Finalized Character Sheet Thread
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Author
Finalized Character Sheet Thread
The previous character sheet thread was built to help shape our characters, offering and asking for feedback, making stat adjustments, all that kind of stuff. THIS is where you will be posting your finalized character sheets. Again, please keep it in text. I may use the unseen servant dice roller for the dice roller, but its character sheets may get just as buggy, and I will not place a lot of trust in it.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
Re: Finalized Character Sheet Thread
Name Whitsell human fighter/cleric
Level: 5/5
Alignment: Neutral Good
Current HP = 45/45 (after levelling from demon kill)
Current/needed XP fighter = 16885 / 35,000
Current/Needed Xp cleric= 16,534 / 27,000
Stats
Current currency
a fancy looking stone, four semi-precious looking ones, and ten stones that would look good as ornaments (all together valued at 200 gp on average at half off...so assuming expected price of 400gp)
Background:
Spells memorized: 5/5/2
3 CLW
Command
sanctuary
-
chant
know alignment
silence
holdperson
-
prayer
Level: 5/5
Alignment: Neutral Good
Current HP = 45/45 (after levelling from demon kill)
Current/needed XP fighter = 16885 / 35,000
Current/Needed Xp cleric= 16,534 / 27,000
Stats
Ability Score Stats:
Str 17 (+1dam, +1tohit, +50lbs, 1-3/d6 open doors)
Wis: 17 (+3 mentalsavingthrows)
Dex: 8 (none)
Con: 16 (+2hp,
Cha: 13 (5 hired, +5% reax)
Int: 12 (+3 add lang)
Hit points
Total: (1/2 of 1d10+2)FLvl+ (1/2 of 1d8+2)CLvl
Current max: 45 / 45
Saving Throws (4th lvl cl +3wisdom)
Magic 13-3=10
Breath 13-3=10
Death/para 9-3=6
Petr/poly 12-3=9
Spells 14-3=11
longsword Thac0 12:damage 1d8+4 (5-12) (5thlvl,+1hit, double special)
lightmace Thac0 15: damage 1d4+2 (3-6) (5thlvl, +1hit)
lightpick Thac0 15: damage 1d4+2 (3-6) (5thlvl, +1hit)
Armor Class 3 (lightened plate, 90 feet)
Front: 2 (w/shield)
Rear: 3
Surprised: 10
(guessing without looking at book
Weapon Proficiencies: 4+1every2levels)
Long sword (3 slots for proficiency, specialization, double specialization)
Light mace (1 for proficiency)
light pick (1 for proficiency (fighter level 3 earned)
Spells: 3 1stlvl clerical spells
at 5th, 3/3/1
plus bonus 2/2/1 for wisdom)
Possessions:
studded armor
medium shield
holy sym
backpack
dlint/steel
grphook
hammer
spikes
hoodlantern
oil (3flsk)
pouch
rations(5)
lrg sack
rope (slk) 50ft
whetstone
waterskin
fishhook
twine 100ft
Encumbrance (weight allowed): 85 120ft +1; 120 90ft ; 155 60ft; 200 30ft -1)
Total encumbrance: 95
Language Spoken (# possible for learning) ( +3) commonNOT SURE WHAT ELSE
Str 17 (+1dam, +1tohit, +50lbs, 1-3/d6 open doors)
Wis: 17 (+3 mentalsavingthrows)
Dex: 8 (none)
Con: 16 (+2hp,
Cha: 13 (5 hired, +5% reax)
Int: 12 (+3 add lang)
Hit points
Total: (1/2 of 1d10+2)FLvl+ (1/2 of 1d8+2)CLvl
Current max: 45 / 45
Saving Throws (4th lvl cl +3wisdom)
Magic 13-3=10
Breath 13-3=10
Death/para 9-3=6
Petr/poly 12-3=9
Spells 14-3=11
longsword Thac0 12:damage 1d8+4 (5-12) (5thlvl,+1hit, double special)
lightmace Thac0 15: damage 1d4+2 (3-6) (5thlvl, +1hit)
lightpick Thac0 15: damage 1d4+2 (3-6) (5thlvl, +1hit)
Armor Class 3 (lightened plate, 90 feet)
Front: 2 (w/shield)
Rear: 3
Surprised: 10
(guessing without looking at book
Weapon Proficiencies: 4+1every2levels)
Long sword (3 slots for proficiency, specialization, double specialization)
Light mace (1 for proficiency)
light pick (1 for proficiency (fighter level 3 earned)
Spells: 3 1stlvl clerical spells
at 5th, 3/3/1
plus bonus 2/2/1 for wisdom)
Possessions:
studded armor
medium shield
holy sym
backpack
dlint/steel
grphook
hammer
spikes
hoodlantern
oil (3flsk)
pouch
rations(5)
lrg sack
rope (slk) 50ft
whetstone
waterskin
fishhook
twine 100ft
Encumbrance (weight allowed): 85 120ft +1; 120 90ft ; 155 60ft; 200 30ft -1)
Total encumbrance: 95
Language Spoken (# possible for learning) ( +3) commonNOT SURE WHAT ELSE
Wealth (strg gold 90)
PP:
GP: 18
EP:
SP: 9
CP: 5
-5 sp for room at inn day1,
-62 for amberlyn first week.
+1000 GP each player
-15, lightened chainmail
-85, retained fighter (and dibs on platemail)
-600, for four gems (amber, amythest, jade stone, red spinel, )
items
9 Gemstones each player 5 ornamental (50gp), 4 semi-precious (250gp)
17 pieces of regular jewelry as a group, all plain silver, 11 rings, 6 necklaces (1700gp)
3 Mysterious clear liquid vials of presumably holy water as a group (75 gp)
1 Sets of Fine clothing (Silk Gowns 50 gp, Silk Robes 60 gp, Noble Shoes 30 gp, Silk Jackets 80 gp, Fine furs 50gp)
Exotic Ingredients and miscellany (2500 gp)/4 =625 worth each
four gems (amber, amythest, jade stone, red spinel, ) paid 600, appraised 800.
PP:
GP: 18
EP:
SP: 9
CP: 5
-5 sp for room at inn day1,
-62 for amberlyn first week.
+1000 GP each player
-15, lightened chainmail
-85, retained fighter (and dibs on platemail)
-600, for four gems (amber, amythest, jade stone, red spinel, )
items
9 Gemstones each player 5 ornamental (50gp), 4 semi-precious (250gp)
17 pieces of regular jewelry as a group, all plain silver, 11 rings, 6 necklaces (1700gp)
3 Mysterious clear liquid vials of presumably holy water as a group (75 gp)
1 Sets of Fine clothing (Silk Gowns 50 gp, Silk Robes 60 gp, Noble Shoes 30 gp, Silk Jackets 80 gp, Fine furs 50gp)
Exotic Ingredients and miscellany (2500 gp)/4 =625 worth each
four gems (amber, amythest, jade stone, red spinel, ) paid 600, appraised 800.
Background:
Whitsell was born into a smithing family. He learned from his father and uncle until he was 16. His mother's family had a neighboring farm, where he worked as well. These tasks built him into a strong, healthy lad; knowledgeable in weaponry and agriculture.
The family was very spiritual, and believed their skills and bounty came directly from the deities. Whitsell was especially moved by the relationship with Karnagee, the deity of metalworking. He vowed that he would dedicate his life to the simple mantra that Karnagee followers believe in: Learn as much as you can about something useful, especially metalsmithing; make as much as you can, be it items or coin; give as much as you can to those who need it, whether that is coins or education.
Thus, Whitsell has recently left his family village, and headed off to "make". He proudly wears the disc symbol of Karnagee around his neck, and prays daily with it to give him special abilities to aid his quest.
The family was very spiritual, and believed their skills and bounty came directly from the deities. Whitsell was especially moved by the relationship with Karnagee, the deity of metalworking. He vowed that he would dedicate his life to the simple mantra that Karnagee followers believe in: Learn as much as you can about something useful, especially metalsmithing; make as much as you can, be it items or coin; give as much as you can to those who need it, whether that is coins or education.
Thus, Whitsell has recently left his family village, and headed off to "make". He proudly wears the disc symbol of Karnagee around his neck, and prays daily with it to give him special abilities to aid his quest.
3 CLW
Command
sanctuary
-
chant
know alignment
silence
holdperson
-
prayer
Last edited by onlyme on Fri Apr 17, 2015 3:37 pm, edited 12 times in total.
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
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- Runner
- Posts: 21
- Joined: Fri Mar 29, 2013 3:19 pm
Re: Finalized Character Sheet Thread
#3 Post by Badger1stClass »
Gwinn Aldreed
Half-Elf, Thief 1/Magic-User 1
Alignment: Chaotic Neutral ("If it feels good, do it.")
