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Character Sheets and backgrounds
#1
Place only one post here with sheet and background.  Questions will be deleted.  Edit any changes into your one post.  List changes made.  You are responsible for maintaining your sheet.  Not me.
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#2
 
Name:TinarawenRace:Valley ElfClass:BardAlignment:Neutral GoodLevel:6XP:36,001
Str15 To Hit: Damage: 0 Open Doors:1-2Bend Bars:7%
Dex: 18AC Bonus:-4Missile To Hit: +3 Surprise: +3
Con: 10HP Bonus: 0System Shock: 70% Resurrection: 75% Poison Save:
Int: 18Max. Spell Level: 9Spell Learning: 85% Spells/Level: 18
Wis: 15Bonus Spells: 1/2, 2/1Magic Attack: +1 Spell Fail: 0
Cha15Henchmen: 7 Loyalty Base: 15% Reaction: 15%
  

AC: 1
HP: 6d6

Saving Throws Abilities 
Paralysis, Poison, Death 9
Rod, Staff, Wand 13
Petrification, Polymorph 12
Breath Weapon 15
Spell 14

Target AC 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10
To hit # 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 21

Weapon To-hitDamage MDamage Lweight
Scimitar of Speed+41-8+41-8+440
Dagger (4)+31-41-310*4
Dagger +1, +2 vs. creatures smaller than man-sized+4/+51-4+11-3+110

Equipment
Bracers AC 5
Deck of illusions
Mandolin
Ollahm Harp

Spells Memorized
Druid: Detect Magic, Faerie Fire (2), Entangle, Pass Without Trace, Cure Light Wounds, Trip
Illusionist: Chromatic Orb, color spray, mirror image

Illusionist Spells Known
1st Level
Audible Glamer
Change Self
Chromatic Orb
Color Spray
Dancing Lights
Darkness
Detect Illusion
Detect Invisibility
Gaze Reflection
Hypnotize
Light
Phantasmal Force
Phantom Armor
Read Magic
Spook
Wall of fog

2nd level
Mirror Image

Cantrips
Colored Lights
Dim
Haze
Mask
Mirage
Noise
Rainbow
2D illusion


Languages
Elven
Common
Dragon
Sylvan
Orcish
Goblin
Abyssal
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#3
Stats Rolled: 12, 14, 15, 17, 17, 17

Name: Alynorae Eilnathna 
Sex: Female
Race: Wood Elf (Str +1, Dex +1, Con -1, Int -1) (+1 to hit with Long/Short Swords and Bows)
Class: Fighter 5/ Cleric 5 (19,250 xp's each)
Hit Points: 45/45  (1st: 11)  (2nd: 10) (3rd: 7) (4th: 8) (5th: 7)  The rolls for 3rd and 5th were bumped up to a total of 8 each.
AC: 0/ -2 (Platemail +1/ Shield +1)

Base Thac0 = 16
To hit bonus (longsword): +1 elf, +2 strength, +3 Specialization = +6 [Giant Slayer +2 = +8] [+4 Sword = +10]
Final +4 Longsword THACO: +6
Final +2 Giant Slayer Longsword THAC0 = 8 or vs Giants (+3) = THACO +7
Damage Bonus: +3 Strength, +3 Specialization = +6 [Sword +4 = +10]; [Giant Slayer +2 = +8 (+9 vs giants)]

STR: 18/65 (To Hit: +2, Damage: +3) (WA: +1250, OD: 1-4, BB/LG: 25%)
DEX: 16 (R/A Adj: +1 Defense Adj: +2)
CON: 16 (HP Adj: +2/+2), (System Shock: 95%, Res. Survival: 96%)
INT: 11 (Lang: Elvish, Common, Treant, and Woodland Animals.  Extra Languages/Proficiencies: +2)
WIS: 17 (Magic Attack Adj: +3)
CHA: 14 (Max # Hench: 6, Loyalty: 5%, Reaction Adj: 10%

