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Author Topic: Diver's Dungeon Crawl Character Sheets  (Read 830 times)
DMD
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« on: October 27, 2010, 07:06:42 PM »

Character sheets go here. I suggest typing them out over linking to a character sheet page somewhere else, for a couple reasons. First of all, once here all you have to do for leveling or gaining loot or experience is update the post. Secondly, for whatever reason, pages like tangled web don't seem to like me , and thirdly, when I'm activly DMing my posts, I'll only have to open a couple windows to switch between, as opposed to several, wich I would apriciate greatly.

Things to remember. Characters are 1st lvl, and with 1st lvl comes max hp+ Con modifier, starting gear, gold, and any extra gear you wish to purchase at creation with said starting gold.

As far as classes, anything in the core 3.0 or 3.5 books, as far as races go, ONLY core races, ie humans, elves, half elves, dwarves, halflings, half orcs, halflings and gnomes.
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Moondog
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« Reply #1 on: October 28, 2010, 05:13:05 AM »

Johndave Bobsam, 1st Level Human Fighter


'What? My name? Funny story, that. Lemme tell ya. See, when I was born, my whole family was there, right? And they all chimed in at the same time on what to name me, and I guess it just kinda stuck. They're good folk, y'know? Till the land, milk the cows, tend the chickens. People like them and me too, I s'pose, are what let the fancy lords 'n ladies up in their castles live how they do. We don't work? They don't eat.

'But Johndave' you say, 'why'd you go'n leave 'em then? You're a strong lad, you could help out a lot!' and you'd be right. But I figgered y'know, iff'n I leave, they got one less mouth t'feed, and more'n that, I 'ken do that adventurin' thing I heard so much 'bout. Maybe bring back a diamond the size of momma's head, then we 'ken just sleep late and go 'oh, we'll just buy all our food'.

Ma-a-an, that sounds like the life right there.

Oh, this 'ol stuff?  The local militia leader, he said 'hey Johndave, I heard you wanted to get on out of here. C'mere and lemme give you some stuff' 'n I was all 'Well sure, thank you' and then I got this nice armor'n this big 'ol axe thing here. Lemme tell you, I'm real good with it too, hacked up so many hunks'a fire wood, you wouldn't believe."



Hit Points: 13 - currently 11
Armor Class: 15 (+4 Armor, +1 Dex) FF: 14, Touch: 11
Strength: 17 (+3)
Dexterity: 13 (+1)
Constitution: 17 (+3)
Intelligence: 10 (+0)
Wisdom: 15 (+2)
Charisma: 13 (+1)
Initiative: +5 (+1 Dex, +4 Feat)
Fortitude: +5 (+2 Base, +3 Con)
Reflex: +1 (+1 Dex)
Will: +4 (+2 Wisdom, +2 Iron Will)
Base Attack Bonus: +1
Melee +4
Ranged +2
Weapon: Halberd (1d10, x3 critical), Attack: +5. 1d10+5
Armor: Chain Shirt
Skills: Profession: Farmer (+6), Climb (+5), Handle Animal (+5, or +7 if a 'Farm Animal')
Gear: Backpack, Bedroll, sack of Caltrops, 5 Candles, 50' rope, Lantern (Common), Lantern Oil, Rations (5 days worth) Chalk, Crowbar.
Feats: Light, Medium, Heavy Armor Proficiency, Simple, Martial weapon Proficiency, Iron Will, Weapon Focus (Halberd), Improved Initiative, Power Attack

Notches: 3 Dire Rats, 3 skeletons

200 xp~
« Last Edit: January 03, 2011, 03:17:06 PM by Moondog » Logged

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« Reply #2 on: October 28, 2010, 04:49:21 PM »

Name: Lithri Darkstout

A vicious fighter with the passion to become a great chef, Lithri travels the world in search of wondrous recipes, and things to kill.  

Hit Points: 13

Armor Class: 17 (+4 Armor, +2 Shield, +1 Dex) FF: 16, Touch: 11

Strength: 14 (+2)

Dexterity: 13 (+1)

Constitution: 16 (+3)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 11 (+0)

Initiative: +1

Fortitude: +5 (+2 Base, +3 Con)

Reflex: +1 (+1 Dex)

Will: +0

Base Attack Bonus: +1

Melee +3

Grapple: +3

Ranged +2

Weapon:Dwarven Waraxe (1d10, x3 critical),

Shortbow (1d6, x3 Crit)

Armor: Scale Mail (AC +4, Pen -4, Sp 20) Heavy Wooden Shield (AC +2, Pen -2)

Skills:  Intimidate (+3), Ride (+2), Profession (Cook) (+3)

Gear: Backpack, Bedroll, , 5 Candles, 50' rope (silk), waterskin, sack, flint and steel, Quiver with 20 arrows, Pot (iron), 1 Gallon of Ale, Two loaves of bread, two hunks of cheese, two chunks of meat

Feats:  Weapon Focus (dwarven waraxe), Power Attack, Light, Medium, and Heavy Armor Proficiency, Simple and Martial Weapon Proficiency, Shield Proficiency.
« Last Edit: October 28, 2010, 05:39:13 PM by Nnk » Logged
Savon
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Oh... pretty Shiny! Must have!