XP: 0* / 1,250; 0 / 2,500
HP: 5 / 5
*XP Bonus
Gleeful Gwinn after a score:
Original URL: http://4.bp.blogspot.com/_i1xwYPpJN8o/S ... e_2smw.jpg
Character Sheet:
Half-Elf, Thief 1/Magic-User 1
Alignment: Chaotic Neutral ("If it feels good, do it.")
XP: 0* / 1,250; 0 / 2,500
HP: 5 / 5
*XP Bonus
Gleeful Gwinn after a score:
- dnd_half-elf_rogue_2smw.jpg (25.46 KiB) Viewed 3306 times
Name Gwinn Aldreed
Half-Elf, Thief 1/Magic-User 1
XP: 0 / 1,250; 0 / 2,500
XP Bonus: Yes/No
Alignment: Chaotic Neutral
Height: 5'2”
Weight: ABSOLUTELY not telling you. (110 lb.)
Hair: Chestnut
Eyes: Teal
Skin: Chai Latte
Age: I've shanked men for asking less. (25)
Apearance: A young woman, barely more than a teenager, with bright eyes and a quick grin. She’s pretty but not particularly alluring, her human jawline and nose at odds with her delicate Elvish cheekbones and almond-shaped eyes, and she’s built like a gymnast. There’s no mistaking her for a half-elf because of her vivid eyes and the definite pointiness of her ears, but (lucky for her) she’s very personable and has a way of winning others over once they see that she’s not nearly so off-putting as most elves.
Ability Scores:
Str: 9 (Minor Test 1-2, Major Test 1%)
Wis: 15 (Mental Saving Throw +1)
Int: 15 (Max. Additional Languages 4, Understand Spells 65%)
Dex: 16 (Surprise +1, Missile Adj. +1, AC -2)
Con: 12 (Survive Resurrection 85%, System Shock 80%)
Cha: 15 (Reaction Bonus +15%, Max. Henchmen 7, Loyalty +15%)
Skills:
Languages: Common, Thieve's Cant, [+4]
Half-Elf Racial Abilities:
-Charm/Sleep Resistance: Half-Elves are 30% resistant to sleep and charm spells.
-Secret Doors: When searching, a half-elf character can detect secret doors on a 2 in 6 and concealed doors on a 3 in 6. When passing within 10ft of a concealed door, a half-elf will notice it on a 1 in 6.
-Infravision: 60 ft.
-Base Move: 120 ft.
Thief Skills:
-Backstab (Attack +4, Dmg. X2)
-Climb: 80%
-Find Traps: 25%
-Hear Noise: 10%
-Hide in Shadows: 25%
-Move Quietly: 20%
-Open Locks: 35%
-Pick Pockets: 45%
-Read Languages: 1%
Combat:
Hit points: 5 / 5
Armor Class
Front: 8
Rear: 8
Surprised: 10
Saving Throws
Aimed Magic Items: 11
Breath Weapon: 15
Death/Paralysis/Poison: 13
Petrification/Polymorph: 12
Spells: 12
(Save +1 against mind-affecting magics, 30% resistance to sleep and charm spells)
Weapon Proficiencies: Dagger, Thrown
(Non-Proficient Penalty: -3)
Spells:
-Read Magic
-Shield
-Detect Magic
-Ventriloquism
Memorized Spells:
-Ventriloquism
Possessions:
Traveler's clothes
Pilgrim Outfit: linen gown, common shoes, Pewter holy symbol
Mage equipment: Starter Spellbook, spell components, quill & ink
Other:
dice
loaded dice
thieve's tools
crowbar
caltrops x5
hammer
piece of chalk x10
hemp rope, 50 ft.
wool blanket
candles x10
flint & steel
satchel
small belt pouch x4
purse
Weapons:
dagger x2
dart x10
Wealth (4 lb.)
PP:
GP: 2
EP:
SP: 26
CP: 15
Encumbrance (weight allowed):
Weight Carried Max. Movement Surprise
up to 35lbs 120 ft/round +1 (for armour lighter than chain mail only)
36-70 lbs 90 ft/round Normal bonuses apply
71-105 lbs 60 ft/round No normal bonuses apply (but penalties do)
106-150 lbs 30 ft/round No normal bonuses apply (but penalties do); -1 extra penalty
Total encumbrance: 58 lb.
Background:
Gwinn is a politically inconvenient love-child. She was given to an orphanage with a moderate bribe to keep her politico mother's name off of the paperwork. When Gwinn was 8, she ran away, hopped onto a merchant's cart, and ended up in a coastal port town. She learned the cross-trade as a matter of survival, and became quite a hand at picking pockets. Of course, she was never very good at sizing up marks, and one day she picked the pocket of a journeyman Mage, who caught her in the act. The small bundles of treated herbs she found in his purse could easily have had him strung up as a warlock, and when she pointed out that he couldn't turn her in because then he'd have to explain his purse, he admired her quick thinking and offered her a proper kip with him as his assistant.
Gwinn was a decent enough assistant, and she slowly but surely was picking up a thing or two about magery. She couldn't keep away from mischief, though. She tried explaining it to her master, Vament, one day, the kind of rush she got from doing things she knew she wasn't supposed to. That's the day he handed her a spellbook of her own, and her belongings in a bag. “Gwinn,” he said, “You've got the makings of a stellar Mage. But until you tame that voice in your head that tells you that you can get away with anything, knowing magic makes you a danger to yourself and those you're near, least of all because people will lynch you for what you know. When you learn some temperance, and I hope it’s while you still breathe, find me again, and I'll teach you properly.”
So she's been making her own way, a con here and a quick bit of burglary there, but she still loves the face-to-face score the best. She has a very idle curiosity about her parents. She figures that, being half-elven, the affair was short and in some way scandalous. She's still young and impetuous, and is ok with not really having a place in the world for the time being.
Half-Elf, Thief 1/Magic-User 1
XP: 0 / 1,250; 0 / 2,500
XP Bonus: Yes/No
Alignment: Chaotic Neutral
Height: 5'2”
Weight: ABSOLUTELY not telling you. (110 lb.)
Hair: Chestnut
Eyes: Teal
Skin: Chai Latte
Age: I've shanked men for asking less. (25)
Apearance: A young woman, barely more than a teenager, with bright eyes and a quick grin. She’s pretty but not particularly alluring, her human jawline and nose at odds with her delicate Elvish cheekbones and almond-shaped eyes, and she’s built like a gymnast. There’s no mistaking her for a half-elf because of her vivid eyes and the definite pointiness of her ears, but (lucky for her) she’s very personable and has a way of winning others over once they see that she’s not nearly so off-putting as most elves.
Ability Scores:
Str: 9 (Minor Test 1-2, Major Test 1%)
Wis: 15 (Mental Saving Throw +1)
Int: 15 (Max. Additional Languages 4, Understand Spells 65%)
Dex: 16 (Surprise +1, Missile Adj. +1, AC -2)
Con: 12 (Survive Resurrection 85%, System Shock 80%)
Cha: 15 (Reaction Bonus +15%, Max. Henchmen 7, Loyalty +15%)
Skills:
Languages: Common, Thieve's Cant, [+4]
Half-Elf Racial Abilities:
-Charm/Sleep Resistance: Half-Elves are 30% resistant to sleep and charm spells.
-Secret Doors: When searching, a half-elf character can detect secret doors on a 2 in 6 and concealed doors on a 3 in 6. When passing within 10ft of a concealed door, a half-elf will notice it on a 1 in 6.
-Infravision: 60 ft.
-Base Move: 120 ft.
Thief Skills:
-Backstab (Attack +4, Dmg. X2)
-Climb: 80%
-Find Traps: 25%
-Hear Noise: 10%
-Hide in Shadows: 25%
-Move Quietly: 20%
-Open Locks: 35%
-Pick Pockets: 45%
-Read Languages: 1%
Combat:
Hit points: 5 / 5
Armor Class
Front: 8
Rear: 8
Surprised: 10
Saving Throws
Aimed Magic Items: 11
Breath Weapon: 15
Death/Paralysis/Poison: 13
Petrification/Polymorph: 12
Spells: 12
(Save +1 against mind-affecting magics, 30% resistance to sleep and charm spells)
Weapon Proficiencies: Dagger, Thrown
(Non-Proficient Penalty: -3)
Spells:
-Read Magic
-Shield
-Detect Magic
-Ventriloquism
Memorized Spells:
-Ventriloquism
Possessions:
Traveler's clothes
Pilgrim Outfit: linen gown, common shoes, Pewter holy symbol
Mage equipment: Starter Spellbook, spell components, quill & ink
Other:
dice
loaded dice
thieve's tools
crowbar
caltrops x5
hammer
piece of chalk x10
hemp rope, 50 ft.
wool blanket
candles x10
flint & steel
satchel
small belt pouch x4
purse
Weapons:
dagger x2
dart x10
Wealth (4 lb.)
