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 Character Sheets (at a glance)

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S.E.A.M.U.S
Valian
Valian
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Male Number of posts : 356
Age : 41
Location : Now with half the bladders and none of the taste!

PostSubject: Character Sheets (at a glance)   Fri Feb 20, 2009 9:18 pm

just the obligatory character sheet thread. i'll start us off with Corwin.

Corwin Ainsley



Male Human Cleric 4 / Fighter 1

Pogs:

Neutral Evil
Strength 17 (+3)
Dexterity 9 (-1)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 18 (+4)
Charisma 14 (+2)

+1 taken to wisdom at lvl 4 to make 18

Size: Medium
Height: 5' 9"
Weight: 250 lb(in life, 80 in death)
Skin: Pale (in life) none in death
Eyes: Blue when alive, none in death
Hair: Black straight

Domains: Destruction, Evil

Energy: Negative [Harmful / Rebukes Undead]

Total Hit Points: 39
Speed: 20 feet [armor]
Armor Class: 18 = 10 +7 [half-plate] +2 [heavy steel shield] -1 [dexterity]
Touch AC: 9
Flat-footed: 18

Initiative modifier: -1 = -1 [dexterity]

Fortitude save: +8 = 6 [base] +2 [constitution]
Reflex save: +0 = 1 [base] -1 [dexterity]
Will save: +8 = 4 [base] +4 [wisdom]

Attack (handheld): +7 = 4 [base] +3 [strength]
Attack (unarmed): +7 = 4 [base] +3 [strength]
Attack (missile): +3 = 4 [base] -1 [dexterity]
Grapple check: +7 = 4 [base] +3 [strength]

Light load:100 lb. or less
Medium load:101-200 lb.
Heavy load:201-300 lb.
Lift over head:300 lb.
Lift off ground:600 lb.
Push or drag:1500 lb.

Languages: Aquan, Common

Trident [1d8, crit x2, range incr. 10 ft., 4 lb., one-handed, piercing]
Banded Mail armor [heavy; +6 AC; max dex +0; check penalty -7; 50 lb.]
Heavy Steel Shield [+2 AC; check penalty -1; hardness 10; hp 20; 15 lb.]

Feats:
Extra Turning +3 turn/rebuke undead attempts
Enhanced Toughness
Profane Lifeleech
Power Attack

Traits:
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier

Profession: Sailor Int 6 1 +5

Climb Str* 5 = +3 +2
Concentration Con 4 = +2 +2
Handle Animal Cha 4 = +2 +1
Intimidate Cha 5 = +2 +3
Jump Str* 1 = +3 +4 -6 [speed 20]
K( religion) Int 6 = +1 +5
Listen Wis 4 = +4
Move Silently Dex* -1 = -1
Ride Dex -1 = -1
Search Int 1 = +1
Sense Motive Wis 4 = +4
Spellcraft Int 2 = +1 +1
Spot Wis 4 = +4
Survival Wis 4 = +4
Swim Str* 6 = +3 +3
Use Rope Dex -1 = -1

* = check penalty for wearing armor

Know Religion >=5 ranks gives +2 on turn/rebuke the undead.

Zero-level Cleric spells: 5 per day

First-level Cleric spells: 4 (3+1) per day +1 from a domain: Destruction or Evil

Second-level Cleric spells: 3 (2+1) per day +1 from a domain: Destruction or Evil

Human:
• Extra feat at first level (already included)
• Four extra skill points at first level (already included)
• One extra skill point at each additional level (already included)
Cleric:
• Alignment Aura
• Spontaneous Casting (harm spells)
• Rebuke Undead (9x/day)
• High wisdom gains bonus spells daily
• Domain choices give additional abilities
Fighter:
• Bonus Feats (already included)