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« Reply #3 on: October 29, 2010, 11:54:49 AM »

Sushmita



Race = human
Class = Rogue

Born and raised in one of the larger human cities, Sush survived the trials of childhood by being quicker and nimbler than anyone else. Her family had a long history in the  thieves guild, though her mother and father stayed on the straight and narrow; they ran a small bakery. Her uncle had seen her innate skills as a child and had taken her under his wing, teaching her the ways of a rogue. She tried her best to make her parents proud and stay out of trouble, but sometimes that just couldn’t be done. She has set out to find her own adventures, knowing she will always have her loved ones at home.

 Alignment Neutral good.

Level  1
Hit die d6 – HP  8
Initiative – 4+3 = 7
Base attack – Melee = 0 + 2 = 2  Ranged =  0 +3 = 3
AC – 10+(dex bonus)3 + (AB)2 = 15

Stats
STR – 14 – mod = 2
Dex – 17 – mod = 3
Con – 14 – mod = 2
Int – 13 0 mod = 1
Wis- 11-  mod  = 0
Cha – 9 – mod = -1

Rogue abilities
Simple weapon proficiency and crossbows, rapier, shortbows and short swords.
Light Armor proficiency
Sneak attack 1d6
Trapfinding

 Skill points 40
Disable Device (Int) 4+1= 5, Escape Artist (Dex) 4+3=7, Hide (Dex) 4+3+7,  Move Silently (Dex) 4+3= 7 ,  Open Lock (Dex) 4+3=7, Search (Int) 4+1= 5,  Spot (Wis) 4+0= 4, Tumble (Dex) 4+3=7, climb (Str) 4+2=6 , Gather information (Cha) 4+ -1 = 3

Feats -  Improved initiative,  Quick Draw

Weapons
Short sword – 10g , 1d6 dmg, 19-20/x2 crit ,  wt 2lb
Shortbow – 30g, 1d6 dmg , crit x 3, 60ft range,  wt 2lb

Armor -
Leather  - 10g,  AB +2,  Max dex +6 ,  AC penalty  0, wt 15lb

Gear
Thieves Tools – 30g, wt 1lb
Backpack– 2g, 2lb
Bedroll – 2sp, 5lb
Chalk  - 1cp
Flint and Steel – 1gp
Grappling hook 1gp , 4lb
Hemp rope, 50ft, 1gp , 10lb
Trail rations, 5 days – 2.5gp
Waterskin 1gp, 4lb
Torch – 1cp , 1lb


LANGUAGES  - Common and Draconic
« Last Edit: December 13, 2010, 03:45:33 PM by Savon » Logged

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Furr
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« Reply #4 on: October 29, 2010, 07:58:22 PM »

Ytir of the Goldhammer clan

Dwarf, cleric, and a whole bunch of hardhead.
Lawful Good, Cleric of Moradin

Str: 15 (+2)
Dex: 11 (0)
Con: 16 (+3)
Int: 11 (0)
Wis: 17 (+3)
Cha: 13 (+1)

11HP (d8)
16AC (armor +4, shield +2)
Initiative +0
Fort: +5 (2 base, 3 ability)
Ref: +0
Will: +5 (2 base, 3 ability)

BAB: 0
Melee: +2
Grapple: +2
Ranged: +0

Weapons: Heavy Mace (+2 attack, 1d8+2 damage, x2 crit, bludgeon)
Dagger (+2 attack, 1d4+2 damage, 19-20/x2 crit, pierce/slash)

Armor: Scale mail (+4 AC, -4 check, max dex +3, speed 20)
Heavy Wooden Shield (+2 AC, -2 check)

Items: Backpack
Waterskin
Symbol of Moradin, amulet (holy symbol)
Trail rations (3)
Bedroll
Silk rope, 100 feet
Healers Kit

skills:
check link (also full sheet) http://www.thetangledweb.net/forums/profiler/view_char.php?cid=42267

Spells (save DC 13 (level 0), level 14 (level 1))
Prepared prayers:
Create Water (level 0)
Mending (level 0)
Purify food & Drink (level 0)
Shield of Faith (level 1)
Summon Monster I (level 1, bonus slot)

Protection from Evil (domain spell)
Sanctuary (domain spell)

Feats: Extra Turning, all armor and shield proficiencies, simple weapons

Racial and class traits:
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus to attack rolls against orcs and goblinoids.
+4 dodge bonus against giants.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.