Weapons: 4 +1/3= 5  (n/p: -2)
Longsword +4 (1d8+10/ 1d12+10) (Double Specialization - 3 slots)
Longsword +2 Giant Slayer  (1d8+8/ 1d12+8) (Double Specialization - 3 slots) vs True Giants Damage is doubled (2d12+ 9)
  • Sword +2, Giant Slayer: This provides a +3 bonus versus any giant, giant-kin, ettin, ogre mage, or titan. Against any of the true giants (hill, stone, frost, fire, cloud, storm) the sword causes double damage.  
Footman's Flail  (2-7/ 2-8) +2
Longbow  (1d6/ 1d6) +2 strength bow

Ring of Regeneration 
Ring of Sustenance 

Non-Weapon Proficiencies: 4 +1/3= 5
2 Healing: Wisdom -1
1 Riding, Land-based: Wisdom -3
?

Saves: 
P,P or DM: 9
Pet or Poly: 12
R, S, or W: 13
Breath: 13
Spells: 14 (90% resistance to charm)

Cleric Spells: (5/5/2)
Level 1:
Detect Evil
Cure Light Wounds X2
Protection From Evil
Sanctuary

Level 2:
Aid
Hold Person x2
Resist Fire
Silence 15' Radius

Level 3:
Prayer
Dispel Magic

Appearance:  Alynorae is a young, Elvin woman with piercing, green, almond shaped eyes and a mane of coppery red hair that frames her soft, lightly tanned, skin of her lovely face.  She's thin but fit with an almost supernatural strength for a woman so slight.


Background:  Alynorae fell in love with a human from a neighboring settlement.  The settlement was new so they started using up a lot of the resources in the area so her kin became enrages at these humans doing what humans always do - destroy.  There were several arguments and skirmishes.  In one of the battles an elven child was accidently killed when out of curiosity she followed her brother when he went to battle.  The elves were so angered they captured the son of the mayor, who happened to be the man Alynorae fell in love with, and executed him.  Alynorae tried to stop them but their passion and anger was so ignited that they ignored her pleas.  Heartbroken, Aly left her home and vowed never to return. 

It's been several years now and she's learned quite a bit about the world and the various peoples.  She doesn't hold the same prejudices as other wood elves.  Now she travels and adventures, trying to make the world a better place.
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#4
Mardigan, Male, Half-Elf, Age: 27 Height: 5'7  Weight: 145lbs
Class: Thief 5/ Magic-User 4 (XP 17,000/17,001)
HP: 18  /  AC: 4 (+2 Leather, -2 DEX)   = 14, [5d6] = 22]HP (14+22) /2 = 18
Racial: Resist Charm/Sleep 30%, Infravision 60', Notice Secret Doors 1/6, 2/6 if actively searching, 3/6 for concealed doors

STR: 11 / Open Doors 1-2, Bend Bars 2%
DEX: 16 / +1 Reaction/ Attack, Defense -2, Open Lock +5%
CON: 13 / System Shock 85%, Rez 90%
INT: 17 / Languages +6, 75% spell knowledge, Min 8 - 14 Max/ level
WIS: 11
CHA: 13 / 5 Henchmen +5% Reaction 

Languages: (+6) Common, Elven, Gnome, Orc, Draconic, Giant 


Thief Abilities: level 5
Backstab: x3 weapon damage
Pick Pocket: 60%
Open Locks: 47%
Find/Remove Traps: 40%
Move Silently: 40%
Hide in Shadows: 36%
Noise Hear: 20%
Climb Walls: 90%
Read Languages: 25%

Weapon Proficiencies: 3, Non Prof. Penalty -3
Shortsword
Dagger
Shortbow 

Items
 
+2 Leather
+2 Short Sword of Quickness
+1 Knife
Wands: Magic Missle, Illusion, Size Alteration, Mineral Detection
Potions: Polymorph
Rings: Invisibility, Protection+1
Scrolls: (Mage: Mordenkainen's Lucubration, Vocalize, Power Word, Blind, Jump, Mass Charm, Repulsion) 
(Mage: Sleep, Levitate, Sequester, Wall of Fire, Suggestion) 
(Mage: Leomund's Tiny Hut, Haste, Otiluke's Freezing Sphere, Disintegrate, Extension II, Message) 
(Mage: Glassteel, Enchant An Item, Legend Lore, Read Magic, Magic Mirror)
(Mage: Dig, Massmorph, Clairvoyance) 
(Mage: Continual Light, Enchanted Weapon, Dolor, Project Image, Guards and Wards, Succor)
Scroll of Protection - Lycanthropes - All Lycanthropes 
Scroll of Protection - Cold
Scroll of Protection - Undead - Skeletons
Scroll of Protection - Petrification Mardigan
Magic Items: Deck of Illusion, Deck of Many Things, Folding Boat