Equipment

Trident
Banded Mail
Large steel shield
Silver unholy symbol
Map to Captain Hjorsfar's treasure, genuine, fair quality and detail, with waterproof copper map case
Heavy horse and wagon 235gp (stolen)
two casks rum 100 gp
an oar, 2 gp
masterfully carved bone rod set with a ring of small garnets atop the handle 60 gp
Hematite sphere golf ball sized 15Gp
50' hemp rope 1 gp (stolen)
Signet Ring Ainsley 5 gp
sealing wax 1gp
2 Chest 25 lb capacity 4gp (stolen)
Shovel 2gp
Musical Instrument Dwarven Pipes 5gp
20 fishhooks 2gp
Cow (bull) 10 gold (stolen)
Giant Eagle Feather 10gp
Courtiers Outfit 30gp
Explorers outfit 10gp
magic beer mug


Ships:
The Woodwitch; a Cargo Sloop (heh someday to be rigged as a fast attack boat)

Spell Componants
20 bat fur 2sp
Bull droppings, free cause I got me a bull.
20 Pouch of coal, crushed 2sp
20 Pouch of garlic powder 2sp
20 Pouch of graveyard earth frickin free cause we're all dead
20 Pouch of mica, chipped 2sp
20 Pouch of sulfur, crushed 4sp
20 lb powdered silver 100gp

777gp left (this includes the additional 600 given by ainsley)

Tin hairpin
Bronze spur
Scroll of Eyebite
Gwenlyn's notes on the Eyebite scroll
Silvered masterwork dagger
Burnt-out ashwood wand
Potion of Spider Climb
Potion of Cure Moderate Wounds in a crystal bottle with the creator's seal
Silver ring set with an octagonal black onyx
Plain silver ring
Engraved copper tiara studded with three garnets
Family portrait - Lord Raskett and Lady Miravana Ainsley, with children
Empty strongbox


Last edited by S.E.A.M.U.S on Thu Mar 05, 2009 3:53 am; edited 1 time in total
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GoldenDrakon
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Male Number of posts : 1502
Age : 46
Location : Usually right where I'm needed most...

PostSubject: Karnoz Tellen   Thu Sep 10, 2009 3:32 am

Name: Karnoz Tellen a.k.a. Raven Murder

Male Human, Level 6 Rogue

Pog:

Strength: 12                          (+1)
Dexterity: 18                          (+4)
Constitution: 15                      (+1)
Intelligence: 16 (+1 at 4th Lvl)  (+2)
Wisdom: 10
Charisma: 13                          (+1)


Size: Medium
Height: 5' 6"
Weight: 135 lbs
Skin: Pale, Caucasian
Eyes: gray
Hair: black

Alignment: Neutral Evil
Faction or Allegiance: Independant (for now)

Hit Points: 42

Speed: 30 Feet
Armor Class: 14
Touch AC:
Flatfooted AC:

Initiative modifier: +4 (Dexterity)

Fortitude save: +4 (2 [base] +2 [Constitution])
Reflex save: +9 (5 [base] +4 [Dexterity])
Will save: +2 (2 [base] +0 [Wisdom])

Base Attack Bonus: +4
Attack (melee): +5 (4 [base] +1 [Strength])
Attack (ranged): +8 (4 [base] +4 [Dexterity])


Skills:

Disable Device (Int): 7
Move Silently (Dex): 7
Hide (Dex): 7
Open Locks (Dex): 8
Pick Pockets (Dex): 7
Search (Int): 8
Tumble (Dex): 8
Use Magic Device (Cha) 5
Read Lips (Int): 5
Forgery (Int): 5
Gather Information (Cha): 5
Disguise (Cha): 5
Bluff (Cha): 5
Alchemy (Int): 4
Appraise (Int): 3
Sense Motive (Int): 2
Knowledge (Nature) (Int): 2
Innuendo: (Int): 3

Feats:

Weapon Focus: Dagger
Weapon Finesse: Dagger
Quick Draw
Point Blank Shot


Level 6 Rogue's Special Abilities:

Sneak Attack +3d6 (rogue's attack deals an added 3d6 damage when hitting a victim who is either unaware of the rogue, flanked by the rogue or otherwise unable to defend himself from the rogue...the new and improved Backstab attack, as it can often be used multiple times in a battle and increases its bonus damage as the rogue gains levels.  )

Evasion (if exposed to Fireball spells, fireburst traps, dragon's breath or other threats which normally deal half damage with a successful saving throw, the rogue instead avoids all damage on a successful save. Failed saves incur full damage as usual.)

