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Character stats

A year long game from Breila.
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Breila
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Character stats

Post by Breila »

Post your stats here for easy reference (see model in the OOC chat). Thanks!

Die rolling method: 4d6, drop lowest, arrange to taste. Use your own dice, if I think that can't be true, I'll tell you ;-)
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Jenara
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Re: Character stats

Post by Jenara »

Name: Eloise Staal
Race: Human
Age: 15
Class: Thief

Strength: 9
Dexterity: 16 (+1 with ranged weapons, -2 to AC)
Constitution: 8
Intelligence: 14
Wisdom: 9
Charisma: 14

Weapons: Dagger (1d4 / 1d3) and Bolas (1d3 / 1d2)
Armor: None, AC 8

Thieving abilities: PP 30, OL 15, F/RT 15, MS 35, HS 35, DN 15, CW 70, RL 0

Equipment: White Tunic, brown cloth skirt, old leather boots (with dagger in the left), leather belt (too big) with Bolas hanging from them, simple brown cloak.

Small belt pouch with a few small wires (very basic thieves picks), 5sp, 2cp, few nuts and berries wrapped in paper, flute.

Eloise is a young girl of 5ft in height, and weighting just over 110lbs, she has shoulder length dirty redish brown hair obviously cut by her own hand, her clothes are old and well worn, obviously cast offs from the more “well to do” families, her leather boots are scuffed, with a missing buckle to the left boot.

Born in the Small village of Calsberg, Eloise was raised by her elderly grandparents, after her parents abandoned her to seek their fame. Her grandmother died when she was twelve, leaving the pair alone, she got work at small inn to pay for food when her grandfather was too old to work.

She met Thelma two years ago, the more experienced and elder thief came to the village seeking a place to stay, the girls didn't get on at first, but slowly they became friends. Thelma helped out at the inn, and often went off on jobs, but she always came back.

A few weeks ago her grandfather died, leaving her alone, lost, Thelma convinced her to move on, perhaps to see the world now she was old enough. So she packed up her things, took her grandfathers flute (he made it himself) and came to Valckenburg to seek a job, and perhaps find a home.

The two girls act like sisters, with Thelma as the overprotective, elder sister, and Eloise as the younger, childish one, she loves her 'sister' but wishes she would ease up and have some fun, after all the world wasn't that scary... Was it?
Eloise.jpg
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Stik
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Re: Character stats

Post by Stik »

Name: Christopher Starrett
Race: Human
Class:Fighter (Cavalier kit)

Strength: 17
Dexterity:16
Constitution: 15
Intelligence: 14
Wisdom: 10
Charisma:11

Weapons:
Lance
Longsword (Specialized)
Spear
Dagger (non-proficient)

Armor: Mail + Shield + DEX -2 = AC 2

Equipment:
Longsword, spear, 2 lances, knife
Chain mail, helm, shield
Gambeson, boots, spurs

Cross, paternoster beads

Purse tinderbox, waterskin

Saddlebags
Mess kit, cotton cord, spare clothing (tunic and hose)
Cooking pot, armoring tools, curry comb and hoof pick,

Background: John was a younger son of a lesser noble who took service with an English knight on crusade. As the knight lay dying of disease in the Holy Land, he charged John with the task of carrying word of his demise back home.