Spells: 75%
Cantrips 8-14
Clean
Color
Dry
Dampen
Thump
Present
Chill
Warm  
Unlock
Palm
Hide
Distract
Blue Light
Firefinger

1st: 8-14
Protection from Evil - 11%
Detect Magic - 44%
Sleep - 93% 
Shield - 31%
Find Familiar - 76% 
Burning Hands - 90% 
Nystuls Magic Aura - 57%
Read Magic - 68%
Write - 1%
Identify - 83% 
Enlarge - 35%
Featherfall - 96%
Magic Missle - 66%
Spider Climb - 40%

2nd: 8-14
Invisibility - 94%
Strength - 67%
Web - 10%
Stinking Cloud - 22%
Continual Light - 60%
Rope Trick - 27%
Mirror Image - 70%
Wizard Lock - 85% 
Forget - 21%
Pyrotechnics - 45%
Levitate - 51%
Ray of Enfeeblement - 64%
Locate Object - 27%
Knock - 99%

Discription:
Mardigan is of Half-Elven origin but it is hard to tell.  His long dark hair covers his ears and he lacks the aloofness of most Elves.  He displays more human qualities, often engaging in gambling with cards, dice, and other frivolous activities.  His clothing consists of leather and a long coat embroidered with strange runes and arcane markings.  He appears to be a collector of the mysterious and arcane considering the weird assortment of items on his person.  A longsword hangs from his belt as well as many pouches and a dagger.  He doesn't smile as so much as smirk.  

Background:
If asked, Mardigan will tell you how he was left, abandoned, in a community of halflings by his parents. As the tallest member of a halfling community, he tried but never quite fit in so he embraced his outsider qualities.  He learned to play "tricks," or "thievery" as some might call it, from his halfling friends growing up.  His curiosity got the better of him one day when he decided to pilfer from a traveling mage.  That fateful day started him on his training, learning the ways of one who could wield magic.  Eventually he grew tired of washing pots and acquiring out the odd assortments of cricket legs and bat dung for his Elven master.  He asked permission to journey on his own and was given a book of spells, a sword, and words of wisdom to set him on his way.  If his story is true, it is hard to tell.  Mardigan is the consummate conman.

The first thing he did with his newfound freedom and magical abilities was to hustle poor saps out of their coin and possessions.  Mardigan would try to stay ahead of the law, and trouble, but sometimes he was caught red handed with someone else's money through a bit of trickery.  Lucky for him, he always kept a few useful spells embroidered on his cloak to help him escape tricky situations.  If he lacked the judgement to avoid a sticky situation but he made up for it in the ability to figure a way out of it.  Thieving and magic just came natural to him.
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#5
Sumayl al-Akhir - Male, Human, Age: 20 Height: 5'9"  Weight: 160lbs


Human Fighter (Faris) level 6, NG


2nd edition character sheet
https://1drv.ms/b/s!AjFiKq8nYxnYhLIBKWMPtWg6ys-3RQ
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#6
A Spark in the Darkness

[Image: MvcNiwM.png]


Me gran says she's not sure when our people came here. She says it was when the Vistani showed up as we Halflings also have a tendency for Caravan's. That's why some of us are so good with protective glyphs and wards.  It's old magic that again Gran says we picked up from the Vistani, and thank the powers above because it usually keeps our caravan's safe.  Otherwise I think we halfling would have been eaten a long time ago. Still, we like to roam a bit though we have a few little communities or Halfling towns as the Humans like to call them, doted all over.  I grew up in a particularly small community of Halflings that live in a relatively decent sized town of Vallaki.  It was actually pretty big by most standards, but it wasn't a full on city by any means. 