Uncanny Dodge (Dex bonus to AC) (Surprise attacks, attacks from invisible enemies, attacks against immobilized targets and similar unavoidable attacks normally roll against Flatfooted AC...the character's AC without the benefit of Dex bonuses. But Karnoz's Uncanny Dodge allows him to ignore that rule and apply his Dex bonus to AC against surprise attacks, invisible attacks and other "flatfooted" attacks as long as he can move freely. If Karnoz's enemy is attacking against Karnoz's Flatfooted AC because Karnoz's feet have been stuck to the floor by a tanglefoot bag, however, he's just out of luck.)
Enemies' flanking bonuses negated if facing more than one enemy in melee.


Light load: 0-43 lbs
Medium load (max Dex bonus +3, Check penalty -3, Base Speed 20', Run Speed x4): 44-86 lbs
Heavy load (max Dex bonus +1, Check penalty -6, Base Speed 20', Run Speed x3): 87-130 lbs
Lift over head: 130 lbs
Lift off ground: 260 lbs
Push or drag: 650 lbs

Languages: Common, Goblin, Orcish, Abyssal

Equipment and Supplies:

Throwing Dagger (15), 1 poisoned w/Black Adder Venom
Silver dagger
Shoulder Bandolier
Masterwork Thieves tools
Disguise Kit
Backpack
Crude leather satchel
Leather hip pack
Caltrops (2lb)
Hollow Boots
Pin Ring (iron) Poisoned w/Centipede Poison
Wrist sheath (2)
Traveler's Outfit
Spade
Shortbow
Quiver/20 Arrows
Silvered masterwork club
Heavy leather gloves
Healer's Kit
Trail Rations (8 days)
Short sword
Magnifying Glass (+2 to Appraise Checks)
Two flasks of ink (common quality, one red and one brown)
Grappling hook
Flask of lantern oil (2)
Steel mirror, hand held
Bone-handled straight razor (similar to a dagger, though its Damage is Slashing rather than Piercing)
Peluko's woolen traveling cloak (dark gray)

Alchemical Items and Reagents:

Centipede Poison (1/2 dose)
Oil of Taggit (1)

Vial of Holy Water (5)
Acid Flask (7)

3, quart sized glass jars (1 w/ crushed red pepper, 2 w/ salt)
6 units of sulpher
4 units of foxweed
1 unit of crushed red pepper
1 unit of salt
1 clay bottle (Average quality)
1 clay bottle (Poor quality)
2 Malyss Root
1 poisonous striped toadstool
Flask of flaxseed oil
3 tindertwigs
Bottle of sulfur

Magical and Special Items:

Potion of Spider Climb: 50 Gold
Potion of Jump (2): 50 Gold
Potion of Cure Light Wounds (3)
Red glass bottle w/ red liquid (??)
Breaker Bottle (3) (Filled w/ acid) (Ulgami)

Bottle of Skunk Water (add to other liquids to render them foul and undrinkable (up to 10,000 cubic feet may be fouled by one bottle of skunk water), or add to other potions to turn them into poison (up to 10 potions may be poisoned by one bottle)): 400 Gold

Stealthsuit (a blacksuit and a burglar's outfit in one; confers +1 bonuses to both Hide and Move Silently, given suitable conditions): 110 Gold

Treasure:

Platinum:   131
Gold:        346
Silver:       15
Copper:     14

Misc:

- Brass Ring: relief of a braided trio of vines, inner surface has elvish inscription (Anyaska's ring) (5 sp)
- Silver ring with a finely cut citrine (300 GP)
- Garnet-studded maplewood scroll case (120 Gold)
- Square-cut moss agate gemstone (11 GP)
- Acorn cut banded agate gemstone (10 GP)
- Copper ring inlaid with band of electrum (60 GP)
- Irregular gray pearl (7-9 GP)
- Square portrait of oil paint on canvas, 2' X 2' X 2', (Peluko, dressed in the scarlet satin uniform and gilded insignia of the tsar's royal messengers)(500+ GP)
- Vellum menu from the Bard and Fox tavern w/ General Z. Hurinog's autograph (??)
- Brandau's letter and 4 vampire fangs
- Keys to Tarana Warehouse and Room
- Bundle of maps covering the majority of rivers passing through Karkova and two neighboring nations (Konegheim and Lebeq Prime), marked with red ink, denoting routes--most of them by  water, but with some over land--to Karkova's borders, routes around troubled areas and hazards such as rapids, whirlpools and waterfalls. The maps also sport a variety of symbols with less obvious meanings, including X's, circles and anchors
- Masterwork repeating crossbow
- Masterwork spiked gauntlet (forged dwarven steel and fitted for left hand. The gauntlet's dorsum sported the face of a majestic dwarven entity and the bas relief set with eyes of blue onyx and framed with a celestial halo sculpted from gold. Though independent at the first knuckle, the four forefingers were joined at their first and second phalanges in a wide, jointed cap, and the thumb ended in a steely claw just short enough to fit across the underside of a fist. The great center spike jutted from the meat of the knuckles and was flanked with its two shorter siblings, and each spike was rooted between its corresponding fingers and slightly curved to match the trajectory of a well-thrown punch.)
- Horseman's morningstar flail (boasting elements of a craftsmanship both human and elven, forged of white metal, as were its chain, cap and pommel of the weapon's redwood shaft. Two rings of gold-traced Elven script wove laterally among the morningstar's bristling spikes and circled its white orb in flawless parallels)

_________________
"I can fire your blood with passion or leave you sick with bile and revulsion. I raise heroes from the masses and send them to lay low kings and warlords. I will take you to exotic, far-away places, only to leave you in darkness and dispair. I can show you wonderous treasures beyond your wildest dreams, and terrors to freeze your soul."

"Who am I? I'm your StoryTeller."


Last edited by GoldenDrakon on Thu Feb 20, 2014 11:48 am; edited 7 times in total (Reason for editing : Last Updated: Meet Valdasmir Tetrov)
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The House of Ainsley
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Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Sylvea and Ariean Aringerille   Wed Dec 09, 2009 9:46 am

Sylvea Aringerille

Strength: 10 (+0)
Dexterity: 11 (+0)
Constitution: 10 (+0)
Intelligence: 13 (+1)
Wisdom: 17 (+3)
Charisma: 10 (+0)


Size: Medium
Age: 125 years
Sex: Female
Height: 5' 1"
Weight: 110 lbs
Skin: Light tan
Eyes: Jade green
Hair: Light brown, calf-length braid

Alignment: Neutral Evil
Deity: Evening Glory
Domains: Magic, Protection

Magic Domain - Granted Power: Sylvea can use scrolls, wands and other Arcane magic devices as if she were a Wizard; her effective Wizard level is equal to half of her Cleric level. If she ever becomes a dual-class Cleric/Wizard, her effective Wizard level (derived from her Cleric level) is added to her actual Wizard level for the purposes of using arcane magic items.
Magic Domain Spells:
1st: Nystul's Undetectable Aura
2nd: Identify
3rd: Dispel Magic
4th: Imbue with Spell Ability
5th: Spell Resistance
6th: Antimagic Field
7th: Spell Turning
8th: Protection from Spells
9th: Mordenkainen's Disjunction

Protection Domain - Granted Power: Once per day, Sylvea can impart a Protective Ward on anyone she touches. The Protective Ward grants a bonus (equal to Sylvea's Cleric level) to the subject's next saving throw. Imparting the Protective Ward is a standard action, and it lasts for one hour (or until the subject has to make a saving throw, whichever comes first).
Protection Domain Spells:
1st: Sanctuary
2nd: Shield Other
3rd: Protection from Elements
4th: Spell Immunity
5th: Spell Resistance
6th: Antimagic Field
7th: Repulsion
8th: Mind Blank
9th: Prismatic Sphere

