidar
Wendel the Wizard

Sheet

Pic:
wendel_small.jpg
wendel_small.jpg (585.7 KiB) Viewed 933 times

Fergus the Fighter

Sheet:

Pic:
fergus_small.jpg
fergus_small.jpg (593.88 KiB) Viewed 933 times

Re: Character Sheets

Posted: Thu Jan 04, 2024 9:24 pm
by Balrog

Re: Character Sheets

Posted: Thu Jan 04, 2024 10:02 pm
by Marullus
Naugrim, 3rd level Dwarf Priest (Lawbringer of Madeera the Covenant)
Naugrim, 3rd level Dwarf Priest (Lawbringer of Madeera the Covenant)
ALIGNMENT: Lawful
BACKGROUND: Acolyte. You're well trained in religious rites and doctrines.

XP: 0 / 10
HP: 20 / 20
AC: 14

STR: 14 / +2
DEX: 12 / +1
CON: 14 / +2
INT: 10 / 0
WIS: 14 / +2
CHA: 8 / -1

TALENTS & SPELLS
1. Stout. Start with +2 HP. Roll hit points per level with advantage.
2. Turn Undead. You know the turn undead spell. It doesn’t count toward your number of known spells.
3. Spellcasting. You can cast priest spells you know. You know two tier 1 spells of your choice from the priest spell list on pg. 51. To cast a priest spell you know, make a spellcasting check by rolling 1d20 + your Wisdom modifier. The DC to successfully cast a spell is 10 + the spell’s tier.
4. Talent:+1 to Melee Attacks and Damage.

SPELLS
  • Turn Undead (Instant, Near). [T-1] You rebuke undead creatures, forcing them to flee. You must present a holy symbol to cast this spell. Undead creatures within near of you must make a CHA check vs. your spellcasting check. If a creature fails by 10+ points and is equal to or less than your level, it is destroyed. Otherwise, on a fail, it flees from you for 5 rounds.
  • Cure Wounds (Instant, Close). [T-1] Your touch restores ebbing life. Roll a number of d6s equal to 1 +half your level (rounded down). One target you touch regains that many hit points.
  • Holy Weapon (5 Rounds, Close). [T-1] One weapon you touch is imbued with a sacred blessing. The weapon becomes magical and has +1 to attack and damage rolls for the duration.
  • Shield of Faith (5 Rounds, Self). [T-1] A protective force wrought of your holy conviction surrounds you. You gain a +2 bonus to your armor class for the duration.
  • Zone of Truth (Focus, Near). [T-2] You compel a creature you can see to speak truth. It can’t utter a deliberate lie while within range.
LANGUAGES Common, Dwarvish, Diabolic

GEAR (max 14 slots)
Tome of Covenant Law (holy symbol) (-)
Leather Armor (1)
Shield (1)
Mace [1d6] (1)
Magical Mace [1d6+?] (1)
Backpack (0)
Flint and Steel (1)
1 Torch (1) [had 2, 1 to Wendel]
2 Flasks of Oil (1) [From Wendell]
9 rations (3)
5sp

Weapons: Club, crossbow, dagger, mace, longsword, staff, warhammer
Armor: All armor and shields
Hit Points: 1d6 per level


Level 1 rolls
Priest Talent [2d6]=10
10-11: +2 to Strength or Wisdom stat (apply to WIS, 12 to 14)
Level 2 and 3 rolls
Naugrim, 1st level Dwarf Bard (Storyteller)
Naugrim, 1st level Dwarf Bard (Storyteller)
ALIGNMENT: Lawful
BACKGROUND: Minstrel. You've traveled far with your charm and talent

XP: 0 / 10
HP: 10 / 10
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)
1 Torch (1) [had 2, 1 to Wendel]
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 (Flat 6, total 10)
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
Willow, 3rd level Halfling Herbalist/Ranger (Stranger)
Willow, 1st level Halfling Herbalist/Ranger (Stranger)
ALIGNMENT: Neutral
BACKGROUND: Herbalist. You know plants, medicines, and poisons

XP: 0 / 10
HP: 17 / 17
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 a WIS* 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: +2 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
a cameo on a silver chain with a lock of brown hair inside the locket [Minor Protection from Chaos: +1AC but only by touch and only when attacked by chaotic creatures]


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

Level 1 rolls
Level 2 and 3 rolls

Re: Character Sheets

Posted: Wed Jan 17, 2024 8:06 pm
by Enoch
Barrett Blackhand, Human Thief
Cadeyrn Coyd, Human Bard

Re: Character Sheets

Posted: Fri Feb 09, 2024 8:59 pm
by axis57

Re: Character Sheets

Posted: Sat May 04, 2024 11:52 am
by Edeldhur
Erlthal



Erlthal.jpg
Erlthal.jpg (237.39 KiB) Viewed 533 times
(Sorry, don't know how to make the image smaller :O)
OOC: DM, I changed the number after fimg= to 100, that's a way to make it smaller. I think the only way to make an attachment smaller is to edit it before you post it...I think.