Still, this place wasn't so bad as most people made it out.  Humans and Elves are always so damn depressing.  I always said if they weren't so freaking sensitive they would get so depressed.  Monsters are monsters and as long as you put out the right protections, you can usually keep em away.  Granted most of the elves have been whipped out, at least most of those in Barovia. That's kinda sad. But, my gran always said, that if you don't go looking for trouble and don't go causing your neighbors a lot of grief, you'll make out alright. So that was the first rule. Keep your head down, enjoy a good meal and solid mug of beer and life is usually pretty damn good. 

Unfortunately, good food and better ale isn't free.  So here it was that me and my best friend Eloric, decided head out with Szo and Yev to go exploring some old moldy ruins to find some trinkets to sell.  We almost got ourselves very dead the first few times, but after a bit we learned from our mistakes and started finding some pretty fancy stuff.  Granted, Eloric always seemed a bit depressed on account of his family being eaten by monsters when he was a boy and Szo and Yev were the most taciturn humans I ever met, but they turned out to be fantastic friends. 

We worked those old dungeons for years, clearing out all the goodies we could find.  Finally we made a tidy little sum.  So much so that the others decided it was time to retire for other things. I don't know if I was really ready to get a decent job myself, but me mum was ready for me to get on with some honest work and find me a wife.  That whole prospect terrified me a little, I'm not gonna lie. But I figured if I jumped on with guarding my families caravans, it'd be harder for her to pin me down with some totalitarian lass who wanted to control my life.  

Szo and Yev had the right idea, they wandered out in the woods to hunt and stay out of any lasses eye. Though those two looked like they would scare off most women. Don't tell em I said that. But poor Eloric was just too pretty for his own good. Had a lass snatch up his wits and he was married in no time.  I took that as my que and bounced out of town on the next Caravan after a night of drinking to his health when    he got hitched. 

[Image: sKPQXer.png]

Life was pretty good. Guarding the caravans wasn't terrible hard work. I only had to fight off bandits most of the time, though we did get chased by werewolves twice in the time I was working with my family. That was relatively terrifying. I killed two of them... I think.  Used some silver tipped arrows. They stopped chasing us, so they are either dead or just super pissed.  Either way we got clear of em.  The second time werewolves showed up, it was just one.  Caught us on the roadside while we were camping. This damn thing was strong as it strolled right passed our wards. Thing killed my cousin Tim and my uncle Ory. Me and my dad, along with two more cousins filled the thing with silver arrows but it still kept coming. I managed to get close and put my short sword in it's gut and my dagger in it's eye.  The thing went mad. It chased me around the wagons for a full ten minutes while my family kept on with arrows.  Holy shit, it can surprise a halfling with how fast he can run when he has too.  Finally they brought the thing down, but by the gods I never want to have to run like that again. 

Couple of years passed and luckily we didn't have any more serious encounters. And I have to say I got to see a lot of this world. Well …at least the several country's surrounding Barovia. That seemed a lot to me, though Forlorn was the main country we usually traded with. They had some oddly interesting goods that Barovia for whatever reason seemed to lack. 

But, as nice as stable work was, it wasn't really going to make me rich enough to stop working.  And that has been my dream since I was a kid. To be able to buy a nice little house somewhere and relax with my beer and books. And here it was that I had been thinking of putting together another crew to do some real treasure hunting, when I came home to find Eloric drinking himself to death in the Blue Water. At first I thought his woman put him out, but I soon found out it was way worse than that.  How could one human have so much bad luck as to have monsters kill of his family twice! I decided that the gods must really hate him. Or he was cursed.  Both were viable options. So, I decided right then and there that I had to share my luck with my best friend or find him some fancy treasure that would actually protect him from that sort of thing. I just felt horrible for him, so I did the only thing we halflings know how to do when things get bad. I drank myself silly with him. Then after about a week or two we sobered up, I got him up off his duff and put him to work. I convinced him, that if he was going to be miserable, he should be trying to get rich with me. At least that might make thing more tolerable if not better.  Thankfully he seemed agreeable to this, so off we went. I'll find something to protect my friend from his curse or something to break it. And hey, if we get rich along the way, that isn't a bad side effect either. 