PP:
GP: 2
EP:
SP: 26
CP: 15
Encumbrance (weight allowed):
Weight Carried Max. Movement Surprise
up to 35lbs 120 ft/round +1 (for armour lighter than chain mail only)
36-70 lbs 90 ft/round Normal bonuses apply
71-105 lbs 60 ft/round No normal bonuses apply (but penalties do)
106-150 lbs 30 ft/round No normal bonuses apply (but penalties do); -1 extra penalty
Total encumbrance: 58 lb.
Background:
Gwinn is a politically inconvenient love-child. She was given to an orphanage with a moderate bribe to keep her politico mother's name off of the paperwork. When Gwinn was 8, she ran away, hopped onto a merchant's cart, and ended up in a coastal port town. She learned the cross-trade as a matter of survival, and became quite a hand at picking pockets. Of course, she was never very good at sizing up marks, and one day she picked the pocket of a journeyman Mage, who caught her in the act. The small bundles of treated herbs she found in his purse could easily have had him strung up as a warlock, and when she pointed out that he couldn't turn her in because then he'd have to explain his purse, he admired her quick thinking and offered her a proper kip with him as his assistant.
Gwinn was a decent enough assistant, and she slowly but surely was picking up a thing or two about magery. She couldn't keep away from mischief, though. She tried explaining it to her master, Vament, one day, the kind of rush she got from doing things she knew she wasn't supposed to. That's the day he handed her a spellbook of her own, and her belongings in a bag. “Gwinn,” he said, “You've got the makings of a stellar Mage. But until you tame that voice in your head that tells you that you can get away with anything, knowing magic makes you a danger to yourself and those you're near, least of all because people will lynch you for what you know. When you learn some temperance, and I hope it’s while you still breathe, find me again, and I'll teach you properly.”
So she's been making her own way, a con here and a quick bit of burglary there, but she still loves the face-to-face score the best. She has a very idle curiosity about her parents. She figures that, being half-elven, the affair was short and in some way scandalous. She's still young and impetuous, and is ok with not really having a place in the world for the time being.
Last edited by Badger1stClass on Thu Jul 04, 2013 11:23 pm, edited 1 time in total.
Marda the Red, Dwarf in Bloodaxe's "Keep on the Borderlands" using "Labyrinth Lord"
Gwinn Aldreed, Half-Elf Thief/Mage in Rukellian's "Fabricator of Planes" using "OSRIC"
Gwinn Aldreed, Half-Elf Thief/Mage in Rukellian's "Fabricator of Planes" using "OSRIC"
Re: Finalized Character Sheet Thread
Gustov, Half-Elf Fighter/Thief
Name: Gustov
Race: Half-Elf
Class: fighter/thief
Level: 4/4
Alignment: Chaotic Good
XP: 10512/9861
XP Needed: 16,000/ 10,000
XP Bonus: yes / yes
Str: 18(58) -- +2 to hit, +3 damage | +125 lbs. | open doors 1-4 | BBLG 25%
Int: 7
Wis: 6 -- mental save adjustment, -1
Dex: 18 -- Surprise: +3 | Missile: +3 | AC: -4
Con: 10 -- raise dead: 75 | system shock: 70
Cha: 9 -- henchmen: 4
Hit points: 20/20
Armor Class
Front: 4
Rear: 8
Surprised: 4
THAC0:19
dagger, melee (+8 to hit), 3 att./ 2 rds, 1d4+6/1d3+6
dagger, offhand (+7 to hit), 1 att./rd., 1d4+6/1d3+6
dagger, thrown (+3 to hit), 2 att./rd., 10 | 20 | 30, 1d4+3/1d3+3
sling, bullet (+1 to hit, nonproficient), 1 att./rd., 35 | 70 | 105, 1d4+1/1d6+1
Weapon Proficiencies: 4+ 1/ 2 levels
Dagger - double specialized
hurled weapons
Saving Throws
Death, Paralysis, Poison: 13
Petrification, Polymorph: 12
Rod, Staff, Wand: 14
Breath: 16
Spell: 15
Thief Abilities
80 - Climb Walls
35 - Find Traps
10 - Hear Noise
35 - Hide in Shadows
30 - Move Silently
45 - Open Locks
50 - Pick Pockets
11 - Read Languages
Racial Abilities
When searching, a half-elf character can detect
secret doors on a 2 in 6 and concealed doors on a 3 in 6. When
passing within 10ft of a concealed door, a half-elf will notice
it on a 1 in 6.
Infravision: 60 feet
30% resistant to sleep and charm spells
Languages: Common, Thieves' Cant, elven, gnoll, gnome, goblin, halfling, hobgoblin, orcish.
Possessions
Wealth starting gold: 70
PP:
GP: 8
EP:
SP: 1
CP: 2
Encumbrance
Current with Armor: 55 lbs.
up to 160 lbs. - 120 ft., +1 surprise
161 to 195 lbs. - 90 ft.
196 to 230 lbs. - 60 ft.
231 to 275 lbs. - 30 ft., -1 surprise
Movement: 120'
Possessions
Worn:
- cloak - 2 lbs.
- woolen tunic - 1 lb
- leather armor - 15 lbs.
- dagger - 1 lb. - on forearm
- boots, soft - 3 lbs.
- - 2 daggers - 1 lb.
- backpack - 10 lbs.
- - - large sack - 1 lb
- - - small sack - 1/2 lb.
- - - waterskin - 1 lb.
- - - flask
- - - caltrops - 2 lbs.
- - - 2 days rations - 2 lbs.
- - - soap - 1 lb. backpack
- - - linen twine, 100 ft. - 1/2 lb.
- - leather scrollcase - 1/2 lb.
- - - - sheet of vellum
- belt
- - - thieves' tools - 1 lb.
- - - 2 daggers - 1 lb.
- - - sling - 1/2 lb. in belt
- - - belt pouch, large - 2 lbs. worn
- - - - - 11 sling bullets - 4 lbs.
- - - - - flint & steel
- - - - - whistle
- - - - - whetstone - 1/2 lb.
- - belt pouch, small - 1 lb. worn
- - - - 4 candles
- - - - 4 pieces of chalk
- - - - pair of bone dice
- - - - fish hook
- - - - needle & thread
- - - - 2 quills
- - - - 2 pieces of charcoal
Tanned skin, dark brown hair, blue eyes.
Background:
In his 33 years he has become an accomplished spendthrift, which is only encouraged by the usual ease with which he can manage to find his next meal or bed. While he grew up primarily in his father's elven clan, his half-human nature spurred his curiosity with the lands outside, particularly with humans. While he trained with his clan with swords and bows, his true martial pursuit was with his knives and fists, and he prefers to carry a sling since it is inconspicuous even though he is still working on "figuring it out."
As his parents middle child, his adventurous spirit was tethered neither by obligation to continue the families station, nor by being overprotected. In recent years he left the home of his clan and took to some of the smaller cities close to woods where he worked on blending in among the human communities he loved to watch.
He isn't certain what drew attention to him and a personal invitation from the king, especially since he was trying to not be noticed. He is pretty sure, however, that it was some "competition" that wanted him out of the area.
Race: Half-Elf
Class: fighter/thief
Level: 4/4
Alignment: Chaotic Good
XP: 10512/9861
XP Needed: 16,000/ 10,000
XP Bonus: yes / yes
Str: 18(58) -- +2 to hit, +3 damage | +125 lbs. | open doors 1-4 | BBLG 25%
Int: 7
Wis: 6 -- mental save adjustment, -1
Dex: 18 -- Surprise: +3 | Missile: +3 | AC: -4
Con: 10 -- raise dead: 75 | system shock: 70
Cha: 9 -- henchmen: 4
Hit points: 20/20
Armor Class
Front: 4
Rear: 8
Surprised: 4
THAC0:19
dagger, melee (+8 to hit), 3 att./ 2 rds, 1d4+6/1d3+6
dagger, offhand (+7 to hit), 1 att./rd., 1d4+6/1d3+6
dagger, thrown (+3 to hit), 2 att./rd., 10 | 20 | 30, 1d4+3/1d3+3
sling, bullet (+1 to hit, nonproficient), 1 att./rd., 35 | 70 | 105, 1d4+1/1d6+1
Weapon Proficiencies: 4+ 1/ 2 levels
Dagger - double specialized
hurled weapons
Saving Throws
Death, Paralysis, Poison: 13
Petrification, Polymorph: 12
Rod, Staff, Wand: 14
Breath: 16
Spell: 15
Thief Abilities
80 - Climb Walls
35 - Find Traps
10 - Hear Noise
35 - Hide in Shadows
30 - Move Silently
45 - Open Locks
50 - Pick Pockets
11 - Read Languages
Racial Abilities
When searching, a half-elf character can detect
secret doors on a 2 in 6 and concealed doors on a 3 in 6. When
passing within 10ft of a concealed door, a half-elf will notice
it on a 1 in 6.
Infravision: 60 feet
30% resistant to sleep and charm spells
Languages: Common, Thieves' Cant, elven, gnoll, gnome, goblin, halfling, hobgoblin, orcish.