Hit Points: 30

Speed: 30 Feet
Armor Class: 13
Touch AC: 10
Flatfooted AC: 13

Initiative Modifier: None

Fortitude Save: +4 (4 [Base] +0 [Constitution])
Reflex Save: +1 (1 [Base] +0 [Dexterity])
Will Save: +7 (4 [Base] +3 [Wisdom])

Base Attack Bonus: +2
Attack (Melee): +2 (2 [BAB] +0 [Strength])
Attack (Ranged): +2 (2 [BAB] +0 [Dexterity])

Elf Abilities:
Immunity to Sleep Spells and Magicks.
Immunity to Ghoul Paralysis: Sylvea is immune to the paralyzing touches of ghouls. Note that the more powerful ghouls or ghasts may possess Paralysis abilities strong enough to overpower this resistance.
Resistance to Enchantments: +2 bonus to Saves against Enchantment spells or effects.
Low-light Vision: Elves can see twice as far--and twice as well--as humans can see in poorly lit conditions (ie. starlight, moonlight, torchlight, light fog and so on).
Reduced need for rest: Elves do not need to sleep; instead of eight hours of sleep, Sylvea can enter a four-hour state of trance and emerge from it fully rested.
Keen Senses: As with all elves, Sylvea receives a +2 Racial Bonus to all Listen, Search and Spot checks. In addition, Sylvea automatically makes a secret Search check to detect any secret door if she passes within 5 feet of it.

Skills:
Concentration (Con): 2
Diplomacy (Cha): 2
Disable Device (Dex): 1
Hide (Dex): 1
Intuit Direction (Wis): 1
Knowledge - Arcana (Int): 2
Knowledge - Religion (Int): 2
Profession - Apothecary (Wis): 1
Profession - Herbalist (Wis): 2
Scry (Int): 2
Sense Motive (Wis): 1
Spellcraft (Int): 2

Languages:
Common, Elven, Abyssal

Feats:
Elven Weapon Proficiency (Racial Ability): Sylvea may wield any shortbow, longbow or rapier without penalty.
Simple Weapon Proficiency (Class Ability): Sylvea may wield any Simple weapon without penalty.
Light Armor, Medium Armor, Heavy Armor and Shield Proficiencies (Class Ability): Sylvea may don and wear any armor--or equip any shield--without penalty.


Ariean Aringerille




Strength: 15 (+2)
Dexterity: 17 (+3)
Constitution: --
Intelligence: 15 (+2)
Wisdom: 11 (+0)
Charisma: 16 (+3)


Size: Medium
Age: 120 years
Sex: Female
Height: 5' 2"
Weight: 107 lbs
Skin: Light gray, nearly white
Eyes: Yellow
Hair: Golden brown, lower-back-length

Alignment: Neutral Evil
Deity: Evening Glory

Hit Points: 33

Speed: 30 Feet
Armor Class: 15
Touch AC: 13
Flatfooted AC: 12

Initiative Modifier: +3 (Dex)

Fortitude Save: +0 (0 [Base] +0 [Constitution])
Reflex Save: +3 (0 [Base] +3 [Dexterity])
Will Save: +3 (3 [Base] +0 [Wisdom])

Base Attack Bonus: +1
Attack (Melee): +3 (1 [BAB] +2 [Strength])
Attack (Ranged): +4 (1 [BAB] +3 [Dexterity])

Elf Abilities:
Immunity to Sleep Spells and Magicks.
Resistance to Enchantments: +2 bonus to Saves against all Enchantment spells or effects.
Low-light Vision: Elves can see twice as far--and twice as well--as humans can see in poorly lit conditions (ie. starlight, moonlight, torchlight, light fog and so on).
Keen Senses: As with all elves, Ariean receives a +2 Racial Bonus to all Listen, Search and Spot checks. In addition, Ariean automatically makes a secret Search check to detect any secret door if she passes within 5 feet of it.