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Cavalier

Description: The Cavalier is the ultimate mounted warrior of civilized cultures, especially those of Middle Ages technology and outlook. In a campaign, he's the shining knight who leads his fellows on an eternal quest for truth, justice, and the elimination of evil. To the world at large, he's a mighty hero. To his friends and allies, he's a staunch friend, a tireless cheerleader, and often an overenthusiastic pain in the neck.
The Cavalier kit resembles the Noble Warrior kit (q.v.) in that both are noblemen warriors, but the Noble Warrior is primarily interested in defending the rights and maintaining the status quo of his social class, while the Cavalier pursues loftier goals.
Also, the character must belong to the noble social class in the campaign. It's up to the DM to determine whether this is possible. If his campaign uses a random die-roll to determine who's nobility and who isn't, then the character must first successfully roll to be noble in order to be a Cavalier. If it's more of a role-playing exercise in the campaign, then any character who takes the Cavalier Warrior Kit will be presumed to be of the nobility. (This doesn't mean that he has a lot of money; it's quite likely that he belongs to an impoverished noble family, one with a lot of honorable tradition but no money to speak of.)
Role: In his own and similar cultures, the Cavalier is a mighty hero who has the respect of the majority of the population (the criminal classes and evil characters excepted). He has the good-will of the people (reflected as bonuses to his reaction rolls), but the people also make many demands of him: When there's danger, when someone is in trouble, the people turn to the Cavalier for help. This character does not get much time for rest and relaxation.
Weapon Proficiencies: Required: Lance (any; player choice) and Sword (any; player choice). Recommended: All other Lances, all other Swords, all Horsemen's weapons, Dagger, Spear, Javelin.
Nonweapon Proficiencies: Bonus Proficiencies: Riding, (Land-based, horse), Etiquette. Recommended: Animal Handling, Animal Training, Dancing, Heraldry, (Priest, double slots unless Paladin) Musical Instrument, Reading/Writing, (Warrior) Blind-Fighting, Endurance.
Equipment: The Cavalier must start play with (i.e., spend his initial gold on) at least two weapons, including one lance and one sword, and must then buy the most expensive set of armor he can still afford. After those expenditures, whatever remains of his gold can be spent on items of his choice.
Special Benefits: The Cavalier enjoys many special benefits, including:
At 1st level, he gets a +1 to attack rolls with any lance for which he has proficiency, when using the lance from horseback. This goes up +1 every six experience levels (so he'll be +2 at 7th level, +3 at 13th, etc.).
At 3rd level, he gets a +1 to attack rolls with any one type of sword (his choice from among those he has proficiency with; most common are broad sword, long sword, bastard sword, and scimitar). This goes up +1 every six experience levels (so he'll be +2 at 9th level, +3 at 15th, etc.).
At 5th level, he gets a +1 to attack rolls with either horseman's mace, horseman's flail, or horseman's pick (his choice from among those he has proficiency with). This goes up +1 every six experience levels (so he'll be +2 at 11th level, +3 at 17th level, etc.).
These pluses to attack rolls do not add to damage, and don't allow the Cavalier to hit a monster that can only be hit by magical weapons.
The Cavalier is completely immune to the fear spell. Because he is so brave, he inspires others to courage, and so, while he is fighting, he actually radiates an emotion spell in a 10' radius. This emotion spell radiates courage (see the writeup for the 4th-level wizard spell emotion), but only to the extent that it negates fear; it does not bestow the berserk fury that the actual wizard spell provides.
The Cavalier is +4 to save vs. all magic which would affect his mind, such as the wizard spells charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, and geas, and the clerical spells command, charm person or mammal, enthrall, cloak of bravery, and symbol.
The Cavalier starts play with a horse which he does not have to pay for. This will be either a heavy war horse, medium war horse, or light war horse. The player may choose what sort of horse it is, subject to the DM's approval. It will automatically be a Charger (see the section on Horse Quality in the Dungeon Master Guide, page 36); the DM may roll for its personality traits according to those rules. If this horse dies, the Cavalier has to acquire himself another one through the usual campaign means (buy one, be given one for noble deeds, etc.), but will not be content with any horse which is not a war horse of Charger quality.
The Cavalier receives a +3 reaction from anyone of his own culture (except criminals and characters of evil alignment, from whom he receives a –3).
And finally, the Cavalier has the right to demand shelter. When he travels, he can demand shelter from anyone in his own nation who is of status lower than nobility. And most people of his own status or higher will be happy to offer him shelter when he is travelling.
Special Hindrances: The Cavalier cannot attack an opponent at range if he can instead charge ahead and attack him in melee or jousting combat. Therefore, he cannot snipe on enemies with a bow or crossbow; he cannot use a polearm from behind a shield wall. He has to be on the front line, meeting his foes face-to-face. (A Cavalier could conceivably shoot an opponent with an arrow to stop that opponent from killing an innocent person; that doesn't constitute a violation of his code. But he couldn't shoot the enemy to protect a friend if his friend is fighting that enemy honorably . . . even if his friend is losing.)
In any combat, the Cavalier must attack the enemy who is the biggest and most powerful-looking. If he's held up by lesser troops, he must dispatch them as quickly as possible and then get to his "real" opponent.
He must always have the highest-quality armor he can afford. As he goes through his early experience levels, if he has the money, he'll constantly be selling his old armor and buying the next most protective set of armor. His goal is to have a set of full plate armor; the next step down from that is field plate, then plate mail, then bronze plate mail, then banded or splint, then chain, then scale or brigandine, then ring or studded. And to him, magic bonuses don't mean as much as the type of armor: He prefers a suit of ordinary field plate to a set of banded mail +5. The DM must rigorously enforce this limitation on the character if the player is inclined to ignore it.
The Cavalier must also follow the very strict Code of Chivalry. In most AD&D® game campaigns, his code includes these rules: He must cheerfully perform any noble service or quest asked of him; he must defend, to the death, any person or item placed in his charge; he must show courage and enterprise when obeying his rulers; he must show respect for all peers and equals; he must honor all those above his station (his social class); he must demand respect and obedience from those below his station; he must scorn those who are lowly and ignoble (he will not help the ill-mannered, the coarse, the crude; he will not use equipment which is badly-made or inferior; he will fight on foot before riding a nag; etc.); he must perform military service to his lord whenever asked; he must show courtesy to all ladies (if the Cavalier is male); he must regard war as the flowering of chivalry, and a noble enterprise; he must regard battle as the test of manhood, and combat as glory; he must achieve personal glory in battle; he must slay all those who oppose his cause; and he must choose death before dishonor.
If a Cavalier chooses not to follow this code, bad things happen. The first time he breaks his vows, the DM will warn the player that the Cavalier feels bad about violating his code. The second time he breaks his vows, the Cavalier loses all his special benefits until such time as he repents and undertakes a dangerous task to redeem himself. When performing this task, he must behave according to his code and his hindrances. Only when the task is successfully accomplished does he regain his benefits.
If the Cavalier breaks his vow a third time without repenting and undertaking that task, he has abandoned his Cavalier Warrior Kit. He permanently loses all the special benefits of the Kit. He no longer has to obey his knightly code. He receives a permanent –3 reaction adjustment from all members of his own culture (even those who do not know of his past will be put off by the air of treachery and faithlessness that now haunts the man). His horse, even if it is not the one he began play with, leaves him—either rides off into the sunset without him, or attacks him. He may never ride it again, even if he kills it trying to do so. See "Abandoning a Kit" later in this chapter.
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Re: Character stats