Possessions
Wealth starting gold: 70
PP:
GP: 8
EP:
SP: 1
CP: 2
Encumbrance
Current with Armor: 55 lbs.
up to 160 lbs. - 120 ft., +1 surprise
161 to 195 lbs. - 90 ft.
196 to 230 lbs. - 60 ft.
231 to 275 lbs. - 30 ft., -1 surprise
Movement: 120'
Possessions
Worn:
- cloak - 2 lbs.
- woolen tunic - 1 lb
- leather armor - 15 lbs.
- dagger - 1 lb. - on forearm
- boots, soft - 3 lbs.
- - 2 daggers - 1 lb.
- backpack - 10 lbs.
- - - large sack - 1 lb
- - - small sack - 1/2 lb.
- - - waterskin - 1 lb.
- - - flask
- - - caltrops - 2 lbs.
- - - 2 days rations - 2 lbs.
- - - soap - 1 lb. backpack
- - - linen twine, 100 ft. - 1/2 lb.
- - leather scrollcase - 1/2 lb.
- - - - sheet of vellum
- belt
- - - thieves' tools - 1 lb.
- - - 2 daggers - 1 lb.
- - - sling - 1/2 lb. in belt
- - - belt pouch, large - 2 lbs. worn
- - - - - 11 sling bullets - 4 lbs.
- - - - - flint & steel
- - - - - whistle
- - - - - whetstone - 1/2 lb.
- - belt pouch, small - 1 lb. worn
- - - - 4 candles
- - - - 4 pieces of chalk
- - - - pair of bone dice
- - - - fish hook
- - - - needle & thread
- - - - 2 quills
- - - - 2 pieces of charcoal
Tanned skin, dark brown hair, blue eyes.
Background:
In his 33 years he has become an accomplished spendthrift, which is only encouraged by the usual ease with which he can manage to find his next meal or bed. While he grew up primarily in his father's elven clan, his half-human nature spurred his curiosity with the lands outside, particularly with humans. While he trained with his clan with swords and bows, his true martial pursuit was with his knives and fists, and he prefers to carry a sling since it is inconspicuous even though he is still working on "figuring it out."
As his parents middle child, his adventurous spirit was tethered neither by obligation to continue the families station, nor by being overprotected. In recent years he left the home of his clan and took to some of the smaller cities close to woods where he worked on blending in among the human communities he loved to watch.
He isn't certain what drew attention to him and a personal invitation from the king, especially since he was trying to not be noticed. He is pretty sure, however, that it was some "competition" that wanted him out of the area.
Last edited by NJWilliam on Thu Aug 15, 2013 12:16 pm, edited 1 time in total.
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
- tooleychris
- Rider of Rohan
- Posts: 3578
- Joined: Wed May 01, 2013 2:07 pm
- Location: Just west of the future site of Defiance.
Re: Finalized Character Sheet Thread
#5 Post by tooleychris »
FLYNN RYDER
Unseen Servant Sheet
Character Pic
Name: Flynn Ryder
Class: fighter
Race: (Gender)Human male
Experience: 18279
Experience TNL: 16000
Level:6
HIT POINTS: 45/45
ARMOR CLASS: 4(3) Parry AC: 0(-1)
THACO: 17(13 melee/13 ranged )
Statistics
Equipment
BACKGROUND:
Unseen Servant Sheet
Character Pic

Class: fighter
Race: (Gender)Human male
Experience: 18279
Experience TNL: 16000
Level:6
HIT POINTS: 45/45
ARMOR CLASS: 4(3) Parry AC: 0(-1)
THACO: 17(13 melee/13 ranged )
Statistics
Alignment: Neutral Good
Age: 19
Height: 71"
Weight: 180 lbs
Move: 12”
ABILITY SCORES
ABILITY TOTAL MODIFIERS
Str 15 to hit Dmg Adj: Weight Allowance:+20 Open Door:1-2
Int 13 Additional languages:3
Wis 14
Dex 18 Ranged Attack Adj:+4 Armor Adj:-4 react:+2
Con 15 HP Adj:+1 System Shock:94%
Cha 15 Max# Henchmen: 7 Loyalty:+15% Reaction Adj:+15%
SAVING THROWS
Rods, Staffs, and Wands: 15
Breath Weapons: 16
Death, Paralysis, Poison: 13
Petrification, Polymorph: 14
Spells: 16
Proficiency Slots: 5
Proficiencies:
Shortbow
Double Profiency short sword(rapier)
BENEFIT: +3 to hit +3 damage
Dagger
Age: 19
Height: 71"
Weight: 180 lbs
Move: 12”
ABILITY SCORES
ABILITY TOTAL MODIFIERS
Str 15 to hit Dmg Adj: Weight Allowance:+20 Open Door:1-2
Int 13 Additional languages:3
Wis 14
Dex 18 Ranged Attack Adj:+4 Armor Adj:-4 react:+2
Con 15 HP Adj:+1 System Shock:94%
Cha 15 Max# Henchmen: 7 Loyalty:+15% Reaction Adj:+15%
SAVING THROWS
Rods, Staffs, and Wands: 15
Breath Weapons: 16
Death, Paralysis, Poison: 13
Petrification, Polymorph: 14
Spells: 16
Proficiency Slots: 5
Proficiencies:
Shortbow
Double Profiency short sword(rapier)
BENEFIT: +3 to hit +3 damage
Dagger
STARTING GOLD: 120
REMAINING GOLD:1074 . SILVER:3(back pack)
EQUIPMENT
Backpack 2 gp 2 lbs
Belt pouch Small 7 sp 0.5 lbs.
Flint and steel 5 sp
Rope (50 ft.)Hemp 1 gp 20 lbs
Wineskin 8 sp 1 lbs.
Winter blanket 5 sp 1 lbs.
dozen arrows. 2 gp 4lbs
7 arrows. 2 gp 2lbs
Iron Rations 6 gp 1lb
9 Gemstones 5 ornamental (50gp), 4 semi-precious (250gp)(rolled in blanket )
Armor
Leather 5 gp 8 AC
Small Shield 10 gp -1 AC
Weapons:
Sword, short (rapier) 3lbs 15 gp
Short Bow 8lbs 15 gp
Weapon Damage
Sword, short(rapier) 1d6+3
Thac0: 17
Short Bow 1d6
Thac0: 17
REMAINING GOLD:1074 . SILVER:3(back pack)
EQUIPMENT
Backpack 2 gp 2 lbs
Belt pouch Small 7 sp 0.5 lbs.
Flint and steel 5 sp
Rope (50 ft.)Hemp 1 gp 20 lbs
Wineskin 8 sp 1 lbs.
Winter blanket 5 sp 1 lbs.
dozen arrows. 2 gp 4lbs
7 arrows. 2 gp 2lbs
Iron Rations 6 gp 1lb
9 Gemstones 5 ornamental (50gp), 4 semi-precious (250gp)(rolled in blanket )
Armor
Leather 5 gp 8 AC
Small Shield 10 gp -1 AC
Weapons:
Sword, short (rapier) 3lbs 15 gp
Short Bow 8lbs 15 gp
Weapon Damage
Sword, short(rapier) 1d6+3
Thac0: 17
Short Bow 1d6
Thac0: 17
The living conditions were deplorable. The smell of human waste mingled with the unclean body odors and a couple of those who died in the tight quarters was sickening beyond words. How humans could be made to endure the long journey of a slave ship was incomprehensible to the blond sailor.
The packed slaves sobbed as chained collars bit wrist, ankle, and throat. How the slavers would untangle the entwined bodied to unload them was a mystery to him. He tugged at his own chains trying to acquire a more tolerable position but the people here were packed too tightly.
The cargo bay of this freighter must have been nearly full before he and his shipmates were taken prisoner and shoved in this filth hole as well.
It had been four days as best he could tell from occasional sunlight peaking through the cracks and seams in the wooden hull.
He and most of his original crew were asleep when the freighters
Fast Cutter escort had crept along side in their own cargo galleon in the night. The second watch were most likely arrowed down before they even saw the privateers approach.
Well trained those pirates must have been, as the crew were weaponless and many already chained before they ever awoke.
A few of his mates were put to sword in an attempt to defend the galleon, but the battle was short. They were all taken aboard the slave ship and tossed into the cargo hold with the other slaves. Both the living and the dead. He had heard two of the pirates laughing about how they would be paid for both the living slaves and the corpses. What foul things were planned for the dead, He didn't know. But king Benagal had all but done away with slavery in the realms of Dathan. That knowledge and keeping the dead for trade, as well as the slaves, meant their destination was bound to be an evil kingdom or sorcerery and necromancy.
He dozed in and out of sleep. Being roused from dreams of more pleasant places by occasional dry heaves and the moans of the hopeless.