Stonecunning: Stonecunning grants dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Darkvision (60 feet)

Turn Undead: 8/day

Aura (Ex): Lawful Good

Good Domain Powers:
You cast good spells at +1 caster level.
Protection Domain Powers:
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
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El_Kay
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« Reply #5 on: October 30, 2010, 10:10:46 PM »

I'm sorry, I know this is incomplete, will fill everything else in asap. Here's the link to the sheet for now.

http://www.myth-weavers.com/sheetview.php?sheetid=250657

Character Name   Gem
Player   El Kay
Alignment    Chaotic good
Current XP    0
Next Level XP   
XP Change

Class    Bard
Race    Gnome
Deity

Level   1
Size   small
Age   
Gender   
Height   
Weight   
Eyes   
Hair


Ability   Mod

STR   10      0   
DEX   17      3   
CON   16      3   
INT   11      0   
WIS   10      0   
CHA   18      4   
   

TOTAL      Current HP   9   Nonlethal Damage      Hit Dice   d6   Damage Reduction
HP                           
AC      =   10   +      +      +      +      +      +      +   
TOTAL            Armor      Shield      Dex      Size      Natural      Deflect      Misc
Touch         Flat-footed   
Total      Dex      Misc
INIT      =      +   
   
Speed   Armor Type
20 ft              Light


Load   
light      24.75
Med       49.5    
Max         75
Over
Head        75
Off
Ground   150
Push/
Drag           375


Saving Throws      Total      Base      Ability
Mod      Magic
Mod      Misc
Mod      Temp
Mod
FORTITUDE         =      +      +      +      +   
REFLEX         =      +      +      +      +   
WILL         =      +      +      +      +   
Total Attack Bonus      Base Attack Bonus      Str Mod      Size Mod      Misc Mod      Temp Mod
MELEE      =      +      +      +      +   
RANGED      =      +      +      +      +   
Total Attack Bonus      Base Attack Bonus      Dex Mod      Size Mod      Misc Mod      Temp Mod
Weapon   Total Attack Bonus   Damage   Critical   Range
            
Special Properties   Ammunition   Weight   Size   Type
            
Weapon   Total Attack Bonus   Damage   Critical   Range
            
Special Properties   Ammunition   Weight   Size   Type
            
Weapon   Total Attack Bonus   Damage   Critical   Range
            
Special Properties   Ammunition   Weight   Size   Type
            
Weapon   Total Attack Bonus   Damage   Critical   Range
            
Special Properties   Ammunition   Weight   Size   Type
            
Armor/Protective Item   Type   AC Bonus   Check Pen   Max Dex
            
Special Properties   Weight   Spell Fail   Speed
         
Shield/Protective Item   Type   AC Bonus   Check Pen   Max Dex
            
Special Properties   Weight   Spell Fail   Speed
         
/Max Rank Skills
Skill Name   Key

Total Skill Points:                     40      
Feats 
 Weapon Finesse                 

Special Abilities
 Bardic music
 Countersong
 Inspire courage
 Fascinate
 Bardic knowledge

Total Weight:   0.0   
Spell Saves
Save
DC   LEVEL   
Spells
  2 level 0/Day   

Bonus
Spells
   0      0
   1st      
   2nd      
   3rd      
   4th      
   5th      
   6th      
   7th      
   8th      
   9th      
Spells & Powers
 
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0   1st   2nd   3rd   4th
5th   6th   7th   8th   9th



Spell/Power Name
/Mem   
   
Spell/Power Name   # Cast
/Mem
   
   
   
   
   
   
Psionics
Manifester
Level         Key
Ability
         
Base   Bonus   Max   Current
Currency

Languages
   
   
   
« Last Edit: November 03, 2010, 06:40:31 PM by El_Kay » Logged
Moondog
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« Reply #6 on: December 01, 2010, 04:08:43 AM »

Hey Savon, you know you have 31 skill points you haven't spent yet, right?
« Last Edit: December 04, 2010, 03:28:44 AM by Moondog » Logged

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« Reply #7 on: January 24, 2011, 06:47:44 PM »

Candle of Invocation-Lesser: Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual so doing if the candle’s alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame.

A cleric whose alignment matches the candle’s operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him, as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours.

I modified this item from the original slightly, by making it a lesser version of the item, the orignal is just a little too over powered for this point in the game but you all earned it on random treasure generator, so I didn't want to shaft you compltely, hence the compromise.

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