Post by pixie chic »

Name: Thelma Herad
Race: Human
Age: 20
Class: Thief

Strength: 12
Dexterity: 18
Constitution: 11
Intelligence: 12
Wisdom: 10
Charisma: 15

Weapons: Dagger and staff
Armor: Leather, AC: 4

Thieving abilities: PP 45, OL 50, F/RT 20, MS 25, HS 25, DN 15, CW 70, RL 0

Equipment: Brown long coat with cotton trousers and a linen shirt. She wears a dagger and carries a quarterstaff for a walking stick.

She keeps a belt pouch with a few coins in it, but there are small mounts of coins secreted into small pockets on her person along with a set of thieves tools.

At 5 feet tall, Thelma is not a tall woman. She has dark brown hair with shoulder length hair. Thelma has light skin with freckles along her neckline. She has green eyes and the ears of an elf.

Born to a vagrant and abandoned at the age of five, Thelma is a human with distant Elven heritage. Mostly human, she is a child of the streets and knows how to survive the worst of humanity.
Last edited by pixie chic on Sun Jun 30, 2013 10:56 pm, edited 1 time in total.
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Kafen
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Re: Character stats

Post by Kafen »

Name: Dale Kristol
Race: Human
Class:Fighter

Strength: 15
Dexterity:17
Constitution: 14
Intelligence: 13
Wisdom: 14
Charisma:12

Weapons:
Shortbow (specialized)
Longsword (proficient)
Dagger (proficient)

Armor: Leather armor and shield AC 7

Equipment: Shortbow, dagger, leather armor, shield, and 20 arrows with quiver, backpack with flint and steel, water skin

GP: 2gp in misc coins

Background: The typical farmboy gone on a walkabout! He has little interest in the farmlife, and he is seeking something else in life.
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Ismaels-Legacy
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Re: Character stats

Post by Ismaels-Legacy »

Name: Saul the Wanderer
Race: Human Male
Class: Cleric

Str: 16
Dex: 12
Con: 7
Int: 12
Wis: 16
Cha: 13

Equipment: Solid walking stick (Quarterstaff), monk's cloth robe, heavy hemp rope-belt, mantle and hood, beggar's bowl, small leather pouch with reliquary and mementos from the Holy Land.

Miracles: Miracles currently queued at the beginning of the game - Bless, Blessing of Purification ((Purify Food and Drink))

Background: Saul is not this man's name. He renounced it after being 'Born in Blood' during the fighting in the Holy Land. He is no longer the man he once was; mentally, physically, or spiritually. He is currently of weaker of constitution than he once was after surviving a plague in the Holy Land. He now seeks penance through his vow of poverty.

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NoTrammeling
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Re: Character stats

Post by NoTrammeling »

Name: Matthias
Race: Human Male
Class: Wizard

Strength: 12
Dexterity: 9
Constitution: 10
Intelligence: 15
Wisdom: 12
Charisma: 13

Weapons: Sling (1d4)

Armor: N/A, AC 10

Spells: Read Magic, Detect Magic, Phantasmal Force, Mending, Magic Missile, Hold Portal, Sleep, Comprehend Languages, Burning Hands, Audible Glamer, Unseen Servant

Equipment: Simple hempen robes of brown, heavy green woolen cloak, mid-calf leather boots with turned-down tops, wide leather belt, two small belt pouches, haversack

Background: A reclusive hermit and man of the woods, sought after by the local populace for his skills at mending and his apothecary practices. Though some of the more itinerant locals will whisper dark rumors of Matthias while in their cups, most respect a man's right to live as he please especially because of his utility. He's heading to the Abbey to unload a crop of herbs, having stopped at the Red Oxen for a rare night of drink and rough brotherhood.
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