It was early morning, as far as He could tell, when the activity levels of the slavers above became faster paced. The shouts of men giving orders and shouting warnings could be heard above the booted feet running to and fro on the decks above. The ship and turned hard to the port, and his sailors instincts told him they ship was picking up speed. Time flowed slowly as his mates and the slaves around him eyed the timbers above. Something was happening. Another few minutes or an hour perhaps, He couldn't tell. But a loud bash against the freighters hull sent them tumbling over each other to the starboard side of the cargo bay. Wood splintered and groaned from the impact.
"GODS save us!" Shouted one of his mates."They done run up on a reef! Weez drowned get sure!"
Panic flooded through all in the hold. The cries of men above became loud and the clash of steel rang through the air.
"Mutiny? " asked one of the sods chained to me. I remained quiet, listening. The decks above grew quiet as well. Then more scurrying of boots. Someone threw open the hatch above and sunlight blinded all of us below. Cries for help, food, and water were sounded by those around me in many languages but the door closed again, leaving us in our misery.
Another hour or more found the hatch opening again and buckets of water and porage were lowered on roper and passed around. The first drink and meal I had known since being enslaved.
Whatever had occurred above before was ended and the ship sailed still leaving more questions unanswered. At the least we would not starve.
The excitement turned, once again, to misery as day turned to night and to day and to night.
I awoke to the sounds of grinding against the hull. I could feel the vessel was no longer plowing through the waters.
"We are docked." Said one of my mates. "We are arrived."
"But what hell do we leave this one for?" Asked another.
The hatch was again opened. This time to light of a full moon.
We were told to get up as a ramp was lowered to our feet. A slow procession of chained men and women worked their to and up the ramp. We walked in line across the ships topside to another small ramp leading to a dock. Across the dock and onto sandy dry land I finally looked up to see the familiar buildings of Port New Dathan. A banner marked the largest of the buildings with the crest of Western Winds Shipping.
My confusion was immeasurable. Slavery was outlawed in these lands. All I knew was upside down.
A cheer went up among those captive as soldiers of Dathan began removing shackle and collar.
As the weight of my own chains fell from my body I joined them on the sand. Too weak to stand any longer.
The soldier helped me to my feet and looked me in the face.
"Hey, I know you." He said. "You are summoned by Lord Benagal."
He barked at two other soldiers to clean me up, find me clothes, and send me to the keep.
"You have you an appointment with the king, Flynn Ryder."
The packed slaves sobbed as chained collars bit wrist, ankle, and throat. How the slavers would untangle the entwined bodied to unload them was a mystery to him. He tugged at his own chains trying to acquire a more tolerable position but the people here were packed too tightly.
The cargo bay of this freighter must have been nearly full before he and his shipmates were taken prisoner and shoved in this filth hole as well.
It had been four days as best he could tell from occasional sunlight peaking through the cracks and seams in the wooden hull.
He and most of his original crew were asleep when the freighters
Fast Cutter escort had crept along side in their own cargo galleon in the night. The second watch were most likely arrowed down before they even saw the privateers approach.
Well trained those pirates must have been, as the crew were weaponless and many already chained before they ever awoke.
A few of his mates were put to sword in an attempt to defend the galleon, but the battle was short. They were all taken aboard the slave ship and tossed into the cargo hold with the other slaves. Both the living and the dead. He had heard two of the pirates laughing about how they would be paid for both the living slaves and the corpses. What foul things were planned for the dead, He didn't know. But king Benagal had all but done away with slavery in the realms of Dathan. That knowledge and keeping the dead for trade, as well as the slaves, meant their destination was bound to be an evil kingdom or sorcerery and necromancy.
He dozed in and out of sleep. Being roused from dreams of more pleasant places by occasional dry heaves and the moans of the hopeless.
It was early morning, as far as He could tell, when the activity levels of the slavers above became faster paced. The shouts of men giving orders and shouting warnings could be heard above the booted feet running to and fro on the decks above. The ship and turned hard to the port, and his sailors instincts told him they ship was picking up speed. Time flowed slowly as his mates and the slaves around him eyed the timbers above. Something was happening. Another few minutes or an hour perhaps, He couldn't tell. But a loud bash against the freighters hull sent them tumbling over each other to the starboard side of the cargo bay. Wood splintered and groaned from the impact.
"GODS save us!" Shouted one of his mates."They done run up on a reef! Weez drowned get sure!"
Panic flooded through all in the hold. The cries of men above became loud and the clash of steel rang through the air.
"Mutiny? " asked one of the sods chained to me. I remained quiet, listening. The decks above grew quiet as well. Then more scurrying of boots. Someone threw open the hatch above and sunlight blinded all of us below. Cries for help, food, and water were sounded by those around me in many languages but the door closed again, leaving us in our misery.
Another hour or more found the hatch opening again and buckets of water and porage were lowered on roper and passed around. The first drink and meal I had known since being enslaved.
Whatever had occurred above before was ended and the ship sailed still leaving more questions unanswered. At the least we would not starve.
The excitement turned, once again, to misery as day turned to night and to day and to night.
I awoke to the sounds of grinding against the hull. I could feel the vessel was no longer plowing through the waters.
"We are docked." Said one of my mates. "We are arrived."
"But what hell do we leave this one for?" Asked another.
The hatch was again opened. This time to light of a full moon.
We were told to get up as a ramp was lowered to our feet. A slow procession of chained men and women worked their to and up the ramp. We walked in line across the ships topside to another small ramp leading to a dock. Across the dock and onto sandy dry land I finally looked up to see the familiar buildings of Port New Dathan. A banner marked the largest of the buildings with the crest of Western Winds Shipping.
My confusion was immeasurable. Slavery was outlawed in these lands. All I knew was upside down.
A cheer went up among those captive as soldiers of Dathan began removing shackle and collar.
As the weight of my own chains fell from my body I joined them on the sand. Too weak to stand any longer.
The soldier helped me to my feet and looked me in the face.
"Hey, I know you." He said. "You are summoned by Lord Benagal."
He barked at two other soldiers to clean me up, find me clothes, and send me to the keep.
"You have you an appointment with the king, Flynn Ryder."
Last edited by tooleychris on Tue Nov 10, 2015 7:02 pm, edited 16 times in total.
- Grognardsw
- Rider of Rohan
- Posts: 12936
- Joined: Wed Jun 26, 2013 12:30 pm
- Location: ImagiNation
Re: Finalized Character Sheet Thread
#6 Post by Grognardsw »
Deceidon
Human Fighter/Thief
Picture
Human Fighter/Thief
Deceidon Urshurak
Human Fighter/Thief
Level: 4/4
XP: TO BE UPDATED - 9611/16000; 8961/10000
Alignment: Neutral
Str. 12
Int. 11
Wis. 9
Dex. 15
Con. 12
Cha. 9
HP. 27
Current HP. 20
Front AC. 6
Rear AC. 7
Surprised AC. 6
THACO: 18
Saving Throws:
Aimed Magic Items: 14
Breath Weapon: 16
Death / Paralysis / Poison: 13
Petrification / Polymorph: 12
Spells: 15
Languages: Common, Thieves Cant
Thief Skills:
- Backstab (+4 to hit, Dam. x2)
- Climb: 82%
- Find Traps: 29%
- Hear Noise: 13%
- Hide in Shadows: 25%
- Move Quietly: 25%
- Open Locks: 34%
- Pick Pockets: 39%
- Read Languages: 5%
Weapons
Long Sword (1d8) 15gp, 7 lb
Short bow (1d6) 15 gp
Quiver of arrows (24), two silver headed, 4gp+ 5gp silver (x2), 8 lbs total
Dagger, silver, threaded hilt (1d4) 10 gp, 1 lb
Garrot 2 cp
Caltrops 1 lb
Special Items
- red potion from bandit chest, suspected magic
- inventory papers from stolen bandit goods
- 3 jars of unknown possibly magical dangerous contents
- giant spider poison
Equipment
Studded leather armor (AC. 7) 15gp, 20lbs
Buckler (-1 AC) 10 gp, 5 lbs
Long sword scabbard waterproof, doubles as breathing tube.
Retractable 10' pole, metal (grappling hook can screw into end. Dagger can screw into end and use as spear) 2gp, 5 lb
Rope (50') 1 gp, 10 lb
Grappling hook, retractable, can screw into pole. 2gp, 4 lb
Oil (2). 2sp, 2 lb
Flint/steel 1 gp
Backpack. 2 gp, 10
Belt pouches (4) 4sp, 1 lb (x4)
Packet of flour 1cp
Thieves tools 30 gp
Torch (2) 1 cp, 1 lb
Chalk 1 cp
Parchment (3) 2 sp (x3)
Candle 1 cp
Metal potion flasks (2) 4 sp .5
Reversible cloak (black/red) 5 sp
GP Spent: 95
Current GP: 16 ??? (a bunch from the bandits, some gems, jewels)
Encumbrence: 67 (90’)
Background
Deceidon Urshurak comes from a long line of fighters. His father was a fighter who retired and now runs a tavern in New Dathan. Deceidon has three older brothers who have taken up the fighter ways. Perhaps because he was the fourth son, Deceidon felt the need to “rebel” against his father and has pursued a thief path in New Dathan, while keeping half an eye on his fighter training. His brothers don’t know why Deceidon insists on wearing only studded leather armor. Deceidon is 5'11", 185 pounds, muscular but lean, black hair, brown eyes, a sound strategist, shrewd tactician. In his teenage years Deceidon and his sister were traveling abroad and were attacked by bandits. They were gravely wounded, his sister on the verge of death. A passing cleric used magic to save her. This changed his perspective on magic. Since that day Deceidon struggles accepting that magic is a bad thing, privately believing it is the wielder of it who is evil, much like a sword alone is not evil.