Ghoul Abilities:
Immunity to Sleep Spells and Magicks.
No Need to Sleep: As with most undead, Ariean does not sleep...ever.
No Need to Breathe: Undead cannot drown, nor can they expire from asphyxiation. Speech still requires Ariean to draw breath, however.
Agelessness: Ariean does not age physically, and magic or supernatural powers which inflict aging will have no effect.
Darkvision: Ariean can see up to 60 feet in complete darkness. Darkvision can only see images in grayscale, however, and cannot differentiate between colors.
Immunity to Poison and Disease: Ariean is immune to all mundane poisons and diseases. However, tales of magical venoms and plagues which can harm the undead persist....
Bastion of Undeath: Ariean is immune to critical hits, subdual damage, sneak attacks, Ability drain and energy drain as well as most mind-influencing magic and most undead supernatural abilities.
Natural Weaponry: Two claw attacks (1d3 Damage each) and one bite attack (1d4 Damage). Ariean does not provoke Attacks of Opportunity when attacking armed enemies while unarmed.
Natural Armor +2: As with all ghouls, Ariean's skin becomes more durable with greater age and power, increasing her Armor Class.
Turn Resistance +2: All attempts to Turn or Rebuke Ariean do so as if she were two Levels or Hit Dice higher.
Paralysis: Any hit with Ariean's claw or bite attacks can inflict paralysis for one round. The victim may resist with a Fortitude Save, against a DC of 10 +half of Ariean's Hit Dice +her Charisma modifier. Presently, this Save DC is 15.
Increased Abilities: As an evolving ghoul, Ariean gained +2 Strength at Level 2 and +2 Intelligence at Level 3.
Reversed Polarity: Negative Energy can heal and strengthen Ariean.
No Constitution: Without a Constitution score, Ariean is utterly tireless; this accounts for her immunity to poisons and diseases as well.

Ghoul Weaknesses:
Ghoulish Hunger: Ariean must eat a stomach's worth of flesh every three days (or less) or risk a plunge into derangement and Wisdom loss.
Lifelessness: Without a lifeforce, Ariean cannot heal naturally over time; she can only be healed through Negative Energy or through resting in her grave, coffin or other consecrated resting place. Such rest will heal her for 1 Hit Point for each day where she rests 8 or more hours, or 2 Hit Points if she rests the entire 24 hours.
Death's Waiting Grasp: Without a lifeforce, there are no "Dying" or "Unconscious" states for the undead. Upon reaching zero or negative Hit Points, Ariean will die immediately.
Oblivion: Divine spells which restore the dead to life work through returning the soul to the body. But the process of becoming undead either destroys the soul, consumes it or corrupts it beyond repair. Only the rarest, most powerful and most epic of spells can restore a slain undead creature to existence. Ariean has already died once, and without such epic magicks the next time she dies will be her last.
Reversed Polarity: Positive Energy can injure and weaken Ariean.
No Constitution: Without a Constitution score, Ariean may be very vulnerable to spells or magic abilities which require Fortitude Saves to resist.

Skills:
Balance (Dex): 2
Climb (Str): 4
Hide (Dex): 3
Knowledge - Religion (Int): 2
Jump (Str): 4
Move Silently (Dex): 5
Spot (Wis): 2
Wilderness Lore (Wis): 1

Languages:
Common, Elven, Sylvan, Terran

Feats:
Elven Weapon Proficiency (Racial Ability): Ariean may wield any shortbow, longbow or rapier without penalty.
Simple Weapon Proficiency (Class Ability): Ariean may wield any Simple weapon without penalty.
Track (General Feat): Ariean may follow a quarry's trail with a successful Wilderness Lore check. The DC and adjustments for this check depend on terrain, environmental conditions and time's passage.
Lifebond (Monstrous Feat): Ariean has a spiritual bond with Sylvea. As long as Sylvea is within 60 feet, Ariean receives bonuses of +4 to Turn Resistance and +2 to all Saving Throws. (These benefits are lost if Sylvea ever turns hostile to Ariean, and are lost with the addition of a -2 penalty on all Saves if Sylvea ever dies.)