[Image: zER40q6.jpg]

The first job was a resounding success, but the two mercenaries we hired died pretty spectacularly in the dungeon. I don't think Eloric really noticed as they died to the wraith in the treasure room. But at least they made it to the end! Still, I burned the bodies while Eloric drank and we made it to the closest village before the sun set.  See!  A resounding success.  Unfortunately, that's when it dawned on me where we were. 

Eloric set down his pen, though it was more that it just fell out of his grasp. He glanced over at Reion. "What was this moldy little town again?"
Reion cursed as he paced. "You're going to need to sober up a bit more mate. I think this place is Barovia." 
Eloric snorted, "Of course it is. I thought you didn't get drunk."
Reion rolled his eyes, "Not the country you jackass! The village! You know the one that sits right below the bloody Castle Ravenloft, home to our illustrious ruler."
With a deep groan, Eloric rolled his eyes. "You mean to tell me, you brought us right under the nose of Strahd?" 
Looking aghast, Reion held up his hands, "It's not my fault! Those ruins took twice as long as I thought they would! We're lucky to have made it to this inn before sunset, much less the next town."
Eloric let his head fall into his hands. "I honestly hate you Reion."
The Halfling laughed, "No you don't.  Now shut up and get some of those spells readied up. We might be needing them before the nights up."


NOT the End.
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#7
Sad 
Rhodric

Description: Rhodric appears as a slender tall short bearded young man, with medium length dark brown hair, usually dressed in dark shades of browna and grey.He carries a short bow and a scabarded longsword ar his hip. Always seemingly alert for trouble, his blue eyes constantly sweep his surroundings.

Backstory: 
- Mother was an Elven Diplomat/ Rogue (Art Thief)
- father was a human ranger (Forest Warden)
- his father was a bounty hunter that usually tracked down poachers and bandits, his father fell in love with his mother after rescueing her from a bandit encampment
when Rhoderic was 6 his mom was cuaght stealing paintings, and was jailed, and his father lost his job, so started traveling from one settlement to another teaching his son to live off the land.
- Rhoderic grew up to use the skills learned from both his parents to make his living 
- grew up in the wilds constantly traveling from one settlement to another
- recentlyhe has been tracking a youth who disappeared after a group of Gypsies (Romani) passed through his village, with the goal of returning him safely to his parents.

(will fill out more later)

Character Stats:
Name: Rhodric Race: Half-Elf Sex: Male Alignment: Neutral Class: Fighter/ Thief (Boumty Hunter) Level: 5/ 5 XP: 19,250/ 19,250
Str: 17 To Hit: +1 Damage: +1 Open Doors: 10 Bend Bars: 13% Weight_allowance: 7 Max Press: 195
Dex: 17 AC Bonus: -3 Missile To Hit: +2 Reaction Adj.: +3
Con: 15 HP Bonus: +1 System Shock: 90% Resurrection: 94% Poison Save: 0 Regeneration: Nil
Int: 11 Languages: 2 Max. Spell Level: 5 Spell Learning: 45% Spells/Level: 7 Spell immunity: -
Wis: 13 Magical Def Adj.: +0 Bonus Spells: 1st Spell Fail: 0% Spell Immunity: -
Cha: 13 Henchmen: 5 Loyalty Base: 0% Reaction Adj.: +1

HP: 35 AC: 3 Surprised AC: 5
Movement Base: 12

Saves, Thievs Skills, & Attack Stats:
Saves: Thief Skills:
Paralyze/ Poison: 11 Pick Pockets: 30%
Rod, Staff, or Wand: 12 Open Locks: 50%
s parents.Petrify/ Polymorph: 11                 Find/ Remove Traps: 60%
Breath Weapon: 13                        Move Silently: 40%
Spell: 13                                         Hide in Shadows: 40% 
                                                       Detect Noise: 40%, (45% with Listening Cone)
                                                       Climb Walls: 55%
                                                        Read Languages: 20%