Human Fighter/Thief
Level: 4/4
XP: TO BE UPDATED - 9611/16000; 8961/10000
Alignment: Neutral
Str. 12
Int. 11
Wis. 9
Dex. 15
Con. 12
Cha. 9
HP. 27
Current HP. 20
Front AC. 6
Rear AC. 7
Surprised AC. 6
THACO: 18
Saving Throws:
Aimed Magic Items: 14
Breath Weapon: 16
Death / Paralysis / Poison: 13
Petrification / Polymorph: 12
Spells: 15
Languages: Common, Thieves Cant
Thief Skills:
- Backstab (+4 to hit, Dam. x2)
- Climb: 82%
- Find Traps: 29%
- Hear Noise: 13%
- Hide in Shadows: 25%
- Move Quietly: 25%
- Open Locks: 34%
- Pick Pockets: 39%
- Read Languages: 5%
Weapons
Long Sword (1d8) 15gp, 7 lb
Short bow (1d6) 15 gp
Quiver of arrows (24), two silver headed, 4gp+ 5gp silver (x2), 8 lbs total
Dagger, silver, threaded hilt (1d4) 10 gp, 1 lb
Garrot 2 cp
Caltrops 1 lb
Special Items
- red potion from bandit chest, suspected magic
- inventory papers from stolen bandit goods
- 3 jars of unknown possibly magical dangerous contents
- giant spider poison
Equipment
Studded leather armor (AC. 7) 15gp, 20lbs
Buckler (-1 AC) 10 gp, 5 lbs
Long sword scabbard waterproof, doubles as breathing tube.
Retractable 10' pole, metal (grappling hook can screw into end. Dagger can screw into end and use as spear) 2gp, 5 lb
Rope (50') 1 gp, 10 lb
Grappling hook, retractable, can screw into pole. 2gp, 4 lb
Oil (2). 2sp, 2 lb
Flint/steel 1 gp
Backpack. 2 gp, 10
Belt pouches (4) 4sp, 1 lb (x4)
Packet of flour 1cp
Thieves tools 30 gp
Torch (2) 1 cp, 1 lb
Chalk 1 cp
Parchment (3) 2 sp (x3)
Candle 1 cp
Metal potion flasks (2) 4 sp .5
Reversible cloak (black/red) 5 sp
GP Spent: 95
Current GP: 16 ??? (a bunch from the bandits, some gems, jewels)
Encumbrence: 67 (90’)
Background
Deceidon Urshurak comes from a long line of fighters. His father was a fighter who retired and now runs a tavern in New Dathan. Deceidon has three older brothers who have taken up the fighter ways. Perhaps because he was the fourth son, Deceidon felt the need to “rebel” against his father and has pursued a thief path in New Dathan, while keeping half an eye on his fighter training. His brothers don’t know why Deceidon insists on wearing only studded leather armor. Deceidon is 5'11", 185 pounds, muscular but lean, black hair, brown eyes, a sound strategist, shrewd tactician. In his teenage years Deceidon and his sister were traveling abroad and were attacked by bandits. They were gravely wounded, his sister on the verge of death. A passing cleric used magic to save her. This changed his perspective on magic. Since that day Deceidon struggles accepting that magic is a bad thing, privately believing it is the wielder of it who is evil, much like a sword alone is not evil.
- Deceidon.jpg (8.65 KiB) Viewed 3255 times
Last edited by Grognardsw on Wed May 27, 2015 4:36 pm, edited 2 times in total.
GM ~ X Minus One (science fiction anthology) (Completed)
Producer ~ 2112: The Prog-Rock RPG!( Completed)
Host ~ The Old School Board Game Parlor (Completed)
Keeper ~ That Which Should Not Be (Call of Cthulhu) (Completed)
DM ~ The Keep on the Borderlands into Expedition to the Barrier Peaks (Sunsetted)
DM ~ The Palace of the Silver Princess & Its Counter-Campaign, The Evil That Men Do (Completed)
DM ~ The Assassin's Run (Completed)
DM ~ The Hidden Shrine of Tamoachan (Completed)
Current Characters
Paladin ~ Have Gun, Will Travel ~
Law of the Gun (Boot Hill 3e)
Shinobi Sakai Jinsei ~ Ninja ~ Honor or Death (Bushido)
Elcroon Cynatra ~ Musicmancer ~ Ghostal (Ouroboros OSR / 2400 / Dungeon Goon)
Heroes of Adventures Past ~ Lives Well Played
Re: Finalized Character Sheet Thread
Elethil Noldorin
Elven Fighter
Level 5
Alignment: Lawful Good
Attributes & Stats
STR: 18/00 (+3 TH, +6 Dmg, +300 lbs, Open: 1-5(1), BBLG: 40%)
INT: 10
WIS: 10
DEX: 16 (Surprise: +1, Missile: +1, AC: -2)
CON: 15 (+1 HP; Res.: 94%; Sys. Shock: 91%)
CHR: 7 (Max henchmen: 3, Loyalty: -10%, Reaction: -5%)
HP: 23/23
AC (Front/Rear/No Shield): 2/5/3
THAC0: 17
XP: 17,603* (Needed: 35,000) (*10% bonus)
Saving Throws: RSW: 13 BW: 13 DPP: 11 PP: 12 SP: 14
Attack & Damage by Weapon
Long sword (+7/+9): 1d8+9 (S,M), 1d12+9 (L) (Att. Rate 3/2)
Shord sword (+5/+6): 1d6+6 (S,M), 1d8+6 (L)
Long bow (+2/+0): 1d6 (S,M,L)
Abilities
Weapon Proficiencies: Long sword (Dlb. Spec.: +3/+3), Long bow, Short sword
Languages: Common, elven, gnoll, gnomish, goblin, halfling, hobgoblin, orcish.
90% resistance to sleep and charm spells
+1 to hit with bow, long sword, short sword
Inrafvision: 60’
Detect secret doors: 1 in 6 (passing), 2 in 6 (searching), 3 in 6 (concealed)
Surprise: 4 in 6 chance to surprise when alone and in non-metal armor (2 in 6 if door must be opened)
Movement (120’ base)
0-335 lbs: 120’ (surprise +1)
336-370 lbs: 90’
371-405 lbs: 60’ (no surprise bonus)
406-450 lbs: 30’ (surprise -1)
Equipment
Elven chain mail
Large shield
Long sword
Long bow
Long bow of Distance (+2 to hit; x2 range)
Quiver & 24 arrows
Bedroll
Backpack
Blanket
Wineskin
Rations, 1 wk
Cloak, brown/black reversible
Whetstone
Flint and steel
Small silver mirror
Roll of twine
Grappling hook
Short shovel
Rope, 50'
Oil flask
Small sacks (2)
Coin purse
Chalk
Thieves' tools
Money
25 gp, 8 cp
Description
Age: 155
Elethil resembles nothing so much as a pale, long-haired jungle cat, with unsettlingly bright canary-yellow eyes and jet-black hair kept braided or tied back. His facial features are severe and angular and rarely betray any emotion. At 5’8” tall and 120 lbs., Elethil is unusually large for an elf.
Elven Fighter
Level 5
Alignment: Lawful Good
Attributes & Stats
STR: 18/00 (+3 TH, +6 Dmg, +300 lbs, Open: 1-5(1), BBLG: 40%)
INT: 10
WIS: 10
DEX: 16 (Surprise: +1, Missile: +1, AC: -2)
CON: 15 (+1 HP; Res.: 94%; Sys. Shock: 91%)
CHR: 7 (Max henchmen: 3, Loyalty: -10%, Reaction: -5%)
HP: 23/23
AC (Front/Rear/No Shield): 2/5/3
THAC0: 17
XP: 17,603* (Needed: 35,000) (*10% bonus)
Saving Throws: RSW: 13 BW: 13 DPP: 11 PP: 12 SP: 14
Attack & Damage by Weapon
Long sword (+7/+9): 1d8+9 (S,M), 1d12+9 (L) (Att. Rate 3/2)
Shord sword (+5/+6): 1d6+6 (S,M), 1d8+6 (L)
Long bow (+2/+0): 1d6 (S,M,L)
Abilities
Weapon Proficiencies: Long sword (Dlb. Spec.: +3/+3), Long bow, Short sword
Languages: Common, elven, gnoll, gnomish, goblin, halfling, hobgoblin, orcish.