Last edited by The House of Ainsley on Thu Nov 18, 2010 7:51 am; edited 8 times in total
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Wraith
Lady Illusion
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Age : 30
Location : CrazyTown. It exists. Really. It Does.

PostSubject: Re: Character Sheets (at a glance)   Sun Dec 13, 2009 1:34 pm

How's this?



(lol, she looks like a Hermione clone.....)

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just to piss you off
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GoldenDrakon
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Age : 46
Location : Usually right where I'm needed most...

PostSubject: Re: Character Sheets (at a glance)   Sun Oct 24, 2010 6:04 am

Name: Keitha Ainsley

Female Half-Elf, Level 5 Ranger

Pog:

Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 13 (+1)
Wisdom: 14 (+2)
Charisma: 11 -


Size: Medium
Height:
Weight:
Skin:
Eyes:
Hair:

Alignment: Lawful Neutral
Faction or Allegiance: None

Hit Points: 54

Speed:
Armor Class: 15
Touch AC: 15
Flatfooted AC: 13

Initiative modifier: +2 (Dexterity)

Fortitude save: +6 (4 [base] +2 [Constitution])
Reflex save: +3 (1 [base] +2 [Dexterity])
Will save: +3 (1 [base] +2 [Wisdom])

Base Attack Bonus: +5
Attack (melee): +6 (5 [base] +1 [Strength])
Attack (ranged): +7 (5 [base] +2 [Dexterity])


Skills:

Animal Empathy: (Cha) 4
Craft; Bowyer/Fletcher: (Int) 4
Gather Info: (Cha) 2
Heal: (Wis) 3
Listen: (Wis) 2
Move Silently: (Dex) 3
Profession; Herbalist: (Wis) 2
Ride; Horse: (Dex) 2
Search: (Int) 2
Sense Motive: (Wis) 2
Spot: (Wis) 2
Tumble: (Dex) 2
Wilderness Lore: (Wis) 2

Light load: 0-43 lbs
Medium load (max Dex bonus +3, Check penalty -3, Base Speed 20', Run Speed x4): 44-86 lbs
Heavy load (max Dex bonus +1, Check penalty -6, Base Speed 20', Run Speed x3): 87-130 lbs
Lift over head: 130 lbs
Lift off ground: 260 lbs
Push or drag: 650 lbs

Languages:

Common, Sylvan, Elvish

Feats:

Tracking
Expertise (can reduce Attack by up to -5 in exchange for up to +5 to AC)
Quick Draw


Racial Special Abilities:

Elven Blood: (may handle any magical item or magic pertaining to elves as if she were full-blooded)
Immunity to Sleep Effects
Low Light Vision: (can see twice as far--and twice as well--as humans can see in poorly lit conditions)

Level 5 Ranger Special Abilities:

-Animal Companion:
Name: Killian Fang
Size: Medium
Hit Dice: 2d8+4 (18 HP)
Speed: 50'
AC: 14 (+2 Dex, +2 natural)
Attacks: Bite (1d6+1 Dam)
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1
Special: Scent, Trip (a wolf that hits with a bite may attempt to trip the victim as a free action automatically and without provoking an Attack of Opportunity; if the attempt fails, the victim cannot react to trip the wolf), +4 racial bonus to Wilderness Lore when tracking by scent

- May wield two weapons as if she had the Ambidexterity and Dual Weapon Fighting as feats when wearing studded leather armor or lighter

Ranger Preferred Enemies:

Giants: +2
Dwarves: +1

Equipment and Supplies:

Scimitar (x2)
Dagger
Shortbow
Quiver w/20 arrows
Leather Armor
Belt pouch
Waterskin
Whetstone
Flint and Steel
Bowyer’s Tools
Artisan Outfit
Backpack
Signet Ring (House of Ainsley)

Magical and Special Items:

Bracers of Armor +1
White Chess Pawn (Marbol’s Magical Chess Set)

Treasure:

Platinum:
Gold: 17
Silver: 3
Copper: 8

Misc:

White Pawn #8 from Marbol's Magical Chess Set:

Donovan Stonefast

Hill Dwarf Male
Level 1 Commoner
Brown hair with double-braided waist-length beard
Green eyes

Strength 15
Dexterity 12
Constitution 15
Intelligence 14
Wisdom 14
Charisma 10

Armor Class 13 (Dex +1, protective leather smith garb)
6 Hit Points

16 Skill Points:
Craft (Blacksmith) 4
Craft (Masonry) 3
Craft (Weaponsmith) 2
Profession (Miner) 2
Use Rope 2
Listen 2
Climb 1

Stuff:
Leather smith apron, gloves and garments (leather armor)
Smith hammer (similar to a light hammer)
Artisan's Tools

_________________
"I can fire your blood with passion or leave you sick with bile and revulsion. I raise heroes from the masses and send them to lay low kings and warlords. I will take you to exotic, far-away places, only to leave you in darkness and dispair. I can show you wonderous treasures beyond your wildest dreams, and terrors to freeze your soul."

"Who am I? I'm your StoryTeller."
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The House of Ainsley
Keeper of the Dark Mirror
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Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Re: Character Sheets (at a glance)   Fri Feb 25, 2011 9:19 am

Matteas di Bulno

Human Male, Fioriallian
Level 1 Expert
Lawful Evil

Dark blond hair (neck length) with short moustache and beard, all meticulously groomed
Brown eyes
Fair Skin

Strength 13 (+1)
Dexterity 16 (+3)
Constitution 10 (0)
Intelligence 13 (+1)
Wisdom 10 (0)
Charisma 14 (+2)

Armor Class 13 (Dex +3)
6 Hit Points

28 Skill Points:
Profession (Barber) 4
Alchemy 3
Heal 4
Diplomacy 3
Disguise 2
Gather Information 3
Listen 3
Profession (Herbalist) 2
Sense Motive 2
Perform (Ballad) 1


Equipment:
Artisan's Outfit (includes cloth barber's apron with double belt and belt pouch, red-and-white striped tights and scarlet cravat with brass brooch)
Two barber razors (similar to daggers, but do Slashing damage instead of Piercing)
Two small hand mirrors
Five potion vials and two flasks (used for concocting salves, oils and ointments)
Flint and steel
Whetstone
Artisan's Tools (includes a strop, several small detail razors, a small pair of shears, two nail cutters, a scalpel, two small brass pots (for boiling water and heating creams and ointments) and similar tools of the trade)


(OOC: Matteas di Bulno followed his father's trade in the barber profession. But rather than remain content with servicing the locals, Matteas grew vain and greedy, believing himself to be worthy of a more vaunted station and greater pay. Time would prove him right; he left his humble town of Nelviste behind and forced himself into the company of the aristocracy repeatedly, soon earning the favor of three senators and thrice as many landholding lords and ladies.

One day, a shabby and filthy beggar, parched of skin and matted of hair, stumbled into Matteas' elegantly austere barber shop and offered to pay him well for grooming and a haircut with a beard trim. Matteas would not hear of it and rebuked the beggar angrily for so little as setting foot inside his clean and well-lit shop. Even a pouch of shimmering gold coins could not dissuade the haughty and disgusted Matteas, and the barber furiously seized the beggar and shoved him out of the barber shop, hurling the pouch of coins after him. It was then that the beggar revealed himself to be the archmage Marbol the Masterful and berated Matteas for his arrogance and lack of compassion. But Matteas remained unrepentant and grew scornful of Marbol's deceit, and so Marbol transformed him into the shapeshifting black pawn that he is today, condemning him to a sentence of forced humility and endless servitude to whomever should claim his chess piece, be they king, commoner, beggar or pauper.

Mattias remains secretly bitter over his fate, hoping for an eventual chance to free himself from Marbol's enchantment. Until then, he strives to put on a cordial face and work at his trade as well as he can, though he makes little secret of his scorn for those who fall anywhere short of the societal Middle Class.)
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