Longsword of Quickness +2 Attacks: 3/2
Target  AC:10 | 9  } 8  } 7  | 6  | 5  | 4  | 3  | 2  | 1   | 0  | -1  | -2  | -3 | -4 | -5  |  -6 | -7 | -8  | -9  | -10
To Hit #:     | 1  | 2   | 3  | 4  | 5  | 6  | 7  | 8  | 9  | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 } 20

Longsword Attack Dmg:        SM:                L:
                                               1d8 + 3            1d12+ 3


Shortbow Attacks: 2/1
Target  AC:10 | 9  } 8  } 7  | 6  | 5  | 4  | 3  | 2  | 1   | 0  | -1  | -2  | -3 | -4 | -5  |  -6 | -7 | -8  | -9  | -10
To Hit #:     | 2  | 3   | 4  | 5  | 6  | 7  | 8  | 9  | 10  | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 } 20

Shortbow Attack Dmg:        SM:                L:
                                               1d6 + 4            1d6 + 4
 
                                              

Special Abilities,Proficiencies, Equipment, Wealth  & Magic Items:
Special Abilities Attacks:
Backstab - x3 Dmg multiplier
Thievs' Cant
Warrior Att./Rnd.: 1/rnd
Bounty Hunter Weapon Proficiencies: Non-thief weapons take up two of the Bounty Hunter's weapon proficiency slots, but he is granted a bonus slot at 1st level.
Nonweapon Proficiencies: Required: Tracking. Recommended: Alertness, Animal Handling/ Training, Animal Noise, Boating, Direction Sense, Firebuilding, Information Gathering, Herbalism, Hunting, Intimidation, Observation, Riding, Set Snares, Survival, Trailing.
Special Benifits: None
Special Hinderences: None

Proficiencies:
Weapon Profs.:    # Slots Req'd:            Non-weapon Profs.:         # Slots Req'd:            Relivant Ability & Mod.: 
Lonsword                       1                      Tracking                                      2                       WIS (0) 
Shortbow                       1                      Set Snares                                  1                       DEX (-1)
Shortsword                     1                     Survival                                      2                       INT (0)    
Longbow                        1
Dagger                          1

Equipments,Wealth:
Belt, Riding Boots, Breeches, Cloak (Good Cloth),
Sword Scabbard, Tunic, Rations (Iron)(2wks),
Backpack (2lbs), Flint & Steel (*), Quiver (1lb.), 
Lrg Sack (0.5lbs.),Signal Whistle (*), Thieves' Picks (1lb.),
2 waterskins (2lbs.), Rope (Hemp, 50')(20lbs.), shortbow (2lbs),
(24) Flight Arrows (2.4Lbs.), Winter Blanket (3lbs), 
(Brass)Listening Cone (*), Grappling Iron (2lbs)
Wooden \hand Mallet (1lb.), (5)wooden Stakes (5lbs.)

Wealth:
28GP
1SP 
5CP

Magic Items:
Magic Items:
Leathor Armor +2
Longsword of Quickness +2 - This is a special +2 blade that enables the wielder to strike first in every combat round. If the wielder encounters someone with a similar weapon (e.g., a scimitar of speed), both strike simultaneously.  
Ring of Invisibility - you to turn invisible wh ile you are wearing it, anytime you want to… essentially casting the 2nd-level Wizard spell Invisibility on yourself at will. You cannot attack, turn visible and then use the ring to turn invisible again during the same round.
Philter of Persuasiveness - When this potion is imbibed the individual becomes more charismatic, gaining a bonus of +5 on reaction dice rolls. The individual is also able to suggest (see the 3rd-level wizard spell, suggestion ) once per turn to all creatures within 30 yards of him.
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A gaming group started in late 2005 when several members (from all over the world) came together on a long-running forum website called Plothook.net (formally known as Highmoon.net). Several games transformed from a by-the-book format to highly modified versions that became new hybrid systems with completely custom rules and abilities. Ten years later, these faithful players wanted to secure their work and their stories, becoming the basis of these forums.