90% resistance to sleep and charm spells
+1 to hit with bow, long sword, short sword
Inrafvision: 60’
Detect secret doors: 1 in 6 (passing), 2 in 6 (searching), 3 in 6 (concealed)
Surprise: 4 in 6 chance to surprise when alone and in non-metal armor (2 in 6 if door must be opened)
Movement (120’ base)
0-335 lbs: 120’ (surprise +1)
336-370 lbs: 90’
371-405 lbs: 60’ (no surprise bonus)
406-450 lbs: 30’ (surprise -1)
Equipment
Elven chain mail
Large shield
Long sword
Long bow
Long bow of Distance (+2 to hit; x2 range)
Quiver & 24 arrows
Bedroll
Backpack
Blanket
Wineskin
Rations, 1 wk
Cloak, brown/black reversible
Whetstone
Flint and steel
Small silver mirror
Roll of twine
Grappling hook
Short shovel
Rope, 50'
Oil flask
Small sacks (2)
Coin purse
Chalk
Thieves' tools
Money
25 gp, 8 cp
Description
Age: 155
Elethil resembles nothing so much as a pale, long-haired jungle cat, with unsettlingly bright canary-yellow eyes and jet-black hair kept braided or tied back. His facial features are severe and angular and rarely betray any emotion. At 5’8” tall and 120 lbs., Elethil is unusually large for an elf.
Last edited by Zhym on Mon Oct 26, 2015 1:08 pm, edited 10 times in total.
Re: Finalized Character Sheet Thread
I do not have a text version of Sunshine. Here is the US version
All GMs are evil.
What foulness goads your laughter? (Pulpatoon, 03/26/14)
What foulness goads your laughter? (Pulpatoon, 03/26/14)
- MonkeyWrench
- Rider of Rohan
- Posts: 5993
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Re: Finalized Character Sheet Thread
#9 Post by MonkeyWrench »
Character sheet for Rand
Name: Rand
Class: Thief
Level: 5
Race: Human
Genger: Male
Alignment: Neutral
Age: 19
Height: 5"11'
Weight: 153 lbs
Move:
HIT POINTS: 23
ARMOR CLASS: 10
THACO: 20
Experience: 11457 / 20,000
ABILITY SCORES
ABILITY TOTAL MODIFIERS
Str 9 Minor Tests(chance on d6): 1-2 | Major Tests(chance on d%): 1
Int 14 Additional Languages: 4
Wis 11
Dex 13
Con 8 Survive Resurrection/ Raise Dead (d%): 65 | Survive System Shock (Minor Test) (d%): 60
Cha 11 Max Henchmen: 4
SAVING THROWS
Rods, Staffs, and Wands: 11
Breath Weapons: 15
Death, Paralysis, Poison: 13
Petrification, Polymorph: 12
Spells: 12
Proficiency Slots: 1 + 1 per 5 levels
Proficiencies:
Dagger
STARTING GOLD:40
Remaining: 4g 6s 6c
CONVERSION: 1 platinum piece = 5 gold pieces
1 gold piece = 2 electrum pieces
1 gold piece = 10 silver pieces
1 gold piece = 100 copper pieces
EQUIPMENT LOCATION Weight
Backpack Wearing 10(empty)
Belt Wearing 0
Hemp,Rope(50ft) Back Pack 10
Bed Roll Back Pack 5
Shoes,common Wearing 1
Thieves Tools Belt 1
Waterskin Back pack 1(empty)
Torchx4 Back Pack 4
Armor
Travelling Clothes 0
Weapons:
Dagger 1d4(S/M) 1d3(L)
Thief Skills:
Backstab: If the thief can approach his or her target unobserved and strike with a melee weapon,
the attack is made at +4 to hit. Damage from a backstab is doubled—or trebled if the thief is of
5th level or higher. Thieves of 9th level or higher do quadruple damage, while those of 13th or
greater level quintuple the number shown on the die. Damage modifiers (such as those pertaining to
strength or magic) are not multiplied from a backstab.
Climb: Climbing represents a thief’s ability to scale sheer walls and surfaces, cling to ceilings,
and perform other feats of climbing that would normally be impossible. Climbing checks must
ordinarily be repeated for every ten ft of climbing. Non-thieves cannot climb walls, cliffs, or any
vertical surface without the use of a rope or magic, making the presence of a thief vital to many
adventuring parties. Lvls1-13: 80%, 82%, 84%, 86%, 88%, 90%, 91%, 92%, 93%, 94%, 95%, 96%, 97%
Find Traps: This ability represents the thief’s minute visual inspection of a new area for tiny
telltale signs that something of interest or danger may be concealed nearby. It requires a full
turn (10 minutes) to accomplish. Lvs1-13: 25%, 29%, 33%, 37%, 41%, 45%, 49%, 53%, 57%, 61%, 65%,
69%, 73%
Hide in Shadows: Some shadow must be present for this ability to be used, but if the check is
successful the thief is effectively invisible until he makes an attack or moves from the shadows.
The ability can also be used to blend in with a crowd of people rather than disappear into shadows.
Lvs1-20: 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 91, 92, 93, 94, 95
Move Quietly: Use of this skill allows the thief to move with preternatural silence even over
surfaces such as squeaky floors. Lvs1-14: 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85
Open Locks/ Disarm Traps: Opening locks and disarming traps (without springing them) is a skill
unique to thieves, which cannot be successfully attempted by members of other classes. A thief
can also set traps (with the same chance as to disarm). Lvs1-?: 30, 34, 38, 42, 46, 50, 54
Pick Pockets: If the thief’s pick pockets check fails by 20% or more, then his or her attempt has
been discovered and the intended victim will almost always take hostile action.
Read Languages: The thief may attempt to read languages and ciphers of a non-magical nature only.
Thieves’ Cant: Thieves have their own language.
Read Scrolls (10th): When a thief reaches 10th level, he or she has become well-versed enough in
training to cast spells from an arcane or phantasmal scroll (magic user or illusionist). However,
this casting is not always successful. The thief should roll against his or her intelligence as a
magic user or illusionist does, and if the score shown on the die is insufficient for the thief to
cast the spell, then the casting will fail, possibly (at the GM’s option) having some entirely
unexpected effect.
Class: Thief
Level: 5
Race: Human
Genger: Male
Alignment: Neutral
Age: 19
Height: 5"11'
Weight: 153 lbs
Move:
HIT POINTS: 23
ARMOR CLASS: 10
THACO: 20
Experience: 11457 / 20,000
ABILITY SCORES
ABILITY TOTAL MODIFIERS
Str 9 Minor Tests(chance on d6): 1-2 | Major Tests(chance on d%): 1
Int 14 Additional Languages: 4
Wis 11
Dex 13
Con 8 Survive Resurrection/ Raise Dead (d%): 65 | Survive System Shock (Minor Test) (d%): 60
Cha 11 Max Henchmen: 4
SAVING THROWS
Rods, Staffs, and Wands: 11
Breath Weapons: 15
Death, Paralysis, Poison: 13
Petrification, Polymorph: 12
Spells: 12
Proficiency Slots: 1 + 1 per 5 levels
Proficiencies:
Dagger
STARTING GOLD:40
Remaining: 4g 6s 6c
CONVERSION: 1 platinum piece = 5 gold pieces
1 gold piece = 2 electrum pieces
1 gold piece = 10 silver pieces
1 gold piece = 100 copper pieces
EQUIPMENT LOCATION Weight
Backpack Wearing 10(empty)
Belt Wearing 0
Hemp,Rope(50ft) Back Pack 10
Bed Roll Back Pack 5
Shoes,common Wearing 1
Thieves Tools Belt 1
Waterskin Back pack 1(empty)
Torchx4 Back Pack 4
Armor
Travelling Clothes 0
Weapons:
Dagger 1d4(S/M) 1d3(L)
Thief Skills:
Backstab: If the thief can approach his or her target unobserved and strike with a melee weapon,
the attack is made at +4 to hit. Damage from a backstab is doubled—or trebled if the thief is of
5th level or higher. Thieves of 9th level or higher do quadruple damage, while those of 13th or
greater level quintuple the number shown on the die. Damage modifiers (such as those pertaining to
strength or magic) are not multiplied from a backstab.
Climb: Climbing represents a thief’s ability to scale sheer walls and surfaces, cling to ceilings,
and perform other feats of climbing that would normally be impossible. Climbing checks must
ordinarily be repeated for every ten ft of climbing. Non-thieves cannot climb walls, cliffs, or any
vertical surface without the use of a rope or magic, making the presence of a thief vital to many
adventuring parties. Lvls1-13: 80%, 82%, 84%, 86%, 88%, 90%, 91%, 92%, 93%, 94%, 95%, 96%, 97%
Find Traps: This ability represents the thief’s minute visual inspection of a new area for tiny
telltale signs that something of interest or danger may be concealed nearby. It requires a full
turn (10 minutes) to accomplish. Lvs1-13: 25%, 29%, 33%, 37%, 41%, 45%, 49%, 53%, 57%, 61%, 65%,
69%, 73%
Hide in Shadows: Some shadow must be present for this ability to be used, but if the check is
successful the thief is effectively invisible until he makes an attack or moves from the shadows.
The ability can also be used to blend in with a crowd of people rather than disappear into shadows.
Lvs1-20: 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 91, 92, 93, 94, 95
Move Quietly: Use of this skill allows the thief to move with preternatural silence even over
surfaces such as squeaky floors. Lvs1-14: 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85
Open Locks/ Disarm Traps: Opening locks and disarming traps (without springing them) is a skill
unique to thieves, which cannot be successfully attempted by members of other classes. A thief
can also set traps (with the same chance as to disarm). Lvs1-?: 30, 34, 38, 42, 46, 50, 54
Pick Pockets: If the thief’s pick pockets check fails by 20% or more, then his or her attempt has
been discovered and the intended victim will almost always take hostile action.
Read Languages: The thief may attempt to read languages and ciphers of a non-magical nature only.
Thieves’ Cant: Thieves have their own language.
Read Scrolls (10th): When a thief reaches 10th level, he or she has become well-versed enough in
training to cast spells from an arcane or phantasmal scroll (magic user or illusionist). However,
this casting is not always successful. The thief should roll against his or her intelligence as a
magic user or illusionist does, and if the score shown on the die is insufficient for the thief to
cast the spell, then the casting will fail, possibly (at the GM’s option) having some entirely
unexpected effect.
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.
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- ↳ The Fires of Wrath (DCC)
- ↳ Level 7 Solo for Samwell (5e)
- ↳ The Rescuers (Tiny Frontiers)
- ↳ A Paladin in Hell (AD&D 1e)
- ↳ Chaos Halls (1e)
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- ↳ Valley of Nuromen (Blueholme)
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- ↳ Sigma Chronos (SWN:Revised)
- ↳ Old School Dungeon Crawls (OD&D)
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- ↳ Neon Shadows (PbtA: The Sprawl)
- ↳ The Octagon (D&D)
- ↳ Tales of the Falcon (SF: KH)
- ↳ Tour of Duty (Revised Recon RPG)
- ↳ GreyWolfVT's GreyHawk Adventure (2e)
- ↳ The Haunted Tower (2e)
- ↳ Archive
- ↳ Between The Cracks (Mongoose Traveller)
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- ↳ Dave's OSE Adventures (OSE)
- ↳ Baltimore by Night (Vampire: The Masquerade (V20))
- ↳ Adventures in Pavis (RQII)
- ↳ An Honorable Foix (CE Traveller)
- ↳ Research Station Gamma (Classic Traveller)
- ↳ Dreading the Kalduhr Forest (Trophy Dark)
- ↳ Sargolis
- ↳ A Fistful of Crypto (24MBB)
- ↳ Broken World (1e)
- ↳ Cyberpunk:2050 (HERO 5th Edition)
- ↳ In the Marches (Traveller)
- ↳ Akus Moby (Traveller)
- ↳ Silverband (C&C)
- ↳ Exploring the North Lands (5e)
- ↳ Highfell: The Drifting Dungeon (LL)
- ↳ Would Be Legends (Tal 4e)
- ↳ Space 1977 (Classic Traveller)
- ↳ Dragon Keepers of the Fallow (FAE)
- ↳ Reikland Adventures (WFRP 4e)
- ↳ Adventures In Eriador (The One Ring 2e)
- ↳ Prax (RQ2)
- ↳ How to find a Million (Mongoose Traveller, 1137)
- ↳ A new Heaven? A new Earth (Traveller)
- ↳ Free Starspiel (FKR/Star Frontiers)
- ↳ The Valley of Karaccia (C&C)
- ↳ Light of Lost Souls (BX)
- ↳ Basilisk Hills Breakdown (OSE)
- ↳ Marullus' Bushido (FGU)
- ↳ Blackmarsh Adventures (Cold Iron)
- ↳ Samurai Adventures (Cold Iron)
- ↳ Greyhawk Campaign: Sandbox (1e)
- ↳ Into the Shadowdark (Shadowdark)
- ↳ Spire: The Resistance (Spire: The City Must Fall)
- ↳ Bowman (Traveller MgT2)
- ↳ Out of Oghma (MgT1)
- ↳ Aftermath (5e)
- ↳ The Forbidden Caverns of Archaia (Dragonslayer RPG)
- ↳ TheMyth's OSE Adventures in Tegel County (OSE)
- ↳ TheMyth's Wayfarers (Dr.Who RPG/Vortex)
- ↳ Playtest: Untitled Project (1e)
- ↳ Simple Idea, Zero Prep (OSRIC)
- ↳ Record of the Star Wars (OD&D)
- ↳ Shadows in the Dark (Shadowdark)
- ↳ The Silver Vale (5e)
- ↳ The Verdant Springs (Ars Magica)
- ↳ Adventures in Baldur's Gate (5e)
- ↳ Numenera (Fail States RPG)
- ↳ Repo Men (Classic Traveller)
- ↳ Sundered Realms Away Team (OSE)
- ↳ Hedge's Greyhawk Adventures (2e)
- ↳ Previous Adventures
- ↳ Tales of Argosa (Tales of Argosa)
- ↳ Nentir Vale Solo (Tales of Argosa)
- ↳ Wrath of the Righteous (PF1)
- ↳ The Would-Be Heroes of Clearwater (DCC)
- ↳ Completed Adventures
- ↳ The Redoubt of the Crocodile Kings (BX/OSE)
- ↳ Hullabaloo over Ragged Hollow (OSE)
- ↳ WEG Star Wars 1st Edition d6
- ↳ WW2 Supers d6
- ↳ Completed Missions
- ↳ Barrowmaze (1e)
- ↳ Settlement: Bogtown
- ↳ Settlement: Crooked Yew
- ↳ Settlement: Helix
- ↳ Settlement: Ironguard Motte
- ↳ Settlement: Wrydwood
- ↳ Completed Expeditions
- ↳ In The Year 62,062 (SWN)
- ↳ Chronicles from the Vale (Basic Fantasy)
- ↳ Tales of the Nentir Vale (Tales of Argosa)
- ↳ The Lone City in the Wildlands (OSRIC)
- ↳ The Völsunga Chronicles (BECMI)
- ↳ Dragons Belch: A New Beginning
- ↳ HeliXSwitch Initiative (Outbreak: Undead 2E)
- ↳ Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)
- ↳ The Midland War
- ↳ Carcosa (LotFP and S&W)
- ↳ Paths of War (Pathfinder 1e)
- ↳ The Heritance of Taloran Accords (Unity)
- ↳ Colonial Marines, Torchbearer (USCMC Supplement)
- ↳ A Small Time Job (Burning Wheel Gold Revised)
- ↳ A Return to Form (SWN:Revised)
- ↳ The Haunted Mines of Gomor - 1ed AD&D
- ↳ Vaults & Wastelands - Fallout PnP
- ↳ A Company of Corpses (B/X)
- ↳ Labyrinth Lord West Marches Sandbox
- ↳ History - Completed Expeditions
- ↳ Settlement - Vaul
- ↳ Settlement - Tower of Wendall
- ↳ In the House of the Ten Veils (Burning Wheel)
- ↳ Lost Horizon - Stars Without Number
- ↳ Exploring Erillion (LL)
- ↳ Dungeonesque (LL AEC)
- ↳ RANDUNSAN! 5E Pulp Sandbox
- ↳ Dragon Age - Clash of Steel, Age of Magic
- ↳ Odin's 1E Greyhawk Campaign
- ↳ Villains & Vigilantes Campaign
- ↳ Forgotten Tales of Arda: the Treachery of Rhudaur (TABA)
- ↳ Operation Unfathomable (Knave)
- ↳ B2/B5 Guido Wiedig's Keep on the Borderland & the Hills of Horror & Chaos
- ↳ 1A: The Inheritance - 1ed AD&D
- ↳ Time of the Dragon (5e)
- ↳ Bloodlines: D&D 5th Ed
- ↳ Monumentstaden (Svärd & Svartkonst)
- ↳ In the Halls of Geryon (QF)
- ↳ Orlando by Night (Vampire: The Masquerade (V20))
- ↳ A Graveyard Vigil - AD&D 2e
- ↳ Castle Amber (1st Ed D&D)
- ↳ The Forgotten Temple of Thurizdun (1e)
- ↳ Viking Sand Box Adventure (1e)
- ↳ Under the Vaults of Vaarn (UtVoV)
- ↳ Dolmenwood Halloween Adventure (BX - Old-School Essentials)
- ↳ Treasure Hunt (2e)
- ↳ The Harper's Tale (2e)
- ↳ Go Fer Yer Gun campaign: Clear Water Guns
- ↳ The Lost City (Crypts & Things)
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